如果启用,则轨迹会在其拥有的粒子湮灭时立即消失。否则,轨迹会持续存在到其所有点都自然过期(基于其生命周期)。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public bool dieWithParticles = true;
void Start()
{
ps = GetComponent<ParticleSystem>();
var main = ps.main;
main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
main.startSizeMultiplier = 0.1f;
main.startLifetimeMultiplier = 1.0f;
var trails = ps.trails;
trails.enabled = true;
var psr = GetComponent<ParticleSystemRenderer>();
psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
void Update()
{
var trails = ps.trails;
trails.dieWithParticles = dieWithParticles;
}
void OnGUI()
{
dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles");
}
}