《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

《UnityAPI.ParticleSystem粒子系统》

《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

版本

作者

参与者

完成日期

备注

UnityAPI_ParticleSystem_V01_1.0

严立钻

 

2020.05.25

 

 

 

 

 

 

 

#《UnityAPI.ParticleSystem粒子系统》发布说明:

++++“UnityAPI.ParticleSystem粒子系统是对UnityAPIParticleSystem类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.****.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.****.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.****.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.****.net/vrunsoftyanlz/category_9325802.html

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

++++【立钻哥哥****空间】:https://blog.****.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#ParticleSystem粒子系统

#ParticleSystem粒子系统

#ParticleSystem粒子系统

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:ParticleSystem(粒子系统)是Unity粒子系统的脚本接口

++++[namespace]:UnityEngine

++++[Inherits from]:Component

 

 

 

 

 

 

#B2、Variables变量

#B2、 Variables变量

++B2、Variables变量

++++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

《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

 

 

 

++B2.1、collision

++B2.1、collision

++B2.1、collision

++++立钻哥哥:碰撞信息

public ParticleSystem.CollisionModule collision;

++++访问粒子系统的碰撞模块

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);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.2、colorBySpeed

++B2.2、colorBySpeed

++B2.2、colorBySpeed

++++立钻哥哥:颜色速度

public ParticleSystem.ColorBySpeedModule colorBySpeed;

++++访问粒子系统的颜色生命周期

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    

    void Start(){

        ParticleSystem ps = GetComponent<ParticleSystem>();

 

        //var col = ps.colorOverLifetime;   //立钻哥哥:颜色生命周期

        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);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.3、colorOverLifetime

++B2.3、colorOverLifetime

++B2.3、colorOverLifetime

++++立钻哥哥:颜色生命周期

public ParticleSystem.ColorOverLifetimeModule colorOverLifetime;

++++访问粒子系统的颜色生命周期模块

 

 

 

 

 

++B2.4、duration

++B2.4、duration

++B2.4、duration

++++立钻哥哥:持续时间

public float duration;

++++粒子的持续时间,单位秒(只读

 

 

 

 

 

++B2.5、emission

++B2.5、emission

++B2.5、emission

++++立钻哥哥:发射

public ParticleSystem.EmissionModule emission;

++++访问粒子系统的发射模块

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);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:pbulic class YanlzParticleSystem{}

 

 

 

 

 

++B2.6、externalForces

++B2.6、externalForces

++B2.6、externalForces

++++立钻哥哥:外力

public ParticleSystem.ExternalForcesModule externalForces;

++++访问粒子系统的外力模块

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;

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.7、forceOverLifetime

++B2.7、forceOverLifetime

++B2.7、forceOverLifetime

++++立钻哥哥:力的生命周期

public ParticleSystem.ForceOverLifetimeModule forceOverLifetime;

++++访问粒子系统的力的生命周期模块

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);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.8、gravityModifier

++B2.8、gravityModifier

++B2.8、gravityModifier

++++立钻哥哥:重力修改器

public float gravityModifier;

++++应用到Physics.gravity所定义的重力的大小

 

 

 

 

 

++B2.9、inheritVelocity

++B2.9、inheritVelocity

++B2.9、inheritVelocity

++++立钻哥哥:继承速度

public ParticleSystem.InheritVelocityModule inheritVelocity;

++++访问粒子系统的速度继承模块

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);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.10、isPaused

++B2.10、isPaused

++B2.10、isPaused

++++立钻哥哥:是否暂停

public bool isPaused;

++++粒子系统现在暂停吗?

 

 

 

 

 

++B2.11、isPlaying

++B2.11、isPlaying

++B2.11、isPlaying

++++立钻哥哥:是否正播放

public bool isPlaying;

++++粒子系统是否正播放?

 

 

 

 

 

++B2.12、isStopped

++B2.12、isStopped

++B2.12、isStopped

++++立钻哥哥:是否已停止

public bool isStopped;

++++粒子系统是否已停止?

