X 轴的最大速度曲线。
另请参阅:MinMaxCurve。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public float hSliderValueSpeedX = 0.0f;
public float hSliderValueSpeedY = 0.0f;
public float hSliderValueSpeedZ = 0.0f;
public float hSliderValueDampen = 0.1f;
void Start()
{
ps = GetComponent<ParticleSystem>();
var limitVelocityOverLifetime = ps.limitVelocityOverLifetime;
limitVelocityOverLifetime.enabled = true;
limitVelocityOverLifetime.separateAxes = true;
}
void Update()
{
var limitVelocityOverLifetime = ps.limitVelocityOverLifetime;
limitVelocityOverLifetime.limitX = hSliderValueSpeedX;
limitVelocityOverLifetime.limitY = hSliderValueSpeedY;
limitVelocityOverLifetime.limitZ = hSliderValueSpeedZ;
limitVelocityOverLifetime.dampen = hSliderValueDampen;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Speed Limit X");
GUI.Label(new Rect(25, 80, 100, 30), "Speed Limit Y");
GUI.Label(new Rect(25, 120, 100, 30), "Speed Limit Z");
GUI.Label(new Rect(25, 160, 100, 30), "Dampen");
hSliderValueSpeedX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueSpeedX, 0.0f, 2.0f);
hSliderValueSpeedY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueSpeedY, 0.0f, 2.0f);
hSliderValueSpeedZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueSpeedZ, 0.0f, 2.0f);
hSliderValueDampen = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueDampen, 0.0f, 1.0f);
}
}