基于 ParticleSystem.LightsModule.ratio 随机将光源分配给新粒子。
当此属性设置为 false 时,会改为根据 ParticleSystem.LightsModule.ratio 定期分配光源。
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
public float hSliderValueRatio = 1.0f;
public float hSliderValueMax = 1000.0f;
public bool randomDistribution = true;
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;
// 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.ratio = hSliderValueRatio;
lights.maxLights = (int)hSliderValueMax;
lights.useRandomDistribution = randomDistribution;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Ratio");
GUI.Label(new Rect(25, 80, 100, 30), "Max Lights");
hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f);
hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f);
randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them.");
}
}