1.用粒子製作拋物線。
1.創建一個枚舉
public enum FunctionOption {
Linear,
Exponential,
Parabola,
Sine
}
2.創建靜態方法
//直線
private static float Linear (float x) {
return x;
}
//曲線
private static float Exponential (float x) {
return x * x;
}
//拋物線
private static float Parabola (float x){
x = 2f * x - 1f;
return x * x;
}
//Sine 曲線 可以通過相位來控制Shader水的流動,有興趣的可以去實現
private static float Sine (float x){
return 0.5f + 0.5f * Mathf.Sin(2 * Mathf.PI * x + Time.timeSinceLevelLoad);
}
3.創建委託函數
private delegate float FunctionDelegate (float x);
private static FunctionDelegate[] functionDelegates = {
Linear,
Exponential,
Parabola,
Sine
};
public FunctionOption function;
4.創建點
private void CreatePoints () {
currentResolution = resolution;
points = new ParticleSystem.Particle[resolution];
float increment = 1f / (resolution - 1);
for (int i = 0; i < resolution; i++) {
float x = i * increment;
points[i].position = new Vector3(x, 0f, 0f);
points[i].color = new Color(x, 0f, 0f);
points[i].size = 0.1f;
}
}
void Update () {
if (currentResolution != resolution || points == null) {
CreatePoints();
}
FunctionDelegate f = functionDelegates[(int)function];
for (int i = 0; i < resolution; i++) {
Vector3 p = points[i].position;
p.y = f(p.x);
points[i].position = p;
Color c = points[i].startColor;
c.g = p.y;
points[i].startColor = c;
}
GetComponent<ParticleSystem>().SetParticles(points, points.Length);
}
5.全部代碼如下 ,並把他放在粒子物體上,不過這個一直是在Update裏面執行,所以性能會比較耗性能,這
主要測試功能用的。
using UnityEngine;
public class Test : MonoBehaviour {
public enum FunctionOption {
Linear,
Exponential,
Parabola,
Sine
}
private delegate float FunctionDelegate (float x);
private static FunctionDelegate[] functionDelegates = {
Linear,
Exponential,
Parabola,
Sine
};
public FunctionOption function;
[Range(10, 100)]
public int resolution = 10;
private int currentResolution;
private ParticleSystem.Particle[] points;
private void CreatePoints () {
currentResolution = resolution;
points = new ParticleSystem.Particle[resolution];
float increment = 1f / (resolution - 1);
for (int i = 0; i < resolution; i++) {
float x = i * increment;
points[i].position = new Vector3(x, 0f, 0f);
points[i].color = new Color(x, 0f, 0f);
points[i].size = 0.1f;
}
}
void Update () {
if (currentResolution != resolution || points == null) {
CreatePoints();
}
FunctionDelegate f = functionDelegates[(int)function];
for (int i = 0; i < resolution; i++) {
Vector3 p = points[i].position;
p.y = f(p.x);
points[i].position = p;
Color c = points[i].startColor;
c.g = p.y;
points[i].startColor = c;
}
GetComponent<ParticleSystem>().SetParticles(points, points.Length);
}
private static float Linear (float x) {
return x;
}
private static float Exponential (float x) {
return x * x;
}
private static float Parabola (float x){
x = 2f * x - 1f;
return x * x;
}
private static float Sine (float x){
return 0.5f + 0.5f * Mathf.Sin(2 * Mathf.PI * x + Time.timeSinceLevelLoad);
}
}