ユニティ3Dゲーム粒子オーラ

入門

リファレンスはhttp://i-remember.fr/enサイトと同様の効果を作ります

基本的な手順

粒子オーラ(nullオブジェクト)を作成します

カメラは、黒の背景に設定されています

パーティクルシステムを作成し、設定パラメータ

ParticleRingという名前の新しいC#のスクリプト、

ParticleRing.cs

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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 circleParticle(float radius, float angle, float time)
{
this.radius = radius;
this.angle = angle;
this.time = time;
}
}

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 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);


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()
{
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;
// 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);
}
}

效果图

鼠标悬停在粒子光环内部效果

修改 circleParticle

添加 originRadius ,用以记录光环收缩前当前粒子的旋转半径

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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;
}
}

修改 update()

判断鼠标与光环的关系

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// 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--;
}

根据鼠标与光环关系进行的行为

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// 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);
}

完整代码

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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 / 360.0 F)。
}
particleSystem.SetParticles(particlesArray、particleSum)。
}
}

最終結果

引用文

Unity3Dの研究ノート(9) -粒子オーラ
Unity3D粒子アパーチャ効果

オリジナル:ビッグボックス  ユニティ3Dゲームの粒子オーラ


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