「Unity/おすすめアセット/紙吹雪」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→kayacの紙吹雪) |
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| (同じ利用者による、間の1版が非表示) | |||
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==kayacの紙吹雪== | ==kayacの紙吹雪== | ||
# https://techblog.kayac.com/unity-physically-simulated-confetti にあるunitypackageを入れる | # https://techblog.kayac.com/unity-physically-simulated-confetti にあるunitypackageを入れる | ||
| − | # prefab/ | + | # prefab/Confettiをシーンに置く |
| − | # | + | # Confetti.csを空オブジェクトにAddComponentする |
公式:https://techblog.kayac.com/unity-physically-simulated-confetti | 公式:https://techblog.kayac.com/unity-physically-simulated-confetti | ||
| 行25: | 行25: | ||
{ | { | ||
confettiObject.GetComponent<Confetti>().EmitPiecePerSecond = 0; | confettiObject.GetComponent<Confetti>().EmitPiecePerSecond = 0; | ||
| − | + | Destroy(confettiObject, 5f); | |
Confetti(); | Confetti(); | ||
}); | }); | ||
2022年3月20日 (日) 10:33時点における最新版
kayacの紙吹雪
- https://techblog.kayac.com/unity-physically-simulated-confetti にあるunitypackageを入れる
- prefab/Confettiをシーンに置く
- Confetti.csを空オブジェクトにAddComponentする
公式:https://techblog.kayac.com/unity-physically-simulated-confetti
5秒ごとに紙吹雪花火サンプル(Dotween必須)
void Confetti()
{
GameObject prefab = playRunView.confettiPrefab;
GameObject confettiObject = Instantiate(prefab, Vector3.zero, Quaternion.identity);
confettiObject.transform.localScale = new Vector3(0.03f, 0.03f, 0.03f);
Vector3 initPosition = new Vector3(82, 5, 1);
// Vector3 initPosition = new Vector3(0, 5, 1);
confettiObject.GetComponent<Confetti>().PieceWidth = 3f;
confettiObject.GetComponent<Confetti>().PieceLength = 3f;
confettiObject.transform.localPosition = new Vector3(initPosition.x, 0, initPosition.z);
var sequence = DOTween.Sequence();
sequence.Append(confettiObject.transform.DOLocalMoveY(initPosition.y, 0.5f));
sequence.Append(confettiObject.transform.DOLocalMoveY(initPosition.y * 0.8f, 5f));
sequence.Play().OnComplete(() =>
{
confettiObject.GetComponent<Confetti>().EmitPiecePerSecond = 0;
Destroy(confettiObject, 5f);
Confetti();
});
}
