在覆盖粒子位置时,将此标志设置为 true 允许您保留形状模块的影响。
如果将此标志设置为 false,则指定的位置是粒子从其生成的确切位置,并且会忽略形状模块。如果为 true,粒子系统会将形状模块移动到 EmitParams 中指定的 position,然后使用形状生成新的粒子。其他资源:ParticleSystem.EmitParams.position.
using UnityEngine;
// In this example we have a Particle System emitting aligned particles; we then emit and override the position every 2 seconds. public class ExampleClass : MonoBehaviour { private ParticleSystem system;
void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Unlit"));
// Create a Particle System. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial;
// Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }
void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the position. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.position = new Vector3(-5.0f, 0.0f, 0.0f); emitParams.applyShapeToPosition = true; system.Emit(emitParams, 10); } }