在被来自此粒子系统的粒子击中时,向碰撞体施加的力的大小。
另请参阅:ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize、ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed、ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle、ParticleSystem.collision。
using UnityEngine; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 0.02F; public bool hToggleUseCollisionAngle = true; public bool hToggleUseSpeed = true; public bool hToggleUseSize = true;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f);
var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D;
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);
var rb = collider.AddComponent<Rigidbody>(); rb.isKinematic = false; rb.useGravity = false; }
void Update() { var collision = ps.collision; collision.colliderForce = hSliderValue; collision.multiplyColliderForceByCollisionAngle = hToggleUseCollisionAngle; collision.multiplyColliderForceByParticleSpeed = hToggleUseSpeed; collision.multiplyColliderForceByParticleSize = hToggleUseSize; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 1.0F); hToggleUseCollisionAngle = GUI.Toggle(new Rect(25, 80, 140, 30), hToggleUseCollisionAngle, "Use Collision Angle"); hToggleUseSpeed = GUI.Toggle(new Rect(25, 120, 140, 30), hToggleUseSpeed, "Use Particle Speed"); hToggleUseSize = GUI.Toggle(new Rect(25, 160, 140, 30), hToggleUseSize, "Use Particle Size"); } }