Unity/Csharp/Particle
提供: 初心者エンジニアの簡易メモ
パーティクル再生
GameObject gameObj = GameObject.Find ("ParticleSystem1"); gameObj.GetComponent<ParticleSystem> ().Stop ();
パーティクル停止
GameObject gameObj = GameObject.Find("ParticleSystem1"); gameObj.GetComponent<ParticleSystem> ().Play ();
ホーミングレーザーを作る
追跡弾を2つ作ってみる例
- UI/Particle Systemを新規で作る。
- "Particle System"というのと"Particle System2"というのを作る。
public class HomingScene : MonoBehaviour { ParticleSystem ps; ParticleSystem ps2; ParticleSystem.Particle[] m_Particles; public float threshold = 1f; public float intensity = 1f; public Transform target; public float _speed = 0.01f; // 1秒間に進む距離 public float _rotSpeed = 180.0f; // 1秒間に回転する角度 void Start() { ps = GameObject.Find("Particle System").GetComponent<ParticleSystem>(); ps2 = GameObject.Find("Particle System2").GetComponent<ParticleSystem>(); target = GameObject.Find("CircleSprite").transform; } void Update() { ViewParticle(ps); ViewParticle(ps2); } void ViewParticle(ParticleSystem ps) { m_Particles = new ParticleSystem.Particle[ps.main.maxParticles]; int numParticlesAlive = ps.GetParticles(m_Particles); for (int i = 0; i < numParticlesAlive; i++) { var forward = ps.transform.TransformPoint(m_Particles[i].velocity); var position = ps.transform.TransformPoint(m_Particles[i].position); var direction = (target.TransformPoint(target.position) - position).normalized; var period = 1 - (m_Particles[i].remainingLifetime / m_Particles[i].startLifetime); m_Particles[i].velocity = ps.transform.InverseTransformPoint(forward + direction * period); } ps.SetParticles(m_Particles, numParticlesAlive); } }
参考:https://qiita.com/Shinoda_Naoki/items/c6fbfc85fe24b2fcd5a1
ブラーとかは?参考になる? https://baba-s.hatenablog.com/entry/2018/04/10/094300