范围乘数。
如果只想更改整体范围乘数,则此方法比访问整条曲线更加高效。 另请参阅:ParticleSystem.LightsModule.range。
using UnityEngine;
using System.Collections;
// For best results, use Deferred Rendering (see Camera settings)
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light)
public float hSliderValueIntensity = 1.0f;
public float hSliderValueRange = 1.0f;
void Start()
{
ps = GetComponent<ParticleSystem>();
ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);
var shape = ps.shape;
shape.shapeType = ParticleSystemShapeType.Circle;
var lights = ps.lights;
lights.enabled = true;
lights.light = lightPrefab;
lights.ratio = 1.0f;
lights.maxLights = 1000;
// plane to receive lights
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.transform.parent = ps.transform;
plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);
var material = new Material(Shader.Find("Standard"));
material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
plane.GetComponent<MeshRenderer>().material = material;
}
void Update()
{
var lights = ps.lights;
lights.intensityMultiplier = hSliderValueIntensity;
lights.rangeMultiplier = hSliderValueRange;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Intensity");
GUI.Label(new Rect(25, 80, 100, 30), "Range");
hSliderValueIntensity = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueIntensity, 0.0f, 10.0f);
hSliderValueRange = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueRange, 0.0f, 10.0f);
}
}