设置每个轨迹在新顶点加入之前可以行进的最小距离。
较小值可形成较平滑的轨迹,由较多顶点构成,但是性能开销较高。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public float hSliderValueDistance = 0.2f;
void Start()
{
ps = GetComponent<ParticleSystem>();
var main = ps.main;
main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
main.startSize = 0.1f;
main.startLifetime = 2.5f;
main.gravityModifier = 0.35f;
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.minVertexDistance = hSliderValueDistance;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance");
hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f);
}
}