选择在粒子离开触发器体积时要执行的操作。
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.EventSystems;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public bool enter;
public bool exit;
public bool inside;
public bool outside;
void Start()
{
ps = GetComponent<ParticleSystem>();
var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.parent = ps.transform;
sphere.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
sphere.transform.localScale = new Vector3(3.0f, 3.0f, 3.0f);
sphere.GetComponent<MeshRenderer>().material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat");
var shape = ps.shape;
shape.enabled = false;
var trigger = ps.trigger;
trigger.enabled = true;
trigger.SetCollider(0, sphere.GetComponent<Collider>());
}
void Update()
{
var trigger = ps.trigger;
trigger.enter = enter ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore;
trigger.exit = exit ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore;
trigger.inside = inside ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore;
trigger.outside = outside ? ParticleSystemOverlapAction.Callback : ParticleSystemOverlapAction.Ignore;
}
void OnGUI()
{
enter = GUI.Toggle(new Rect(25, 40, 200, 30), enter, "Enter Callback");
exit = GUI.Toggle(new Rect(25, 80, 200, 30), exit, "Exit Callback");
inside = GUI.Toggle(new Rect(25, 120, 200, 30), inside, "Inside Callback");
outside = GUI.Toggle(new Rect(25, 160, 200, 30), outside, "Outside Callback");
}
void OnParticleTrigger()
{
if (enter)
{
List<ParticleSystem.Particle> enterList = new List<ParticleSystem.Particle>();
int numEnter = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList);
for (int i = 0; i < numEnter; i++)
{
ParticleSystem.Particle p = enterList[i];
p.startColor = new Color32(255, 0, 0, 255);
enterList[i] = p;
}
ps.SetTriggerParticles(ParticleSystemTriggerEventType.Enter, enterList);
}
if (exit)
{
List<ParticleSystem.Particle> exitList = new List<ParticleSystem.Particle>();
int numExit = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList);
for (int i = 0; i < numExit; i++)
{
ParticleSystem.Particle p = exitList[i];
p.startColor = new Color32(0, 255, 0, 255);
exitList[i] = p;
}
ps.SetTriggerParticles(ParticleSystemTriggerEventType.Exit, exitList);
}
if (inside)
{
List<ParticleSystem.Particle> insideList = new List<ParticleSystem.Particle>();
int numInside = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList);
for (int i = 0; i < numInside; i++)
{
ParticleSystem.Particle p = insideList[i];
p.startColor = new Color32(0, 0, 255, 255);
insideList[i] = p;
}
ps.SetTriggerParticles(ParticleSystemTriggerEventType.Inside, insideList);
}
if (outside)
{
List<ParticleSystem.Particle> outsideList = new List<ParticleSystem.Particle>();
int numOutside = ps.GetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList);
for (int i = 0; i < numOutside; i++)
{
ParticleSystem.Particle p = outsideList[i];
p.startColor = new Color32(0, 255, 255, 255);
outsideList[i] = p;
}
ps.SetTriggerParticles(ParticleSystemTriggerEventType.Outside, outsideList);
}
}
}