定义在使用 ParticleSystem.NoiseModule.separateAxes 选项时,如何在 Y 轴上重新映射噪声值。
另请参阅:MinMaxCurve。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public float hSliderValueRemapX = 1.0f;
public float hSliderValueRemapY = 1.0f;
public float hSliderValueRemapZ = 1.0f;
void Start()
{
ps = GetComponent<ParticleSystem>();
var noise = ps.noise;
noise.enabled = true;
noise.remapEnabled = true;
noise.separateAxes = true;
// An unusual curve to show off different noise behavior (See curve preview in the Inspector)
AnimationCurve ourCurve;
ourCurve = new AnimationCurve();
ourCurve.AddKey(0.0f, 0.0f);
ourCurve.AddKey(0.45f, -0.75f);
ourCurve.AddKey(0.50f, 1.0f);
ourCurve.AddKey(0.55f, -0.75f);
ourCurve.AddKey(1.0f, 0.0f);
// Apply the curve
noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
// Set color by speed, to demonstrate the effects of the Noise Module
var colorBySpeed = ps.colorBySpeed;
colorBySpeed.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) },
new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }
);
colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
void Update()
{
var noise = ps.noise;
noise.remapXMultiplier = hSliderValueRemapX;
noise.remapYMultiplier = hSliderValueRemapY;
noise.remapZMultiplier = hSliderValueRemapZ;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Remap X");
GUI.Label(new Rect(25, 80, 100, 30), "Remap Y");
GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");
hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f);
hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f);
hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f);
}
}