 

 

 

 

 

++B2.13、limitVelocityOverLifetime

++B2.13、limitVelocityOverLifetime

++B2.13、limitVelocityOverLifetime

++++立钻哥哥:限制速度生命周期

public ParticleSystem.LimitVelocityOverLifetimeModule limitVelocityOverLifetime;

++++访问粒子系统的限制速度生命周期模块

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);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.14、loop

++B2.14、loop

++B2.14、loop

++++立钻哥哥:循环

public bool loop;

++++粒子系统正循环?

++++如果在粒子系统播放时禁用循环,这将在当前循环结束之后停止

 

 

 

 

 

++B2.15、maxParticles

++B2.15、maxParticles

++B2.15、maxParticles

++++立钻哥哥:最大粒子数

public int maxParticles;

++++粒子发射的最大数量

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzParticleSystem : MonoBehaviour{

    public float hSliderValue = 0.0F;

    public ParticleSystem part;

 

    void Start(){

        part = GetComponent<ParticleSystem>();

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        part.maxParticles = Mathf.RoundToInt(hSliderValue);

    }    //立钻哥哥:void Update(){}

 

    void OnGUI(){

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

    }    //立钻哥哥:void OnGUI(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.16、particleCount

++B2.16、particleCount

++B2.16、particleCount

++++立钻哥哥:粒子数

public int particleCount;

++++粒子当前的数量(只读

 

 

 

 

 

++B2.17、playbackSpeed

++B2.17、playbackSpeed

++B2.17、playbackSpeed

++++立钻哥哥:播放速度

public float playbackSpeed;

++++粒子系统的播放速度;1是正常播放速度

++++不支持负的播放速度

 

 

 

 

 

++B2.18、playOnAwake

++B2.18、playOnAwake

++B2.18、playOnAwake

++++立钻哥哥:唤醒时播放

public bool playOnAwake;

++++如果设置为true,该粒子系统将在启动的时候自动开始播放

++++注意:唤醒播放在当前粒子效果下的所有粒子是共享设置

 

 

 

 

 

++B2.19、randomSeed

++B2.19、randomSeed

++B2.19、randomSeed

++++立钻哥哥:随机种子

public uint randomSeed;

++++随机种子用于粒子系统发射;如果设置为0,将在唤醒时分配随机值

 

 

 

 

 

++B2.20、rotationBySpeed

++B2.20、rotationBySpeed

++B2.20、rotationBySpeed

++++立钻哥哥:旋转速度

public ParticleSystem.RatationBySpeedModule rotationBySpeed;

++++访问粒子系统的旋转速度模块

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);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.21、rotationOverLifetime

++B2.21、rotationOverLifetime

++B2.21、rotationOverLifetime

++++立钻哥哥:旋转生命周期

public ParticleSystem.RotationOverLifetimeModule rotationOverLifetime;

++++访问粒子系统的旋转生命周期模块

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);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.22、scalingMode

++B2.22、scalingMode

++B2.22、scalingMode

++++立钻哥哥:缩放模式

public ParticleSystemScalingMode scalingMode;

++++应用给粒子大小和位置的缩放模式

 

 

 

 

 

++B2.23、shape

++B2.23、shape

++B2.23、shape

++++立钻哥哥:图形

public ParticleSystem.ShapeModule shape;

++++访问粒子系统的图形模块

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;

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

 

++B2.24、simulationSpace

++B2.24、simulationSpace

++B2.24、simulationSpace

++++立钻哥哥:模拟空间

public ParticleSystemSimulationSpace simulationSpace;

++++选择哪个空间模拟粒子;可以是世界坐标空间或局部坐标空间

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;

    }    //立钻哥哥:void Start(){}

 

    void Update(){

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

    }    //立钻哥哥:void Update(){}

 

    void OnGUI(){

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

    }    //立钻哥哥:void OnGUI(){}

 

}    //立钻哥哥:public class YanlzParticleSystem{}

 

 

 

 

++B2.25、sizeBySpeed

++B2.25、sizeBySpeed

 

 

 

 

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

 

 

 

 

《UnityAPI.ParticleSystem粒子系统》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Particle+loop+Emit+立钻哥哥++==)

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.****.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.****.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.****.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.****.net/vrunsoftyanlz/category_9325802.html

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

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++++虚拟现实VR资讯: https://blog.****.net/VRunSoftYanlz/article/details/89165846

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++++U3D_Shader编程(第一篇:快速入门篇)https://blog.****.net/vrunsoftyanlz/article/details/80372071

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