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c# - Unity 5.5 废弃的粒子系统代码

转载 作者:太空狗 更新时间:2023-10-29 17:34:48 24 4
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5.5 之前的粒子系统变量可以通过 ParticleSystem 访问并被读/写。现在可以通过 ParticleSystem.MainModule 访问它们因此很多代码已经过时了。 API Updater无法解决大部分问题。我已经通读了新文档,但无法弄清楚应该如何使用新变量类型。例如,在 JetParticleEffect.cs 中,此行会导致警告:

// set the original properties from the particle system
m_OriginalLifetime = m_System.startLifetime;

警告状态:“ParticleSystem.startLifetime”已过时:“startLifetime 属性已弃用。请改用 main.startLifetime 或 main.startLifetimeMultiplier。'

我试过以下方法:

m_OriginalLifetime = m_System.main.startLifetime;
// error: Cannot implicitly convert type 'UnityEngine.ParticleSystem.MinMaxCurve' to 'float'

我相信答案与 minMaxCurve constant 有关编译时的变量:

m_OriginalLifetime = m_System.main.startLifetime.constant;

但是文档中几乎没有解释。任何人都可以阐明这一点吗?

此外,新的乘数适用于何处?我假设您以前可以在哪里执行此操作:

particle.startSize *= myMultiplier

...你现在应该这样做吗?

particle.main.startSizeMultiplier = myMultiplier

最佳答案

particle.startLifetime:

首先,Unity 在 Unity 5.5 中所做的是为 ParticleSystem 添加新的 future 。 .他们还暴露了一些ParticleSystem之前隐藏的API。

ParticleSystem.MainModule.startLifetime 现在是 MinMaxCurve 的一种而不是像 ParticleSystem.startLifetime 那样 float .

通过这样做,您现在可以获得更多选项,例如修改 startLifetime作为曲线。

读取或写入 ParticleSystem.MainModule.startLifetime取决于 ParticleSystem.MainModule.startLifetime.mode 的值这是通过编辑器或通过代码设置的。

enter image description here

默认值ParticleSystem.MainModule.startLifetime.mode是 ParticleSystemCurveMode.Constant

所以你的 m_OriginalLifetime = m_System.main.startLifetime.constant;很好。

如果startLifetime在运行时动态或随机更改为另一种模式,那么您将必须执行如下操作:

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;

ParticleSystem.MinMaxCurve minMaxCurve = main.startLifetime;

if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
{
m_OriginalLifetime = m_System.main.startLifetime.constant;
}
else if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
{
AnimationCurve animCurveLifetime = m_System.main.startLifetime.curve;
}
...

particle.startSize:

同样的事情适用于 particle.startSize .particle.startSize属性(property)现m_System.main.startSize;

虽然你不能m_System.main.startSize.constant *= myMultiplier;因为你的旧密码是 particle.startSize *= myMultiplier .

你需要得到 m_System.main.startSize , 修改它然后分配修改后的 m_System.main.startSize返回m_System.main.startSize .

particle.startSize *= myMultiplier应该是:

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;

ParticleSystem.MinMaxCurve minMaxCurve = main.startSize; //Get Size

minMaxCurve.constant *= myMultiplier; //Modify Size
main.startSize = minMaxCurve; //Assign the modified startSize back

然后,什么是particle.main.startSizeMultiplierparticle.main.startSize用于?

这两个变量也可以用来改变startLifetimestartSize .它的主要优点是非常高效。它不需要您复制 MinMaxCurve就像我们上面做的那样,为了改变startSizestartSizeMultiplier .

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startSizeMultiplier = 5;

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startLifetimeMultiplier = 8;

如果您的 ParticleSystem.MainModule.startLifetime.mode 使用它们是常数。这将有效地改变总体生命周期乘数或总体大小乘数。


改变颜色和颜色模式

颜色:

有一个隐式运算符可让您使用:

ParticleSystem.MainModule main = trailPartical.main;
main.startColor = Color.red;

但是startColor实际上不是 Color 的类型. startColor变量现在是 ParticleSystem.MinMaxGradient 的一种类型.

这就是你应该如何改变粒子 startColor :

//Create Color
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Color;
color.color = Color.red;

//Assign the color to your particle
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = color;

渐变:

public ParticleSystem particleSystem;

void Start()
{
//Create Gradient key
GradientColorKey[] gradientColorKey;
gradientColorKey = new GradientColorKey[3];
gradientColorKey[0].color = Color.red;
gradientColorKey[0].time = 0f;
gradientColorKey[1].color = Color.blue;
gradientColorKey[1].time = 0.5f;
gradientColorKey[2].color = Color.green;
gradientColorKey[2].time = 1f;

//Create Gradient alpha
GradientAlphaKey[] gradientAlphaKey;
gradientAlphaKey = new GradientAlphaKey[3];
gradientAlphaKey[0].alpha = 1.0f;
gradientAlphaKey[0].time = 0.0f;
gradientAlphaKey[1].alpha = 0.5f;
gradientAlphaKey[1].time = 0.5f;
gradientAlphaKey[2].alpha = 1f;
gradientAlphaKey[2].time = 1f;

//Create Gradient
Gradient gradient = new Gradient();
gradient.SetKeys(gradientColorKey, gradientAlphaKey);

//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Gradient;
color.gradient = gradient;

//Assign the color to particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}

两种颜色之间随机:

//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;

两个梯度之间的随机:

public ParticleSystem particleSystem;

void Start()
{

//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;

//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;

//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;

//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;

//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoGradients;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}

随机颜色:

public ParticleSystem particleSystem;

void Start()
{

//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;

//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;

//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;

//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;

//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.RandomColor;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;


//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}

关于c# - Unity 5.5 废弃的粒子系统代码,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41393814/

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