1、Unity3D41版本粒子系统Initial Module 初始化模块This module is always present, cannot be removed or disabled. 这个模块总是存在的,不能删除或禁用。 Duration 持续时间The duration the Particle System will be emitting particles.粒子系统发射粒子的持续时间 Looping 循环Is the Particle System looping.粒子系统是否循环 Prewarm 预热Only looping systems can be prewarmed
2、 which means that the Particle System will have emitted particles at start as if it had already emitted particles one cycle.当looping系统开启时,才能启动预热系统,这意味着,粒子系统在游戏开始时已经发射粒子,就好象它已经发射了粒子一个周期。 Start Delay 初始延迟Delay in seconds that this Particle System will wait before emitting particles. Note prewarmed loo
3、ping systems cannot use a start delay粒子系统发射粒子之前的延迟。注意在prewarm(预热)启用下不能使用此项。 Start Lifetime 初始生命The lifetime of particles in seconds (see MinMaxCurve)以秒为单位,粒子存活时间 Start Speed 初始速度The speed of particles when emitted.(see MinMaxCurve)粒子发射时的速度 Start Size 初始大小The size of particles when emitted. (see MinM
4、axCurve)粒子发射时的大小 Start Rotation 初始旋转The rotation of particles when emitted. (see MinMaxCurve)粒子发射时的旋转值 Start Color 初始颜色The color of particles when emitted. (see MinMaxGradient)粒子发射时的颜色 Gravity Modifier 重力修改器The amount of gravity that will affect particles during their lifetime粒子在发射时受到的重力影响 Inherit V
5、elocity 继承速度Factor for controlling the amount of velocity the particles should inherit of the transform of the Particle System (for moving Particle Systems)控制粒子速率的因素将继承自粒子系统的移动(对于移动中的粒子系统) Simulation Space 模拟空间Simulate the Particle System in local space or world space粒子系统在自身坐标系还是世界坐标系 Play On Awake
6、唤醒时播放If enabled the Particle System will automatically start when its created.如果启用粒子系统当在创建时,自动开始播放。 Max Particles 最大粒子数Max number of particles the Particle System will emit粒子发射的最大数量 Emission Module 发射模块Controls the rate of particles being emitted and allows spawning large groups of particles at cert
7、ain moments (over Particle System duration time). Useful for explosions when a bunch of particles need to be created at once. 控制粒子的发射时的速率,可以在某个时间生成大量粒子(在粒子系统存续期间)。在模拟爆炸时非常有效,那时候需要一次创建一大堆粒子。 Rate 速率Amount of particles emitted over Time (per second) or Distance (per meter). (see MinMaxCurve)每秒或每米的粒子发射
8、的数量 Bursts (Time option only) 突发(仅Time选项下)Add bursts of particles that occur within the duration of the Particle System在粒子系统生存期间增加爆发 Time and Number of Particles粒子的时间和数量Specify time (in seconds within duration) that a specified amount of particles should be emitted. Use the + and - for adjusting num
9、ber of bursts.指定时间(在生存期内,以秒为单位),将发射指定数量的粒子。用+或-调节爆发数量 Shape Module 形状模块Defines the shape of the emitter: Sphere, Hemishpere, Cone, Box and Mesh. Can apply initial force along the surface normal or random direction. 定义发射器的形状:球形、半球体、圆锥,盒子和模型。能提供初始的力,该力的方向将延表面法线或随机。 Sphere球体 Radius 半径Radius of the sphe
10、re (can also be manipulated by handles in the Scene View)球体的半径(可以在场景视图里面手动操作) Emit from Shell 从外壳发射Emit from shell of the sphere. If disabled, particles will be emitted from the volume of the sphere.从球体外壳发射。如果设置为不可用。粒子将从球体内部发射。 Random Direction 随机方向Should particles have have a random direction when
11、emitted or a direction along the surface normal of the sphere粒子发射将随机方向或是沿表面法线 Hemisphere 半球 Radius 半径Radius of the hemisphere (can also be manipulated by handles in the Scene View)半椭圆的半径(可以在场景视图里面手动操作) Emit from Shell 从外壳发射Emit from shell of the hemisphere. If disabled particles will be emitted from
12、 the volume of the hemisphere.从半椭圆外壳发射。如果设置为不可用。粒子将从半椭圆内部发射。 Random Direction 随机方向Should particles have have a random direction when emitted or a direction along the surface normal of the hemisphere.粒子发射将随机方向或是沿表面法线 Cone 锥体 Angle 角度Angle of the cone. If angle is 0 then particles will be emitted in o
13、ne direction. (can also be manipulated by handles in the Scene View)圆锥的角度。如果是0,粒子将延一个方向发射。(可以在场景视图里面手动操作) Radius 半径A value larger than 0 when basically create a capped cone, using this will change emission from a point to a disc.(can also be manipulated by handles in the Scene View)如果值超过0,将创建1个帽子状的圆
14、锥,通过这个将改变发射的点(可以在场景视图里面手动操作) Box 立方体 Box XScale of box in X (can also be manipulated by handles in the Scene View)立方体X轴的缩放值(可以在场景视图里面手动操作) Box YScale of box in Y (can also be manipulated by handles in the Scene View)立方体Y轴的缩放值(可以在场景视图里面手动操作) Box ZScale of box in Z (can also be manipulated by handles
15、in the Scene View)立方体Z轴的缩放值(可以在场景视图里面手动操作) Random Direction 随机方向Should particles have have a random direction when emitted or a direction along the Z-axis of the box粒子将延一个随机方向发射或延Z轴发射 Mesh网格 Type 类型Particles can be emitted from either Vertex, Edge or Triangle粒子将从顶点、边、或面发射 Mesh 网格Select Mesh that sho
