コード例 #1
0
        private void OnEnable()
        {
            if (targets.Length == 1)
            {
                FastSoftParticle       _target = (FastSoftParticle)target;
                ParticleSystemRenderer particleSystemRenderer = _target.GetComponent <ParticleSystemRenderer>();

                if (particleSystemRenderer.AreVertexStreamsEnabled(ParticleSystemVertexStreams.Custom1) == false)
                {
                    Undo.RecordObject(_target, "EnableVertexStreams,ParticleSystemVertexStreams.Custom1");
                    particleSystemRenderer.EnableVertexStreams(ParticleSystemVertexStreams.Custom1);
                }
            }
        }
コード例 #2
0
    void Start()
    {
        ps  = GetComponent <ParticleSystem>();
        psr = GetComponent <ParticleSystemRenderer>();

        // emit in a sphere with no speed
        var main = ps.main;

        main.startSpeedMultiplier = 0.0f;
        main.simulationSpace      = ParticleSystemSimulationSpace.World; // so our particle positions don't require any extra transformation, to compare with the mouse position
        var emission = ps.emission;

        emission.rateOverTimeMultiplier = 200.0f;
        var shape = ps.shape;

        shape.shapeType = ParticleSystemShapeType.Sphere;
        shape.radius    = 400.0f;
        shape.texture   = Resources.Load <Texture2D>("WaterDropParticle.tif");
        psr.sortMode    = ParticleSystemSortMode.YoungestInFront;

        // send custom data to the shader
        psr.EnableVertexStreams(ParticleSystemVertexStreams.Custom1);
        psr.material = m;
    }