ParticleEmitter 粒子发射器
Inherits from Component
Script interface for particle emitters.
粒子发射器的脚本接口。
Variables变量
-
Should particles be automatically emitted each frame?
粒子应该每帧自动地发射? -
The minimum size each particle can be at the time when it is spawned.
在每个粒子生成时的最小尺寸。 -
The maximum size each particle can be at the time when it is spawned.
在每个粒子生成时的最大尺寸。 -
The minimum lifetime of each particle, measured in seconds.
每个粒子的最小生命周期,以秒计量。 -
The maximum lifetime of each particle, measured in seconds.
每个粒子的最大生命周期,以秒计量。 -
The minimum number of particles that will be spawned every second.
每秒钟粒子生成的最小数量。 -
The maximum number of particles that will be spawned every second.
每秒钟粒子生成的最大数量。 -
he amount of the emitter's speed that the particles inherit.
粒子继承发射器的速度。 -
The starting speed of particles in world space, along X, Y, and Z.
粒子在世界坐标系内的开始速度,沿着X,Y和Z轴。 -
The starting speed of particles along X, Y, and Z, measured in the object's orientation.
粒子沿着自身的X,Y和Z轴开始运动的速度,基于物体的方向。 -
A random speed along X, Y, and Z that is added to the velocity.
一个沿着X,Y和Z轴的随机的速度,它被添加到当前的速度。 -
If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.
如果是开启,当发射器移动时粒子不会移动。如果不是,当你移动发射器时,粒子随着它移动。 -
If enabled, the particles will be spawned with random rotations.
如果开启,粒子将会产生随机旋转 -
The angular velocity of new particles in degrees per second.
新粒子的角速度,单位是度/秒 。 -
A random angular velocity modifier for new particles.
新粒子的一个随机角速度改变量。 -
Returns a copy of all particles and assigns an array of all particles to be the current particles.
返回全部粒子的一个拷贝,分配所有粒子的数组到当前的粒子。 -
The current number of particles (Read Only).
当前粒子的数量(只读)。 -
Turns the ParticleEmitter on or off.
粒子发射器的开关。
Functions函数
-
Removes all particles from the particle system.
从粒子系统中移除所有粒子。 -
Emit a number of particles.
发射的粒子数。 -
Advance particle system simulation by given time.
在给定的时间提前粒子系统模拟。
Inherited members继承成员
Inherited Variables继承变量
-
The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
The game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
-
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年1月23日 Sunday 13:55