《UnityAPI.ParticleSystem粒子系統》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Particle+loop+Emit+立鑽哥哥++==)

《UnityAPI.ParticleSystem粒子系統》

版本

作者

參與者

完成日期

備註

UnityAPI_ParticleSystem_V01_1.0

嚴立鑽

 

2020.05.25

 

 

 

 

 

 

 

#《UnityAPI.ParticleSystem粒子系統》發佈說明:

++++“UnityAPI.ParticleSystem粒子系統是對UnityAPIParticleSystem類的剖析和拓展

立鑽哥哥:Unity是一個入門快、提高難的遊戲引擎,想要提升能力,至少需要越過3道坎:API+Shader+綜合能力

++1、API的積累:API的合理利用不僅可以減輕自己的編碼負擔,而且往往可以提高程序的運行效率;這也是鑽哥開始“Unity API”獨立打造分類的初衷

++2、Shader編程:想要做出一款精品遊戲往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系統,優化了繁雜的“Open GL”編程

++3、綜合能力(技術+業務+管理):一款產品的製作除了功能編程外,往往會涉及很多其他領域,例如產品架構、UI交互設計、模型製作等,作爲主要的編程人員,對其他相關領域的瞭解程序往往會影響到產品製作直至最後的產品體驗

++++立鑽哥哥一直在推動【VR雲遊戲=Unity+SteamVR+雲技術+5G+AI,這個只是一個引子,拋磚引玉讓大家對整個知識體系有一個明確的落地方向,寶寶們可以根據自己的興趣方向進行拓展:比如Unity這裏是指一種“3D遊戲引擎”,也可拓展至“UE4Cocos2dx”等遊戲引擎;SteamVR是一種跨硬件解決方案,也可拓展至“VRTK”等第三方插件;“雲技術+5G”是一種跨平臺解決方案的核心技術,同樣可拓展至其他平臺解決方案;AI也是一種先進技術的舉例,也可以拓展至任何一種前沿技術

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

$$$$博客溯源:

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#ParticleSystem粒子系統

#ParticleSystem粒子系統

#ParticleSystem粒子系統

++A1、Description描述

++B2、Variables變量

++C3、Public Function共有函數

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立鑽哥哥:ParticleSystem(粒子系統)是Unity粒子系統的腳本接口

++++[namespace]:UnityEngine

++++[Inherits from]:Component

 

 

 

 

 

 

#B2、Variables變量

#B2、 Variables變量

++B2、Variables變量

++++B2.1、collision

++++B2.2、colorBySpeed

++++B2.3、colorOverLifetime

++++B2.4、duration

++++B2.5、emission

++++B2.6、externalForces

++++B2.7、forceOverLifetime

++++B2.8、gravityModifier

++++B2.9、inheritVelocity

++++B2.10、isPaused

++++B2.11、isPlaying

++++B2.12、isStopped

++++B2.13、limitVelocityOverLifetime

++++B2.14、loop

++++B2.15、maxParticles

++++B2.16、particleCount

++++B2.17、playbackSpeed

++++B2.18、playOnAwake

++++B2.19、randomSeed

++++B2.20、rotationBySpeed

++++B2.21、rotationOverLifetime

++++B2.22、scalingMode

++++B2.23、shape

++++B2.24、simulationSpace

++++B2.25、sizeBySpeed

++++B2.26、sizeOverLifetime

++++B2.27、startColor

++++B2.28、startDelay

++++B2.29、startLifetime

++++B2.30、startRotation

++++B2.31、startRotation3D

++++B2.32、startSize

++++B2.33、startSpeed

++++B2.34、subEmitters

++++B2.35、textureSheetAnimation

++++B2.36、time

++++B2.37、velocityOverLifetime

++++B2.38、YanlzXREngine.ParticleSystem.Variables

 

 

 

++B2.1、collision

++B2.1、collision

++B2.1、collision

++++立鑽哥哥:碰撞信息

public ParticleSystem.CollisionModule collision;

