stream | The name of the custom data stream to apply the curve to. |
component | The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4). |
curve | The curve to be used for generating custom data. |
Set a MinMaxCurve, in order to generate custom data.
#pragma strict function Start() { var ps: ParticleSystem = GetComponent.<ParticleSystem>(); var customData: var = ps.customData; customData.enabled = true; var curve: AnimationCurve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f); customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Vector); customData.SetVectorComponentCount(ParticleSystemCustomData.Custom1, 1); customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(1.0f, curve)); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var customData = ps.customData; customData.enabled = true;
AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);
customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Vector); customData.SetVectorComponentCount(ParticleSystemCustomData.Custom1, 1); customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(1.0f, curve)); } }