3D游戏编程与设计 Week11

这次作业差点就忘记交了,还是蛮简单的。下面开始讲实现步骤。




1.初始设置

建立一个halo的项目,并设置如下:






2.代码部分


光圈粒子部分:

基础粒子部分

public class HaloParticle {  
02.    public HaloParticle(float r = 0, float a = 0) {  
03.        radius = r;  
04.        angle = a;  
05.    }  
06.    public float radius {  
07.        get;  
08.        set;  
09.    }  
10.    public float angle {  
11.        get;  
12.        set;  
13.    }  
14.}  




外光圈部分:

先创建粒子系统、最大最小半径、粒子总数以及一个HaloParticle数组存粒子状态属性,注意粒子集中在扇道中心

public class OuterHalo{  
   
public ParticleSystem _particle_system;  
private ParticleSystem.Particle[] _particle_array;  
private int _halo_resolution = 3000;  
private float _min_radius = 2F;  
private float _max_radius = 4.5F;  
private HaloParticle[] _halo_particle;


void Start () {  
        _particle_system = this.GetComponent<ParticleSystem> ();  
        _particle_array = new ParticleSystem.Particle[_halo_resolution];  
        _halo_particle = new HaloParticle[_halo_resolution];  
        _particle_system.maxParticles = _halo_resolution;  
        _particle_system.Emit (_halo_resolution);  
        _particle_system.GetParticles (_particle_array);  
        for (int i = 0; i < _halo_resolution; ++i) {  
                //粒子半径,添加一个偏移量,使粒子集中于平均半径处  
        float shiftMinRadius = Random.Range(1, ((_max_radius + _min_radius) / 2) / _min_radius);  
        float shiftMaxRadius = Random.Range(((_max_radius + _min_radius) / 2) / _max_radius, 1);  
        float radius = Random.Range (_min_radius * shiftMinRadius, _max_radius * shiftMaxRadius);  
  
  
                //粒子角度  
        float angle = Random.Range (0, Mathf.PI * 2);  
  
  
        _halo_particle [i] = new HaloParticle (radius, angle);  
        _particle_array [i].position = new Vector3 (radius * Mathf.Cos (angle), radius * Mathf.Sin (angle), 0);  
        }  
        _particle_system.SetParticles (_particle_array, _particle_array.Length);  
		
  }  



void Update () {  
    for (int i = 0; i < _halo_resolution; ++i) {  
        _halo_particle [i].angle -= Random.Range(0, 1F / 360);  
        _particle_array [i].position = new Vector3 (_halo_particle [i].radius * Mathf.Cos (_halo_particle [i].angle), _halo_particle [i].radius * Mathf.Sin (_halo_particle [i].angle), 0);  
    }  
    _particle_system.SetParticles (_particle_array, _particle_array.Length);  
}  






}  




内光圈部分:

有一点注意的地方是内光圈有两个缺口,要在start()中使例子向π/4和5π/4聚集,即可实现缺口

public class InnerHalo{  
   

		public ParticleSystem _particle_system;  
private ParticleSystem.Particle[] _particle_array;  
private int _halo_resolution = 3000;  
private float _min_radius = 2F;  
private float _max_radius = 4.5F;  
private HaloParticle[] _halo_particle;


void Start () {  
        _particle_system = this.GetComponent<ParticleSystem> ();  
        _particle_array = new ParticleSystem.Particle[_halo_resolution];  
        _halo_particle = new HaloParticle[_halo_resolution];  
        _particle_system.maxParticles = _halo_resolution;  
        _particle_system.Emit (_halo_resolution);  
        _particle_system.GetParticles (_particle_array);  
        for (int i = 0; i < _halo_resolution; ++i) {  
                //粒子半径,添加一个偏移量,使粒子集中于平均半径处  
        float shiftMinRadius = Random.Range(1, ((_max_radius + _min_radius) / 2) / _min_radius);  
        float shiftMaxRadius = Random.Range(((_max_radius + _min_radius) / 2) / _max_radius, 1);  
        float radius = Random.Range (_min_radius * shiftMinRadius, _max_radius * shiftMaxRadius);  
  
  
                //粒子角度  
        float angle = Random.Range (0, Mathf.PI * 2);  
  
  
        _halo_particle [i] = new HaloParticle (radius, angle);  
        _particle_array [i].position = new Vector3 (radius * Mathf.Cos (angle), radius * Mathf.Sin (angle), 0);  
        }  
        _particle_system.SetParticles (_particle_array, _particle_array.Length);  
		float shiftMinAngle = Random.Range(1, (Mathf.PI * 3 / 2) / Mathf.PI);  
		float shiftMaxAngle = Random.Range((Mathf.PI * 3 / 2) / Mathf.PI / 2, 1);  
		float angle = Random.Range (Mathf.PI * shiftMinAngle, Mathf.PI * 2 * shiftMaxAngle) - Mathf.PI / 4;  
		if (Random.Range (0, 100) < 50)  
        		angle -= Mathf.PI; 
  }  



void Update () {  
    for (int i = 0; i < _halo_resolution; ++i) {  
        _halo_particle [i].angle -= Random.Range(0, 1F / 360);  
        _particle_array [i].position = new Vector3 (_halo_particle [i].radius * Mathf.Cos (_halo_particle [i].angle), _halo_particle [i].radius * Mathf.Sin (_halo_particle [i].angle), 0);  
    }  
    _particle_system.SetParticles (_particle_array, _particle_array.Length);  
}  






}  


3.成果


大致如此


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