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using System.Collections; using System.Collections.Generic; using UnityEngine;
public class : MonoBehaviour { public class circleParticle { public float radius = 0.0f; public float angle = 0.0f; public float time = 0.0f; public float originRadius = 0.0f; public circleParticle(float radius, float angle, float time) { this.radius = radius; this.angle = angle; this.time = time; this.originRadius = radius; } }
public ParticleSystem particleSystem; private ParticleSystem.Particle[] particlesArray; // 粒子数组 private circleParticle[] particleAttr; //粒子属性数组 public int particleSum = 10000; // 粒子数量 public float minRadius = 5.0f; public float maxRadius = 10.0f; public int Part = 2; // 将粒子们分为两部分 public float minSpeed = 0.09f; public float maxSpeed = 0.12f; public float speedLevelSum = 9; // 粒子速度分为九层 public float driftRange = 0.03f; // 游离范围 public int mouseInRingTime; public int mouseInRingTimeLimit;
public Gradient colorGradient;
void Start() { particleAttr = new circleParticle[particleSum]; particlesArray = new ParticleSystem.Particle[particleSum]; particleSystem.maxParticles = particleSum; particleSystem.Emit(particleSum); particleSystem.GetParticles(particlesArray);
// 初始化梯度颜色控制器 GradientAlphaKey[] alphaKeys = new GradientAlphaKey[5]; alphaKeys[0].time = 0.0f; alphaKeys[0].alpha = 1.0f; alphaKeys[1].time = 0.4f; alphaKeys[1].alpha = 0.4f; alphaKeys[2].time = 0.6f; alphaKeys[2].alpha = 1.0f; alphaKeys[3].time = 0.9f; alphaKeys[3].alpha = 0.4f; alphaKeys[4].time = 1.0f; alphaKeys[4].alpha = 0.9f; GradientColorKey[] colorKeys = new GradientColorKey[2]; colorKeys[0].time = 0.0f; colorKeys[0].color = Color.white; colorKeys[1].time = 1.0f; colorKeys[1].color = Color.white; colorGradient.SetKeys(colorKeys, alphaKeys);
mouseInRingTime = 0; mouseInRingTimeLimit = 30;
for (int i = 0; i < particleSum; i++) { // 随机产生角度 float randomAngle = Random.Range(0.0f, 360.0f);
// 随机产生每个粒子距离中心的半径,同时粒子要集中在平均半径附近 float midRadius = (maxRadius + minRadius) / 2; float minRate = Random.Range(1.0f, midRadius / minRadius); float maxRate = Random.Range(midRadius / maxRadius, 1.0f); float randomRadius = Random.Range(minRadius * minRate, maxRadius * maxRate);
// 随机时间 float randomTime = Random.Range (0, 10f);
//粒子属性设置 particleAttr[i] = new circleParticle(randomRadius, randomAngle, randomTime); particlesArray[i].position = new Vector3(randomRadius * Mathf.Cos(randomAngle), randomRadius * Mathf.Sin(randomAngle), 0.0f); } //设置粒子 particleSystem.SetParticles(particlesArray, particleSum); }
void Update() { // 鼠标到光环中心的距离 float mouseToCenter = Mathf.Sqrt (Mathf.Pow((Input.mousePosition.x - Screen.width / 2), 2f) + Mathf.Pow((Input.mousePosition.y - Screen.height / 2), 2f)); // 鼠标在光环内部 bool mouseInRing = false; // 此处认为满足此条件,即是在光环内部 if (mouseToCenter < Screen.height / 4) { mouseInRing = true; if (mouseInRingTime <= mouseInRingTimeLimit) { // 在粒子光环里面的累计时间每一帧加一,并不会大过限定值 mouseInRingTime++; } } else { // 鼠标移出粒子光环 mouseInRing = false; if (mouseInRingTime > 0) mouseInRingTime--; }
for (int i = 0; i < particleSum; i++) { // 速度方向分为两部分,一部分顺时针,一部分逆时针 float speed = (i % Part == 0) ? Random.Range(minSpeed, maxSpeed) : - 2 * Random.Range(minSpeed, maxSpeed); // 给不同的粒子速度加权,分为 9 层 float weightedSpeed = (i % speedLevelSum + 1) * speed;
// 更新角度 particleAttr[i].angle += Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed; // 此处粒子的速度与半径的平方根成正比 particleAttr[i].angle = particleAttr[i].angle % 360; float radian = particleAttr[i].angle / 180 * Mathf.PI; // 更新半径 particleAttr [i].time += Time.deltaTime; particleAttr [i].radius += Mathf.PingPong(particleAttr [i].time / minRadius / maxRadius, driftRange) - driftRange / 2.0f;
// 当鼠标在粒子光环里当时间累积为零 if (mouseInRingTime == 0) { particleAttr [i].originRadius = particleAttr[i].radius; }
// 鼠标进入粒子光环 if (mouseInRing) { particleAttr[i].angle -= 1 / 3 * Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed; // 此处粒子的速度与半径的平方根成正比 particleAttr[i].angle = particleAttr[i].angle % 360; radian = particleAttr[i].angle / 180 * Mathf.PI; if (mouseInRingTime < mouseInRingTimeLimit) { particleAttr [i].radius = minRadius + (particleAttr [i].radius - minRadius) * (particleAttr [i].radius / maxRadius); } } // 鼠标在粒子光环外 if (!mouseInRing && mouseInRingTime > 0) { particleAttr[i].angle += mouseInRingTime / 5 * Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed; // 此处粒子的速度与半径的平方根成正比 particleAttr[i].angle = particleAttr[i].angle % 360; radian = particleAttr[i].angle / 180 * Mathf.PI;
particleAttr [i].radius += (particleAttr [i].originRadius - particleAttr [i].radius) / Mathf.Sqrt(mouseInRingTime) * (particleAttr [i].radius / maxRadius); }
// 更新位置 particlesArray[i].position = new Vector3(particleAttr [i].radius * Mathf.Cos(radian), particleAttr [i].radius * Mathf.Sin(radian), 0f);
particlesArray[i].color = colorGradient.Evaluate(particleAttr[i].angle / 360.0f); } particleSystem.SetParticles(particlesArray, particleSum); } }
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