++++訪問粒子系統的碰撞模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        var coll = ps.collision;

        coll.enabled = true;

        coll.bounce = new ParticleSystem.MinMaxCurve(0.5f);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.2、colorBySpeed

++B2.2、colorBySpeed

++B2.2、colorBySpeed

++++立鑽哥哥:顏色速度

public ParticleSystem.ColorBySpeedModule colorBySpeed;

++++訪問粒子系統的顏色生命週期

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        //var col = ps.colorOverLifetime;   //立鑽哥哥:顏色生命週期

        var col = ps.colorBySpeed;

        col.enabled = true;

    

        Gradient grad = new Gradient();

        grad.SetKeys(

            new GradientColorKey[]{

                new GradientColorKey(Color.bule, 0.0f),

                new GradientColorKey(Color.red, 1.0f)},

            new GradientAlphaKey[]{

                new GradientAlphaKey(1.0f, 0.0f),

                new GradientAlphaKey(0.0f, 1.0f)}

            );

 

        col.color = new ParticleSystem.MinMaxGradient(grad);

 

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.3、colorOverLifetime

++B2.3、colorOverLifetime

++B2.3、colorOverLifetime

++++立鑽哥哥:顏色生命週期

public ParticleSystem.ColorOverLifetimeModule colorOverLifetime;

++++訪問粒子系統的顏色生命週期模塊

 

 

 

 

 

++B2.4、duration

++B2.4、duration

++B2.4、duration

++++立鑽哥哥:持續時間

public float duration;

++++粒子的持續時間,單位秒(只讀

 

 

 

 

 

++B2.5、emission

++B2.5、emission

++B2.5、emission

++++立鑽哥哥:發射

public ParticleSystem.EmissionModule emission;

++++訪問粒子系統的發射模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystm : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        var em = ps.emission;

        em.enabled = true;

        em.type = ParticleSystemEmissionType.Time;

        em.SetBursts(new ParticleSystem.Burst[]{

            new ParticleSystem.Burst(2.0f, 100),

            new ParticleSystem.Burst(4.0f, 100)

        });

 

        AnimationCurve curve = new AnimationCurve();

        curve.AddKey(0.0f, 0.1f);

        curve.AddKey(0.75f, 1.0f);

 

        em.rate = new ParticleSystem.MinMaxCurve(10.0f, curve);

 

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:pbulic class YanlzParticleSystem{}

 

 

 

 

 

++B2.6、externalForces

++B2.6、externalForces

++B2.6、externalForces

++++立鑽哥哥:外力

public ParticleSystem.ExternalForcesModule externalForces;

++++訪問粒子系統的外力模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        var ex = ps.externalForces;

        ex.enabled = true;

        ex.multiplier = 0.1f;

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.7、forceOverLifetime

++B2.7、forceOverLifetime

++B2.7、forceOverLifetime

++++立鑽哥哥:力的生命週期

public ParticleSystem.ForceOverLifetimeModule forceOverLifetime;

++++訪問粒子系統的力的生命週期模塊

using UnityEngine

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

        var fo = ps.forceOverLifetime;

        fo.enabled = true;

 

        AnimationCurve cure = new AnimationCurve();

        curve.AddKey(0.0f, 0.1f);

        curve.AddKey(0.75f, 1.0f);

    

        fo.x = new ParticleSystem.MinMaxCurve(1.5f, curve);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.8、gravityModifier

++B2.8、gravityModifier

++B2.8、gravityModifier

++++立鑽哥哥:重力修改器

public float gravityModifier;

++++應用到Physics.gravity所定義的重力的大小

 

 

 

 

 

++B2.9、inheritVelocity

++B2.9、inheritVelocity

++B2.9、inheritVelocity

++++立鑽哥哥:繼承速度

public ParticleSystem.InheritVelocityModule inheritVelocity;

++++訪問粒子系統的速度繼承模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

    

        var iv = ps.inheritVelocity;

        iv.enabled = true;

 

        AnimationCurve curve = new AnimationCurve();

        curve.AddKey(0.0f, 1.0f);

        curve.AddKey(1.0f, 0.0f);

        iv.curve = new ParticleSystem.MinMaxCurve(1.0f, curve);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.10、isPaused

++B2.10、isPaused

++B2.10、isPaused

++++立鑽哥哥:是否暫停

public bool isPaused;

++++粒子系統現在暫停嗎?

