withChildren | 还播放所有子代粒子系统。 |
启动粒子系统。
将粒子系统设置为播放模式并启用发射(如果已禁用)。
如果粒子系统已 paused,则从最后时间继续播放。\
如果粒子系统 stopped,则系统从时间 0 开始,如果相关,则应用 startDelay。
另请参阅:Stop、Pause、isEmitting 函数。
以下示例将创建用于操作粒子系统的 GUI 窗口。
using UnityEngine;
public class ParticleSystemControllerWindow : MonoBehaviour { ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem;
public Rect windowRect = new Rect(0, 0, 300, 120);
public bool includeChildren = true;
void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); }
void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal();
GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal();
includeChildren = GUILayout.Toggle(includeChildren, "Include Children");
GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found");
GUI.DragWindow(); } }