在处理碰撞之前应用于每个粒子大小的乘数。
可用于提高碰撞的视觉准确性,例如在粒子纹理中存在 Alpha 边框时。 另请参阅:ParticleSystem.collision。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 8.0F;
void Start() { ps = GetComponent<ParticleSystem>();
var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D; collision.dampen = 1.0f;
var collider = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); }
void Update() { var collision = ps.collision; collision.radiusScale = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 2.0F); } }