【shoriken特效】 碰撞体
碰撞没什么好说的,就哪几个属性
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Collision Module 碰撞模块

Set up collisions for the particles of this Particle System. For now only planar collisions are supported which is a very efficient for simple collision detection. Planes are set up by referencing an existing transform in the scene or by creating a new empty GameObject for this purpose.
为粒子系统建立碰撞。现在只有平面碰撞被支持,这个将很有效率的做简单探测。平面的建立将引用1个现有的位置变换或者创建1个新的游戏物体,来达到这个目的。
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Planes 平面Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the Y-axis is used as the normal of a plane.
Planes被定义为指定变换引用。变换可以场景里面的任何一个,而且可以动画化。多个面也可以被使用。注意Y轴作为平面的法线。 -
Dampen 阻尼(0-1) When the particle collides, it will keep this fraction of its speed. Unless it is set to 1.0, the particle will become slower after collision
0-1 当粒子碰撞时,这个将保持速度的一小部分。除非设置为1.0,任何粒子都会在碰撞后变慢 -
Bounce 反弹(0-1) When the particle collides, it will keep this fraction of the component of the velocity, which is normal to the plane of collision
0-1 当粒子碰撞,这个将保持速度的比例,这个是碰撞平面的法线。 -
Lifetime Loss 生命减弱(0-1) The fraction of Start Lifetime lost on each collision. When lifetime reaches 0, the particle dies. For example if a particle should die on first collision, set this to 1.0.
(0-1) 初始生命每次碰撞减弱的比例。当生命到0,粒子死亡。例如, 粒子应该在第一次碰撞时死亡,这种这个到1.0 -
Visualization 可视化Only used for visualizing the planes: Grid or Solid.
可视化平面:网格还是实体 -
Grid 网格Rendered as gizmos and is useful for quick indication of position and orientation in the world.
渲染为辅助线框, 将很快的指出在世界中的位置和方向。 -
Solid 实体Renders a plane in the scene which is useful for exact positioning of a plane.
在场景渲染为平面,用于屏幕的精确定位。 -
Scale Plane 缩放平面Resizes the visualization planes. 重新缩放平面
Sub Emitter Module 子粒子发射模块

This is a powerful module that enables spawning of other Particle Systems at the follwing particle events: birth, death or collision of a particle.
非常好用的模块,可以生成其他粒子系统,用下列的粒子事件:出生、死亡、碰撞。
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Birth 出生Spawn another Particle System at birth of each particle in this Particle System
在每个粒子出生的时候生成其他粒子系统 -
Death 死亡Spawn another Particle System at death of each particle in this Particle System
在每个粒子死亡的时候生成其他粒子系统 -
Collision 碰撞Spawn another Particle System at collision of each particle in this Particle System. IMPORTANT: Collison needs to be set up using the Collision Module. See Collision Module
在每个粒子碰撞的时候生成其他粒子系统。重要的 碰撞需要建立碰撞模块。见碰撞模块
Texture Sheet Animation Module 纹理层动画模块

Animates UV coordinates of the particle over its lifetime. Animation frames can be presented in a form of a grid or every row in the sheet can be separate animation. The frames are animated with curves or can be a random frame between two curves. The speed of the animation is defined by "Cycles".
在粒子存活期间动画化UV坐标。动画每帧可以显示在表格或1个表格的每行,这样将动画分开。每帧可以用曲线动画或者在2个曲线取随机。速度被定义为"循环"、
IMPORTANT: The texture used for animation is the one used by the material found in the Renderer module.
注意:用于动画的纹理是在渲染器模块中材质找到使用的。
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Tiles 平铺Define the tiling of the texture. 定义纹理的平铺
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Animation 动画Specify the animation type: Whole Sheet or Single Row.
指定动画类型:整个表格或是单行。 -
Whole Sheet 整个表Uses the whole sheet for uv animation
为UV动画使用整个表格 -
- Frame over Time 时间帧Controls the uv animation frame of each particle during its lifetime over the whole sheet. Use constant, animate it using a curve or specify a random frame using two curves. See MinMaxCurve.
在整个表格上控制UV动画。使用常量,曲线,2曲线随机。 -
Single Row 单行Uses a single row of the texture sheet for uv animation
为UV动画使用表格单独一行 -
- Random Row 随机行If checked the start row will be random and if unchecked the row index can be specified (first row is 0).
如果选择第一行随机,不选择得指定行号(第一行是0) -
- Frame over Time 时间帧Controls the uv animation frame of each particle during its lifetime within the specified row. Use constant, animate it using a curve or specify a random frame using two curves. See MinMaxCurve.
在1个特定行控制每个粒子的UV动画。使用常量,曲线,2曲线随机。 -
- Cycles 周期Specify speed of animation.
指定动画速度
Renderer Module 渲染器模块

The renderer module exposes the ParticleSystemRenderer component's properties. Note that even though a GameObject has aParticleSystemRenderer component, its properties are only exposed here, when this module is removed/added. It is actually theParticleSystemRenderer component that is added or removed.
渲染模块显示粒子系统渲染组件的属性。注意:即使一个游戏物体有渲染粒子系统组件,当此模块被删除/添加后,它的属性也只能显示在这里。这个实际上是粒子系统渲染组件的添加和删除。
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Render Mode 渲染模式Select one of the following particle render modes
选择下列粒子渲染模式之一 -
Billboard 广告牌Makes the particles always face the camera
让粒子永远面对摄像机 -
Stretched Billboard
拉伸广告牌Particles are stretched using the following parameters
粒子将通过下面属性伸缩 -
- Camera Scale 摄像机缩放How much the camera speed is factored in when determining particle stretching
决定摄像机的速度对粒子伸缩的影响程度。 -
- Speed Scale 速度缩放Defines the length of the particle compared to its speed
通过比较速度来决定粒子的长度 -
- Length Scale 长度缩放Defines the length of the particle compared to its width
通过比较宽度来决定粒子的长度 -
Horizontal Billboard 水平广告牌Makes the particles align with the Y axis
让粒子延Y轴对齐 -
Vertical Billboard 垂直广告牌Makes the particles align with the XZ plane while facing the camera
当面对摄像机时,粒子延XZ轴对齐 -
Mesh 网格Particles are rendered using a mesh instead of a quad
粒子被渲染时使用mesh而不是quad -
- Mesh 网格The reference to the mesh used for rendering particles
渲染粒子所用的网格引用 -
Material 材质Material used by billboarded or mesh particles.
广告牌或网格粒子所用的材质 -
Sort Mode 排序模式The draw order of particles can be sorted by distance, youngest first, or oldest first.
绘画顺序可通过具体,生成早优先和生成晚优先 -
Sorting Fudge 排序校正Use this to affect the draw order. Particle systems with lower sorting fudge numbers are more likely to be drawn last, and thus appear in front of other transparent objects, including other particles.
使用这个将影响绘画顺序。粒子系统带有更低sorting fudge值,更有可能被最后绘制,从而显示在透明物体和其他粒子系统的前面 。 -
Cast Shadows 投射阴影Should particles cast shadows? May or may not be possible depending on the material
粒子系统可以投影?这是由材质决定的 -
Receive Shadows 接受阴影Should particles receive shadows? May or may not be possible depending on the material
粒子能不能接受阴影?这是由材质决定的 -
Max Particle Size 最大粒子大小Set max relative viewport size. Valid values: 0-1
设置最大粒子大小,相对于视窗大小。有效值为0-1
页面最后更新: 2012-01-13

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