重写粒子的位置时,将此标志设置为 true 使您可以保留形状模块的影响。
在此标志设置为 false 时,指定的位置是生成粒子的精确位置,并且形状模块会被忽略。 另请参阅:ParticleSystem.EmitParams.position。
using UnityEngine;
// In this example we have a particle system emitting aligned particles; we then emit and override the position every 2 seconds.
public class ExampleClass : MonoBehaviour
{
private ParticleSystem system;
void Start()
{
// A simple particle material with no texture.
Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
// Create a particle system.
var go = new GameObject("Particle System");
go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards.
system = go.AddComponent<ParticleSystem>();
go.GetComponent<ParticleSystemRenderer>().material = particleMaterial;
// Every 2 seconds we will emit.
InvokeRepeating("DoEmit", 2.0f, 2.0f);
}
void DoEmit()
{
// Any parameters we assign in emitParams will override the current system's when we call Emit.
// Here we will override the position. All other parameters will use the behavior defined in the Inspector.
var emitParams = new ParticleSystem.EmitParams();
emitParams.position = new Vector3(-5.0f, 0.0f, 0.0f);
emitParams.applyShapeToPosition = true;
system.Emit(emitParams, 10);
}
}