ParticleSystem

class in UnityEngine

/

Hereda de:Component

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Descripción

Script interface for ParticleSystem. Unity's powerful and versatile particle system implementation.

General parameters

The Particle System's general parameters are kept inside a special Main module. These parameters are visible in the Inspector above all the other modules:



In script, these parameters are accessible through ParticleSystem.main.

Accessing module properties

Particle System properties are grouped by the module they belong to, such as ParticleSystem.noise and ParticleSystem.emission. These properties are structs, but do not behave like normal C# structs. They are simply interfaces directly into the native code, so it is important to know how to use them, ccompared to a normal C# struct.

The key difference is that it is not necessary to assign the struct back to the Particle System component. When you set any property on a module struct, Unity immediately assigns that value to the Particle System.

Also, because each module is a struct, you must cache it in a local variable before you can assign any new values to the module. For example, instead of:
ParticleSystem.emission.enabled = true; // Doesn't compile
write:
var emission = ParticleSystem.emission; // Stores the module in a local variable
emission.enabled = true; // Applies the new value directly to the Particle System


Module effect multipliers

Every module has special multiplier properties that allow you to change the overall effect of a curve without having to edit the curve itself. These multiplier properties are all named after the curve they affect - for instance ParticleSystem.emission.rateMultiplier controls the overall effect of ParticleSystem.emission.rate in a given system.

Constant value shorthand

Parameters support a shorthand notation for simple constant values. To set a constant value for a parameter, all you need to do is assign a number to it. It is not necessary to create a MinMaxCurve or MinMaxGradient object in the ParticleSystemCurveMode.Constant mode.

For example, instead of:
var emission = ParticleSystem.emission;
emission.rate = new ParticleSystem.MinMaxCurve(5.0f);
write:
var emission = ParticleSystem.emission;
emission.rate = 5.0f;

Performance note: When setting properties on particle modules, the settings are passed immediately into native code. This gives the best performance. This means that setting properties on a module struct doesn't set something in script that requires setting back to the Particle System; it all happens automatically.

See Also: Particle.

Variables

collisionScript interface for the CollisionModule of a Particle System.
colorBySpeedScript interface for the ColorByLifetimeModule of a Particle System.
colorOverLifetimeScript interface for the ColorOverLifetimeModule of a Particle System.
customDataScript interface for the CustomDataModule of a Particle System.
emissionScript interface for the EmissionModule of a Particle System.
externalForcesScript interface for the ExternalForcesModule of a Particle System.
forceOverLifetimeScript interface for the ForceOverLifetimeModule of a Particle System.
inheritVelocityScript interface for the InheritVelocityModule of a Particle System.
isEmittingDetermines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using Stop with the StopEmitting flag. Resume emitting by calling Play.
isPausedDetermines whether the Particle System is paused.
isPlayingDetermines whether the Particle System is playing.
isStoppedDetermines whether the Particle System is in the stopped state.
lifetimeByEmitterSpeedScript interface for the Particle System Lifetime By Emitter Speed module.
lightsScript interface for the LightsModule of a Particle System.
limitVelocityOverLifetimeScript interface for the LimitVelocityOverLifetimeModule of a Particle System. .
mainAccess the main Particle System settings.
noiseScript interface for the NoiseModule of a Particle System.
particleCountLa cantidad actual de partículas (solo lectura).
proceduralSimulationSupportedDoes this system support Procedural Simulation?
randomSeedOverride the random seed used for the Particle System emission.
rotationBySpeedScript interface for the RotationBySpeedModule of a Particle System.
rotationOverLifetimeScript interface for the RotationOverLifetimeModule of a Particle System.
shapeScript interface for the ShapeModule of a Particle System.
sizeBySpeedScript interface for the SizeBySpeedModule of a Particle System.
sizeOverLifetimeScript interface for the SizeOverLifetimeModule of a Particle System.
subEmittersScript interface for the SubEmittersModule of a Particle System.
textureSheetAnimationScript interface for the TextureSheetAnimationModule of a Particle System.
timePosición de reproducción en segundos.
trailsScript interface for the TrailsModule of a Particle System.
triggerScript interface for the TriggerModule of a Particle System.
useAutoRandomSeedControls whether the Particle System uses an automatically-generated random number to seed the random number generator.
velocityOverLifetimeScript interface for the VelocityOverLifetimeModule of a Particle System.

Funciones Públicas

ClearRemove all particles in the Particle System.
EmitEmit count particles immediately.
GetCustomParticleDataGet a stream of custom per-particle data.
GetParticlesGets the particles of this Particle System.
GetPlaybackStateReturns all the data that relates to the current internal state of the Particle System.
GetTrailsReturns all the data relating to the current internal state of the Particle System Trails.
IsAliveDoes the Particle System contain any live particles, or will it produce more?
PausePauses the system so no new particles are emitted and the existing particles are not updated.
PlayStarts the Particle System.
SetCustomParticleDataSet a stream of custom per-particle data.
SetParticlesSets the particles of this Particle System.
SetPlaybackStateUse this method with the results of an earlier call to ParticleSystem.GetPlaybackState, in order to restore the Particle System to the state stored in the playbackState object.
SetTrailsUse this method with the results of an earlier call to ParticleSystem.GetTrails, in order to restore the Particle System to the state stored in the Trails object.
SimulateFast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
StopStops playing the Particle System using the supplied stop behaviour.
TriggerSubEmitterTriggers the specified sub emitter on all particles of the Particle System.

Funciones Estáticas

ResetPreMappedBufferMemoryReset the cache of reserved graphics memory used for efficient rendering of Particle Systems.

Miembros heredados

Variables

gameObjectEl game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenRetorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad).
GetComponentInParentRetorna el componente de tipo type en el GameObject o cualquiera de sus padres.
GetComponentsRetorna todos los componentes de tipo type en el GameObject.
GetComponentsInChildrenRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo.
GetComponentsInParentRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the object.

Funciones Estáticas

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.