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
