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Unity 编辑器下控制播放粒子

發布時間:2023/12/31 编程问答 33 豆豆
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? ? ?在Unity編輯器的Scene視圖進行控制播放粒子ParticleSystem,可以借助方法Simulate,具體可以參照以下例子:


創建一個空對象ParticleAll,在這個對象下添加一個粒子(要添加多個粒子的話,添加到這個粒子之下),此時選中粒子,可以看到Scene視圖預覽播放粒子效果。附上新腳本EditParticleSystem,此為空腳本,如下: C# Code?
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using?UnityEngine;

public?class?EditParticleSystem?:?MonoBehaviour
{
}
創建一個這個腳本的編輯器類EditParticleSystemInspector,代碼如下: C# Code?
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using?UnityEditor;
using?UnityEngine;

[CustomEditor(typeof(EditParticleSystem))]
public?class?EditParticleSystemInspector?:?Editor
{
????///?<summary>
????///?滑動桿的當前時間
????///?</summary>
????private?float?m_CurTime;
????
????///?<summary>
????///?當前是否是預覽播放狀態
????///?</summary>
????private?bool?m_Playing;

????///?<summary>
????///?當前運行時間
????///?</summary>
????private?float?m_RunningTime;
????
????///?<summary>
????///?上一次系統時間
????///?</summary>
????private?double?m_PreviousTime;

????///?<summary>
????///?滑動桿總長度
????///?</summary>
????private?const?float?kDuration?=?30f;

????private?ParticleSystem?m_ParticleSystem;

????private?EditParticleSystem?editAnimator?{?get?{?return?target?as?EditParticleSystem;?}?}

????private?ParticleSystem?particleSystem
????{
????????get?{?return?m_ParticleSystem????(m_ParticleSystem?=?editAnimator.GetComponentInChildren<ParticleSystem>());?}
????}

????void?OnEnable()
????{
????????m_PreviousTime?=?EditorApplication.timeSinceStartup;
????????EditorApplication.update?+=?inspectorUpdate;
????}

????void?OnDisable()
????{
????????EditorApplication.update?-=?inspectorUpdate;
????}

????public?override?void?OnInspectorGUI()
????{
????????EditorGUILayout.BeginHorizontal();
????????if?(GUILayout.Button("Play"))
????????{
????????????play();
????????}
????????if?(GUILayout.Button("Stop"))
????????{
????????????stop();
????????}
????????EditorGUILayout.EndHorizontal();
????????m_CurTime?=?EditorGUILayout.Slider("Time:",?m_CurTime,?0f,?kDuration);
????????manualUpdate();
????}

????///?<summary>
????///?進行預覽播放
????///?</summary>
????private?void?play()
????{
????????if?(Application.isPlaying?||?particleSystem?==?null)
????????{
????????????return;
????????}

????????m_RunningTime?=?0f;
????????m_Playing?=?true;
????}

????///?<summary>
????///?停止預覽播放
????///?</summary>
????private?void?stop()
????{
????????if?(Application.isPlaying?||?particleSystem?==?null)
????????{
????????????return;
????????}

????????m_Playing?=?false;
????????m_CurTime?=?0f;
????}

????///?<summary>
????///?預覽播放狀態下的更新
????///?</summary>
????private?void?update()
????{
????????if?(Application.isPlaying?||?particleSystem?==?null)
????????{
????????????return;
????????}

????????if?(m_RunningTime?>=?kDuration)
????????{
????????????m_Playing?=?false;
????????????return;
????????}

????????particleSystem.Simulate(m_RunningTime,?true);
????????SceneView.RepaintAll();
????????Repaint();

????????m_CurTime?=?m_RunningTime;
????}

????///?<summary>
????///?非預覽播放狀態下,通過滑桿來播放當前動畫幀
????///?</summary>
????private?void?manualUpdate()
????{
????????if?(particleSystem?&&?!m_Playing)
????????{
????????????particleSystem.Simulate(m_CurTime,?true);
????????????SceneView.RepaintAll();
????????}
????}

????private?void?inspectorUpdate()
????{
????????var?delta?=?EditorApplication.timeSinceStartup?-?m_PreviousTime;
????????m_PreviousTime?=?EditorApplication.timeSinceStartup;

????????if?(!Application.isPlaying?&&?m_Playing)
????????{
????????????m_RunningTime?=?Mathf.Clamp(m_RunningTime?+?(float)delta,?0f,?kDuration);
????????????update();
????????}
????}
}
檢視器效果如下:
拖動滑桿,即可播放當前時間的那一幀,如下所示:

點擊"Play",即可以自動播放整個粒子,如下所示:

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