Scroll speed multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall scroll speed multiplier. See Also: ParticleSystem.NoiseModule.scrollSpeed.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool moduleEnabled = true; public float hSliderValueStrength = 1.0f; public float hSliderValueFrequency = 1.0f; public float hSliderValueScrollSpeed = 0.0f; public bool damping = true; public ParticleSystemNoiseQuality quality = ParticleSystemNoiseQuality.High;
void Start() { ps = GetComponent<ParticleSystem>();
// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;
Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );
colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }
void Update() { var noise = ps.noise; noise.enabled = moduleEnabled; noise.strengthMultiplier = hSliderValueStrength; noise.frequency = hSliderValueFrequency; noise.scrollSpeedMultiplier = hSliderValueScrollSpeed; noise.damping = damping; noise.quality = quality; }
void OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled");
GUI.Label(new Rect(25, 80, 100, 30), "Strength"); GUI.Label(new Rect(25, 120, 100, 30), "Frequency"); GUI.Label(new Rect(25, 160, 100, 30), "Scroll Speed");
hSliderValueStrength = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrength, 0.0f, 5.0f); hSliderValueFrequency = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueFrequency, 0.0f, 5.0f); hSliderValueScrollSpeed = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueScrollSpeed, 0.0f, 5.0f);
damping = GUI.Toggle(new Rect(25, 205, 200, 30), damping, "Damping");
quality = (ParticleSystemNoiseQuality)GUI.SelectionGrid(new Rect(25, 245, 300, 30), (int)quality, new GUIContent[] { new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High") }, 3); } }
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