16、uld be used as emission shape选择一个面作为发射面 Random Direction 随机方向Should particles have have a random direction when emitted or a direction along the surface of the mesh粒子发射将随机方向或是沿表面法线 Velocity Over Lifetime Module 存活时间的速度模块Directly animates velocity of the particle. Mostly useful for particles which ha
17、s complex physical, but simple visual behavior (like smoke with turbulence and temperature loss) and has little interaction with physical world. 粒子的直接动画速度。通常用于复杂物理粒子,不过是简单的视觉行为(如与飘荡的烟雾和气温降低)和物理世界的小互动。 XYZUse either constant values for curves or random between curves for controlling the movement of t
18、he particles. See MinMaxCurve.使用常量曲线或在曲线中随机去控制粒子的运动。 SpaceLocal / World: Are the velocity values in local space or world space局部/世界:速度值在局部还是世界坐标系 Limit Velocity Over Lifetime Module 存活期间的限制速度模块Basically can be used to simulate drag. Dampens or clamps velocity, if it is over certain threshold. Can be
19、 configured per axis or per vector length. 基本上被用于模拟的拖动。如果有了确定的阀值,将抑制或固定速率。可以通过坐标轴或向量调整。 Separate Axis 分离轴Use for setting per axis control. 用于每个坐标轴控制 Speed 速度Specify magnitude as constant or by curve that will limit all axes of velocity.用常量或曲线指定来限制所有方向轴的速度 XYZControl each axis seperately. See MinMaxC
20、urve.用不同的轴分别控制。见最大最小曲线 Dampen 阻尼(0-1) value that controls how much the exceeding velocity should be dampened. For example, a value of 0.5 will dampen exceeding velocity by 50%(0-1)的值确定多少过度的速度将被减弱。举例来说,值为0.5,将以50%的速率降低速度。 Force Over Lifetime Module 存活期间的受力模块 XYZUse either constant values for curves o
21、r random between curves for controlling the force applied to the particles. See MinMaxCurve.使用常量或随机曲线来控制作用于粒子上面的力 Randomize 随机Randomize the force applied to the particles every frame每帧作用在粒子上面的力都是随机的 Color Over Lifetime Module 存活期间的颜色模块 Color 颜色Controls the color of each particle during its lifetime.
22、 If some particles have a shorter lifetime than others, they will animate faster. Use constant color, random between two colors, animate it using gradient or specify a random color using two gradients. See Gradient.控制每个粒子在其存活期间的颜色。如果有的粒子活的短,那么变化则更快。常量颜色、两色随机、使用渐变动画或在2个渐变之间指定1个随机值。参见渐变 Color Scale 颜色
23、缩放Use the color scale for easy adjustment of color or gradient.使用颜色缩放可以更好的调整纯色和渐变色 Color By Speed Module 颜色速度模块Animates particle color based on its speed. Remaps speed in the defined range to a color. 使粒子颜色根据其速度动画化。为颜色在1个特定范围内重新指定速度。 Color 颜色Color used for remapping of speed. Use gradients for varyi
24、ng colors. See MinMaxGradient.用于指定的颜色。使用渐变色来指定各种颜色。 Color Scale 颜色缩放Use the color scale for easy adjustment of color or gradient.使用颜色缩放可以方便的调节纯色和渐变色 Speed Range 速度范围The min and max values for defining the speed range which is used for remapping a speed to a color.min和max值用来定义颜色速度范围。Size Over Lifetim
25、e Module 存活期间的大小模块 Size 大小Controls the size of each particle during its lifetime. Use constant size, animate it using a curve or specify a random size using two curves. See MinMaxCurve.控制每个粒子在其存活期间内的大小。使用常量,曲线,2曲线随机。Size By Speed Module 存活期间的大小速度模块 Size 大小Size used for remapping of speed. Use curves
26、 for varying sizes. See MinMaxCurve.大小用于指定速度。用曲线表示各种大小。 Speed Range 速度范围The min and max values for defining the speed range which is used for remapping a speed to a size.min和max值用来定义大小速度范围。Rotation Over Lifetime Module 存活期间的旋转速度模块Specify values in degrees. 以度为单位指定值。 Rotational Speed 旋转速度Controls the
27、 rotational speed of each particle during its lifetime. Use constant rotational speed, animate it using a curve or specify a random rotational speed using two curves. See MinMaxCurve.控制每个粒子在其存活期间内的旋转速度。使用常量,曲线,2曲线随机。Rotation By Speed Module 旋转速度模块 Rotational Speed 旋转速度Rotational speed used for remap
28、ping of a particles speed. Use curves for varying rotational speeds. See MinMaxCurve.用来重新测量粒子的速度。使用曲线表示各种速度。 Speed Range 速度范围The min and max values for defining the speed range which is used for remapping a speed to a rotational speed.为min和max值用来定义旋转速度范围。 Collision Module 碰撞模块Set up collisions for t
29、he 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
30、。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。 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
31、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 collision0-1 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 collision0-1 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 Lo
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