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MinMaxCurve

struct in UnityEngine

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Description

Script interface for a Min-Max Curve.

MinMaxCurve describes functions taking a value between a minimum and maximum limit and returning a value based on ParticleSystem.MinMaxCurve.mode. Depending on the mode, the value returned may be randomized. For modes requiring curves, the value returned is dependent on one or two curves designed in the ParticleSystem Inspector, that can be evaluated to a single value between -n and n, where n is a constant also set in the Inspector. See ParticleSystemCurveMode for more information.

See Also: ParticleSystem.

#pragma strict
// This example shows setting a constant rate value.
public class ConstantRateExample extends MonoBehaviour {
	var myParticleSystem: ParticleSystem;
	var emissionModule: ParticleSystem.EmissionModule;
	function Start() {
		// Get the system and the emission module.
		myParticleSystem = GetComponent.<ParticleSystem>();
		emissionModule = myParticleSystem.emission;
		GetValue();
		SetValue();
	}
	function GetValue() {
		print("The constant value is " + emissionModule.rate.constant);
	}
	function SetValue() {
		emissionModule.rate = 10.0f;
	}
}
using UnityEngine;

// This example shows setting a constant rate value. public class ConstantRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

GetValue(); SetValue(); }

void GetValue() { print("The constant value is " + emissionModule.rate.constant); }

void SetValue() { emissionModule.rate = 10.0f; } }
#pragma strict
// This example shows using 2 constants to drive the rate.
public class TwoConstantsRateExample extends MonoBehaviour {
	var myParticleSystem: ParticleSystem;
	var emissionModule: ParticleSystem.EmissionModule;
	function Start() {
		// Get the system and the emission module.
		myParticleSystem = GetComponent.<ParticleSystem>();
		emissionModule = myParticleSystem.emission;
		GetValue();
		SetValue();
	}
	function GetValue() {
		print(String.Format("The constant values are: min {0} max {1}.", emissionModule.rate.constantMin, emissionModule.rate.constantMax));
	}
	function SetValue() {
		emissionModule.rate = new ParticleSystem.MinMaxCurve(0.0f, 10.0f);
	}
}
using UnityEngine;

// This example shows using 2 constants to drive the rate. public class TwoConstantsRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

GetValue(); SetValue(); }

void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", emissionModule.rate.constantMin, emissionModule.rate.constantMax)); }

void SetValue() { emissionModule.rate = new ParticleSystem.MinMaxCurve(0.0f, 10.0f); } }
#pragma strict
// This example shows using a curve to drive the rate.
public class CurveRateExample extends MonoBehaviour {
	var myParticleSystem: ParticleSystem;
	var emissionModule: ParticleSystem.EmissionModule;
	public var scalar: float = 1.0f;
	var ourCurve: AnimationCurve;
	function Start() {
		// Get the system and the emission module.
		myParticleSystem = GetComponent.<ParticleSystem>();
		emissionModule = myParticleSystem.emission;
		// A simple linear curve.
		ourCurve = new AnimationCurve();
		ourCurve.AddKey(0.0f, 0.0f);
		ourCurve.AddKey(1.0f, 1.0f);
		// Apply the curve.
		emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve);
		// In 5 seconds we will modify the curve.
		Invoke("ModifyCurve", 5.0f);
	}
	function ModifyCurve() {
		// Add a key to the current curve.
		ourCurve.AddKey(0.5f, 0.0f);
		// Apply the changed curve.
		emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve);
	}
}
using UnityEngine;

// This example shows using a curve to drive the rate. public class CurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

// We can "scale" the curve with this value. It gets multiplied by the curve. public float scalar = 1.0f;

AnimationCurve ourCurve;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

// A simple linear curve. ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(1.0f, 1.0f);

// Apply the curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve);

// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }

void ModifyCurve() { // Add a key to the current curve. ourCurve.AddKey(0.5f, 0.0f);

// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve); } }
#pragma strict
// This example shows using 2 curves to drive the rate.
public class TwoCurveRateExample extends MonoBehaviour {
	var myParticleSystem: ParticleSystem;
	var emissionModule: ParticleSystem.EmissionModule;
	var ourCurveMin: AnimationCurve;
	var ourCurveMax: AnimationCurve;
	public var scalar: float = 1.0f;
	function Start() {
		// Get the system and the emission module.
		myParticleSystem = GetComponent.<ParticleSystem>();
		emissionModule = myParticleSystem.emission;
		// A horizontal straight line at value 1.
		ourCurveMin = new AnimationCurve();
		ourCurveMin.AddKey(0.0f, 1.0f);
		ourCurveMin.AddKey(1.0f, 1.0f);
		// A horizontal straight line at value 0.5.
		ourCurveMax = new AnimationCurve();
		ourCurveMax.AddKey(0.0f, 0.5f);
		ourCurveMax.AddKey(1.0f, 0.5f);
		// Apply the curves.
		emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax);
		// In 5 seconds we will modify the curve.
		Invoke("ModifyCurve", 5.0f);
	}
	function ModifyCurve() {
		// Create a "pinch" point.
		ourCurveMin.AddKey(0.5f, 0.7f);
		ourCurveMax.AddKey(0.5f, 0.6f);
		// Apply the changed curve.
		emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax);
	}
}
using UnityEngine;

// This example shows using 2 curves to drive the rate. public class TwoCurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;

AnimationCurve ourCurveMin; AnimationCurve ourCurveMax;

// We can "scale" the curves with this value. It gets multiplied by the curves. public float scalar = 1.0f;

void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;

// A horizontal straight line at value 1. ourCurveMin = new AnimationCurve(); ourCurveMin.AddKey(0.0f, 1.0f); ourCurveMin.AddKey(1.0f, 1.0f);

// A horizontal straight line at value 0.5. ourCurveMax = new AnimationCurve(); ourCurveMax.AddKey(0.0f, 0.5f); ourCurveMax.AddKey(1.0f, 0.5f);

// Apply the curves. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax);

// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }

void ModifyCurve() { // Create a "pinch" point. ourCurveMin.AddKey(0.5f, 0.7f); ourCurveMax.AddKey(0.5f, 0.6f);

// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax); } }

Variables

constantSet the constant value.
constantMaxSet a constant for the upper bound.
constantMinSet a constant for the lower bound.
curveSet the curve.
curveMaxSet a curve for the upper bound.
curveMinSet a curve for the lower bound.
curveMultiplierSet a multiplier to be applied to the curves.
modeSet the mode that the min-max curve will use to evaluate values.

Constructors

ParticleSystem.MinMaxCurveA single constant value for the entire curve.

Public Functions

EvaluateManually query the curve to calculate values based on what mode it is in.