Version: 2022.2

ParticleSystem.BurstConstructor

切换到手册
public ParticleSystem.Burst (float _time, short _count);
public ParticleSystem.Burst (float _time, short _minCount, short _maxCount);
public ParticleSystem.Burst (float _time, short _minCount, short _maxCount, int _cycleCount, float _repeatInterval);
public ParticleSystem.Burst (float _time, ParticleSystem.MinMaxCurve _count);
public ParticleSystem.Burst (float _time, ParticleSystem.MinMaxCurve _count, int _cycleCount, float _repeatInterval);

参数

_time 要发射爆发的时间。
_minCount 要发射的最小粒子数。
_maxCount 要发射的最大粒子数。
_count 要发射的粒子数。
_cycleCount 指定系统应播放爆发的次数。如果设置为 0,则无限制地播放。
_repeatInterval 重复爆发的频率(以秒为单位)。

描述

使用时间和计数构造新的爆发。

另请参阅: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.

[RequireComponent(typeof(ParticleSystem))] 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(); } }