 

 

 

 

 

++B2.11、isPlaying

++B2.11、isPlaying

++B2.11、isPlaying

++++立鑽哥哥:是否正播放

public bool isPlaying;

++++粒子系統是否正播放?

 

 

 

 

 

++B2.12、isStopped

++B2.12、isStopped

++B2.12、isStopped

++++立鑽哥哥:是否已停止

public bool isStopped;

++++粒子系統是否已停止?

 

 

 

 

 

++B2.13、limitVelocityOverLifetime

++B2.13、limitVelocityOverLifetime

++B2.13、limitVelocityOverLifetime

++++立鑽哥哥:限制速度生命週期

public ParticleSystem.LimitVelocityOverLifetimeModule limitVelocityOverLifetime;

++++訪問粒子系統的限制速度生命週期模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        var lv = ps.limitVelocityOverLifetime;

        lv.enabled = true;

        lv.dampen = 0.5f;

 

        AnimationCurve curve = new AnimationCurve();

        curve.AddKey(0.0f, 1.0f);

        curve.AddKey(1.0f, 0.0f);

 

        lv.limit = new ParticleSystem.MinMaxCurve(10.0f, curve);

 

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.14、loop

++B2.14、loop

++B2.14、loop

++++立鑽哥哥:循環

public bool loop;

++++粒子系統正循環?

++++如果在粒子系統播放時禁用循環,這將在當前循環結束之後停止

 

 

 

 

 

++B2.15、maxParticles

++B2.15、maxParticles

++B2.15、maxParticles

++++立鑽哥哥:最大粒子數

public int maxParticles;

++++粒子發射的最大數量

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    public float hSliderValue = 0.0F;

    public ParticleSystem part;

 

    void Start(){

        part = GetComponent<ParticleSystem>();

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        part.maxParticles = Mathf.RoundToInt(hSliderValue);

    }    //立鑽哥哥:void Update(){}

 

    void OnGUI(){

        hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 100.0F);

    }    //立鑽哥哥:void OnGUI(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.16、particleCount

++B2.16、particleCount

++B2.16、particleCount

++++立鑽哥哥:粒子數

public int particleCount;

++++粒子當前的數量(只讀

 

 

 

 

 

++B2.17、playbackSpeed

++B2.17、playbackSpeed

++B2.17、playbackSpeed

++++立鑽哥哥:播放速度

public float playbackSpeed;

++++粒子系統的播放速度;1是正常播放速度

++++不支持負的播放速度

 

 

 

 

 

++B2.18、playOnAwake

++B2.18、playOnAwake

++B2.18、playOnAwake

++++立鑽哥哥:喚醒時播放

public bool playOnAwake;

++++如果設置爲true,該粒子系統將在啓動的時候自動開始播放

++++注意:喚醒播放在當前粒子效果下的所有粒子是共享設置

 

 

 

 

 

++B2.19、randomSeed

++B2.19、randomSeed

++B2.19、randomSeed

++++立鑽哥哥:隨機種子

public uint randomSeed;

++++隨機種子用於粒子系統發射;如果設置爲0,將在喚醒時分配隨機值

 

 

 

 

 

++B2.20、rotationBySpeed

++B2.20、rotationBySpeed

++B2.20、rotationBySpeed

++++立鑽哥哥:旋轉速度

public ParticleSystem.RatationBySpeedModule rotationBySpeed;

++++訪問粒子系統的旋轉速度模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

        var rot = ps.rotationBySpeed;

        rot.enabled = true;

 

        AnimationCurve curve = new AnimationCurve();

        curve.AddKey(0.0f, 0.1f);

        curve.AddKey(0.75f, 0.6f);

    

        AnimationCurve curve2 = new AnimationCurve();

        curve2.AddKey(0.0f, 0.2f);

        curve2.AddKey(0.5f, 0.9f);

 

        rot.z = new ParticleSystem.MinMaxCurve(2.0f, curve, curve2);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.21、rotationOverLifetime

++B2.21、rotationOverLifetime

++B2.21、rotationOverLifetime

++++立鑽哥哥:旋轉生命週期

public ParticleSystem.RotationOverLifetimeModule rotationOverLifetime;

++++訪問粒子系統的旋轉生命週期模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        //var rot = ps.rotationBySpeed;

        var rot = ps.rotationOverLifetime;

 

        rot.enabled = true;

 

        AnimationCurve curve = new AnimationCurve();

        curve.AddKey(0.0f, 0.1f);

        curve.AddKey(0.75f, 0.6f);

    

        AnimationCurve curve2 = new AnimationCurve();

        curve2.AddKey(0.0f, 0.2f);

        curve2.AddKey(0.5f, 0.9f);

 

        //rot.z = new ParticleSystem.MinMaxCurve(2.0f, curve, curve2);

        rot.angularVelocity = new ParticleSystem.MinMaxCurve(2.0f, curve, curve2);

 

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.22、scalingMode

++B2.22、scalingMode

++B2.22、scalingMode

++++立鑽哥哥:縮放模式

public ParticleSystemScalingMode scalingMode;

++++應用給粒子大小和位置的縮放模式

 

 

 

 

 

++B2.23、shape

++B2.23、shape

++B2.23、shape

++++立鑽哥哥:圖形

public ParticleSystem.ShapeModule shape;

++++訪問粒子系統的圖形模塊

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        var sh = ps.shape;

        sh.enabled = true;

        sh.shapeType = ParticleSystemShapeType.Mesh;

        sh.mesh = myMesh;

 

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.24、simulationSpace

++B2.24、simulationSpace

++B2.24、simulationSpace

++++立鑽哥哥:模擬空間

public ParticleSystemSimulationSpace simulationSpace;

++++選擇哪個空間模擬粒子;可以是世界座標空間或局部座標空間

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    public ParticleSystem part;

    public bool useLocal = true;

 

    void Start(){

        part = GetComponent<ParticleSystem>();

        useLocal = part.simulationSpace == ParticleSystemSimulationSpace.Local;

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        part.simulationSpace = ((useLocal) ? ParticleSystemSimulationSpace.Local : ParticleSystemSimulationSpace.World)

    }    //立鑽哥哥:void Update(){}

 

    void OnGUI(){

        useLocal = GUI.Toggle(new Rect(10, 60, 200, 30), useLocal, Use Local Simulation Space.);

    }    //立鑽哥哥:void OnGUI(){}

 

}    //立鑽哥哥:public class YanlzParticleSystem{}

 

 

 

 

++B2.25、sizeBySpeed

++B2.25、sizeBySpeed

 

 

 

 

 

 

 

 

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

 

 

 

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR遊戲開發QQ羣:784477094

++立鑽哥哥推薦的拓展學習鏈接(Link_Url)

立鑽哥哥推薦的拓展學習鏈接(Link_Url)

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz/

++++虛擬現實VR資訊: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

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++++Unity知識點0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

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++++UnityAPI.WheelCollider輪碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

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++++Unity企業內訓(第3講)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企業內訓(第4講)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企業內訓(第5講)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企業內訓(第6講)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++鑽哥帶您瞭解產品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++計算機組成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:雲計算和霧計算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++雲計算通俗講義https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz

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