调度粒子系统的内置更新作业时,会调用 OnParticleUpdateJobScheduled。
这可以用于附加自定义托管作业,以便在默认粒子更新之后运行。
using UnityEngine; using UnityEngine.ParticleSystemJobs;
public class JobScript : MonoBehaviour { void OnParticleUpdateJobScheduled() { ParticleSystem ps = GetComponent<ParticleSystem>(); new UpdateParticlesJob { m_DeltaTime = Time.deltaTime }.Schedule(ps); }
struct UpdateParticlesJob : IJobParticleSystem { public float m_DeltaTime;
public void Execute(ParticleSystemJobData particles) { var positionsY = particles.positions.x;
for (int i = 0; i < particles.count; i++) { positionsY[i] += 3.0f * m_DeltaTime; } } } }
要检索 ParticleSystem 造成的所有碰撞的详细信息,必须使用 ParticlePhysicsExtensions.GetTriggerParticles 检索 Particle 的数组。
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