stream | The name of the custom data stream to enable data generation on. |
mode | The type of data to generate. |
Choose the type of custom data to generate for the chosen data stream.
#pragma strict function Start() { var ps: ParticleSystem = GetComponent.<ParticleSystem>(); var customData: var = ps.customData; customData.enabled = true; var grad: Gradient = new Gradient(); grad.SetKeys([new GradientColorKey(Color.blue, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(0.0f, 1.0f)]); customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Color); customData.SetColor(ParticleSystemCustomData.Custom1, grad); var curve: AnimationCurve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f); customData.SetMode(ParticleSystemCustomData.Custom2, ParticleSystemCustomDataMode.Vector); customData.SetVectorComponentCount(ParticleSystemCustomData.Custom2, 1); customData.SetVector(ParticleSystemCustomData.Custom2, 0, new ParticleSystem.MinMaxCurve(1.0f, curve)); }
using UnityEngine; using System.Collections;
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var customData = ps.customData; customData.enabled = true;
Gradient grad = new Gradient(); grad.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.blue, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(0.0f, 1.0f) });
customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Color); customData.SetColor(ParticleSystemCustomData.Custom1, grad);
AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);
customData.SetMode(ParticleSystemCustomData.Custom2, ParticleSystemCustomDataMode.Vector); customData.SetVectorComponentCount(ParticleSystemCustomData.Custom2, 1); customData.SetVector(ParticleSystemCustomData.Custom2, 0, new ParticleSystem.MinMaxCurve(1.0f, curve)); } }