在场景中引用 VisualEffectAsset 实例的视觉效果类。
aliveParticleCount | 返回视觉效果中所有存活粒子的总和。 |
culled | 使用此属性可确定视觉效果是否在任何摄像机中都不可见。(只读) |
initialEventID | 默认事件名称 ID。要获取此值,请在 VisualEffect 唤醒后或调用 VisualEffect.Reinit 后使用 Shader.PropertyID。 |
initialEventName | 默认事件名称。当 VisualEffect 唤醒或调用 VisualEffect.Reinit 时,Unity 会调用此事件。 |
outputEventReceived | Output event are reported trough this callback. |
pause | 使用此属性可设置视觉效果的暂停状态。 |
playRate | 一个乘数,Unity 在更新 VisualEffect 时将其应用于增量时间。默认值为 1.0f。 |
resetSeedOnPlay | 此属性控制每次调用 VisualEffect.Play 函数时视觉效果是否为随机数生成器生成新的种子。 |
startSeed | 用于内部随机数生成器的初始种子。 |
visualEffectAsset | VisualEffect 使用的 VisualEffectAsset。 |
VisualEffect | VisualEffect 构造函数。 |
AdvanceOneFrame | 如果 VisualEffect.pause 为 true,则该方法使用当前增量时间处理恰好一帧的下一个视觉效果更新。 |
CreateVFXEventAttribute | 使用此方法创建新的 VFXEventAttribute。 |
GetAnimationCurve | Gets the value of a named Animation Curve property. |
GetBool | Gets the value of a named bool property. |
GetFloat | Gets the value of a named float property. |
GetGradient | Gets the value of a named Gradient property. |
GetInt | 获取指定的公开整数。 |
GetMatrix4x4 | Gets the value of a named Matrix4x4 property. |
GetMesh | Gets the value of a named Mesh property. |
GetOutputEventNames | Gets the name of every output event system. |
GetParticleSystemInfo | Gets information on a particle system. |
GetParticleSystemNames | Gets the name of every particle system. |
GetSkinnedMeshRenderer | Gets the value of a named Skinned Mesh Renderer property. |
GetSpawnSystemInfo | Gets state on a spawn system. |
GetSpawnSystemNames | Gets the name of every spawn system. |
GetSystemNames | Gets the name of every system. |
GetTexture | Gets the value of a named texture property. |
GetTextureDimension | 获取指定的公开纹理的预期纹理尺寸。 |
GetUInt | Gets the value of a named unsigned integer property. |
GetVector2 | Gets the value of a named Vector2 property. |
GetVector3 | Gets the value of a named Vector3 property. |
GetVector4 | Gets the value of a named Vector4 or Color property. |
HasAnimationCurve | Checks if the Visual Effect can override an Animation Curve with the name you pass in. |
HasAnySystemAwake | Checks if any particle system in the effect is awake. |
HasBool | Checks if the Visual Effect can override a bool with the name you pass in. |
HasFloat | Checks if the Visual Effect can override a float with the name you pass in. |
HasGradient | Checks if the Visual Effect can override a Gradient with the name you pass in. |
HasGraphicsBuffer | Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. |
HasInt | Checks if the Visual Effect can override an integer with the name you pass in. |
HasMatrix4x4 | Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. |
HasMesh | Checks if the Visual Effect can override a Mesh with the name you pass in. |
HasSkinnedMeshRenderer | Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. |
HasSystem | Use this function to determine if the VisualEffect has the system you pass in. |
HasTexture | Checks if the Visual Effect can override a texture with the name you pass in. |
HasUInt | Checks if the Visual Effect can override an unsigned integer with the name you pass in. |
HasVector2 | Checks if the Visual Effect can override a Vector2 with the name you pass in. |
HasVector3 | Checks if the Visual Effect can override a Vector3 with the name you pass in. |
HasVector4 | Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. |
Play | 使用此方法将播放事件发送到每个生成系统。 |
Reinit | 重新初始化视觉效果。 |
ResetOverride | 使用此方法将覆盖状态设置为 false。这将还原视觉效果资源指定的默认值。 |
SendEvent | 使用此方法发送指定的自定义事件。 |
SetAnimationCurve | Sets the value of a named Animation Curve property. |
SetBool | Sets the value of a named bool property. |
SetFloat | Sets the value of a named float property. |
SetGradient | Sets the value of a named Gradient property. |
SetGraphicsBuffer | Sets the value of a named GraphicsBuffer property. |
SetInt | Sets the value of a named integer property. |
SetMatrix4x4 | Sets the value of a named Matrix4x4 property. |
SetMesh | Sets the value of a named Mesh property. |
SetSkinnedMeshRenderer | Sets the value of a named Skinned Mesh Renderer property. |
SetTexture | Sets the value of a named texture property. |
SetUInt | Sets the value of a named unsigned integer property. |
SetVector2 | Sets the value of a named Vector2 property. |
SetVector3 | Sets the value of a named Vector3 property. |
SetVector4 | Sets the value of a named Vector4 or Color property. |
Simulate | 使用此方法可快进视觉效果,其原理是使用指定的增量时间对所有系统进行若干步数的模拟。 |
Stop | 使用此方法可将停止事件发送到所有生成系统。 |
enabled | 启用的 Behaviour 可更新,禁用的 Behaviour 不可更新。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | 此组件附加到的游戏对象。始终将组件附加到游戏对象。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | 返回 GameObject 中类型为 type 的所有组件。 |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. |
GetComponentsInParent | 返回 GameObject 或其任何父项中类型为 type 的所有组件。 |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |