Y 轴强度乘数。
如果只想更改整体强度乘数,则此方法比访问整条曲线更加高效。 另请参阅:ParticleSystem.NoiseModule.strengthY。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public float hSliderValueStrengthX = 1.0f;
public float hSliderValueStrengthY = 1.0f;
public float hSliderValueStrengthZ = 1.0f;
void Start()
{
ps = GetComponent<ParticleSystem>();
var noise = ps.noise;
noise.enabled = true;
noise.separateAxes = true;
// 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.strengthXMultiplier = hSliderValueStrengthX;
noise.strengthYMultiplier = hSliderValueStrengthY;
noise.strengthZMultiplier = hSliderValueStrengthZ;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Strength X");
GUI.Label(new Rect(25, 80, 100, 30), "Strength Y");
GUI.Label(new Rect(25, 120, 100, 30), "Strength Z");
hSliderValueStrengthX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueStrengthX, 0.0f, 5.0f);
hSliderValueStrengthY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrengthY, 0.0f, 5.0f);
hSliderValueStrengthZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueStrengthZ, 0.0f, 5.0f);
}
}