_time | Time to emit the burst. |
_minCount | Minimum number of particles to emit. |
_maxCount | Maximum number of particles to emit. |
_count | Number of particles to emit. |
_cycleCount | Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. |
_repeatInterval | How often to repeat the burst, in seconds. |
Construct a new Burst with a time and count.
See Also: ParticleSystem.emissionModule.SetBursts, ParticleSystem.emissionModule.GetBursts.
using UnityEngine; using System.Collections;
// Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.
public class ExampleClass : MonoBehaviour { public Material part;
void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red;
// rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>();
// create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>();
ps.Stop();
// set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3;
// create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f;
// use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part;
// set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0;
em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) });
ps.Play(); } }
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