原文在這:http://unity3d.com/support/documentation/Components/class-WorldParticleCollider.html

Particle Collider(粒子碰撞)

The World Particle Collider is used to collide particles against other Colliders in the scene.
世界粒子碰撞是在場景使用碰撞粒子抵抗其他的碰撞物。

 


A Particle System colliding with a Mesh Collider

Properties(屬性)



Bounce Factor Particles can be accelerated or slowed down when they collide against other objects. This factor is similar to the Particle Animator's Damping property.
反彈因素 粒子可以加速或放慢當他們與其他物體相撞。這個因素是類似於粒子動畫的阻尼特性。
Collision Energy Loss Amount of energy (in seconds) a particle should lose when colliding. If the energy goes below 0, the particle is killed.
碰撞能量耗損 當碰撞時ㄧ個粒子的能源量將損失   假如能量低於0,粒子將消滅。
Min Kill Velocity If a particle's Velocity drops below Min Kill Velocity because of a collision, it will be eliminated.
最小消滅速率 假如一個粒子的速率由於碰撞而低於Min Kill Velocity的速率,他將被消滅。
Collides with Which Layers the particle will collide against.
與碰撞 粒子將碰撞針對哪層
Send Collision Message If enabled, every particle sends out a collision message that you can catch through scripting.
傳送碰撞信息 假如啟動,每個例子發送ㄧ個碰撞信息,你可以通過腳本獲取。

Details(細節)

To create a Particle System with Particle Collider:
建立一個例子系統和粒子碰撞

  1. Create a Particle System using GameObject->Create Other->Particle System
    建立一個例子系統使用GameObject->Create Other->Particle System
  2. Add the Particle Collider using Component->Particles->World Particle Collider
    增加一個例子碰撞使用Component->Particles->World Particle Collider

Messaging(信息)

If Send Collision Message is enabled, any particles that are in a collision will send the message OnParticleCollision() to both the particle's GameObject and the GameObject the particle collided with.
假如Send Collision Message是啟動的,任何粒子碰撞將傳送信息OnParticleCollision()到粒子的遊戲物件以及包含粒子碰撞的遊戲物件兩者。

Hints(要點)

  • Send Collision Message can be used to simulate bullets and apply damage on impact.
    傳送碰撞信息可以使用在模擬子彈以及應用在衝擊的損毀上。
  • Particle Collision Detection is slow when used with a lot of particles. Use Particle Collision Detection wisely.
    當使用很多的粒子時發現粒子碰撞是緩慢的。明智的使用使用粒子碰撞檢測。
  • Message sending introduces a large overhead and shouldn't be used for normal Particle Systems.
    信息傳送採用大量的開銷而不該使用在正常的粒子系統。
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