【控制粒子速度形状湍流——Turbulence】

using System;
using System.Threading;
using UnityEngine;

[ExecuteInEditMode]
public class WFX_Turbulence : MonoBehaviour
{
public float TurbulenceStrenght = 1;
public bool TurbulenceByTime;
public AnimationCurve TurbulenceStrengthByTime = AnimationCurve.EaseInOut(1, 1, 1, 1);
public Vector3 Frequency = new Vector3(1, 1, 1);
public Vector3 OffsetSpeed = new Vector3(0.5f, 0.5f, 0.5f);
public Vector3 Amplitude = new Vector3(5, 5, 5);
public Vector3 GlobalForce;
public MoveMethodEnum MoveMethod;
public PerfomanceEnum Perfomance = PerfomanceEnum.UltraRealTime;

public enum MoveMethodEnum
{
    Position,
    Velocity,
    RelativePositionHalf,
    RelativePosition
}

public enum PerfomanceEnum
{
    UltraRealTime,
    High,
    Low
}

private float lastStopTime;
private Vector3 currentOffset;
private float deltaTime;
private float deltaTimeLastUpdateOffset;

猜你喜欢

转载自blog.csdn.net/xukaibo111/article/details/125902650