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Руководство API скрипты

Объявление

public void SetCollider(int index, Component collider);

Параметры

index Запись Collider для назначения.
collider Коллайдер для связи с этим триггером.

Описание

Задает форму столкновения, связанную с этим триггером системы частиц.

Если индекс больше, чем количество коллайдеров, назначенных в данный момент системе частиц, Unity добавляет пустые записи, чтобы список был достаточно большим.

using UnityEngine; using UnityEditor; using System.Collections.Generic; using UnityEngine.EventSystems; [RequireComponent(typeof(ParticleSystem))] 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); } } }
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API скрипты 2021.3