Unity粒子特效缩放

Editor下缩放脚本(非运行情况下)(Unity5.3.6)

//This script will only work in editor mode. You cannot adjust the scale dynamically in-game!
using UnityEngine;
using System.Collections;

#if UNITY_EDITOR 
using UnityEditor;
#endif

[ExecuteInEditMode]
public class ParticleScaler : MonoBehaviour 
{
    public float particleScale = 1.0f;
    public bool alsoScaleGameobject = true;

    float prevScale;

    void Start()
    {
        prevScale = particleScale;
    }

    void Update () 
    {
#if UNITY_EDITOR 
        //check if we need to update
        if (prevScale != particleScale && particleScale > 0)
        {
            if (alsoScaleGameobject)
                transform.localScale = new Vector3(particleScale, particleScale, particleScale);

            float scaleFactor = particleScale / prevScale;

            //scale legacy particle systems
            ScaleLegacySystems(scaleFactor);

            //scale shuriken particle systems
            ScaleShurikenSystems(scaleFactor);

            //scale trail renders
            ScaleTrailRenderers(scaleFactor);

            prevScale = particleScale;
        }
#endif
    }

    void ScaleShurikenSystems(float scaleFactor)
    {
#if UNITY_EDITOR 
        //get all shuriken systems we need to do scaling on
        ParticleSystem[] systems = GetComponentsInChildren<ParticleSystem>();

        foreach (ParticleSystem system in systems)
        {
            system.startSpeed *= scaleFactor;
            system.startSize *= scaleFactor;
            system.gravityModifier *= scaleFactor;

            //some variables cannot be accessed through regular script, we will acces them through a serialized object
            SerializedObject so = new SerializedObject(system);
            
            //unity 4.0 and onwards will already do this one for us
#if UNITY_3_5 
            //so.FindProperty("ShapeModule.radius").floatValue *= scaleFactor;
            //so.FindProperty("ShapeModule.boxX").floatValue *= scaleFactor;
            //so.FindProperty("ShapeModule.boxY").floatValue *= scaleFactor;
            //so.FindProperty("ShapeModule.boxZ").floatValue *= scaleFactor;
#endif
            
            /*so.FindProperty("VelocityModule.x.scalar").floatValue *= scaleFactor;
            so.FindProperty("VelocityModule.y.scalar").floatValue *= scaleFactor;
            so.FindProperty("VelocityModule.z.scalar").floatValue *= scaleFactor;
            so.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scaleFactor;
            so.FindProperty("ClampVelocityModule.x.scalar").floatValue *= scaleFactor;
            so.FindProperty("ClampVelocityModule.y.scalar").floatValue *= scaleFactor;
            so.FindProperty("ClampVelocityModule.z.scalar").floatValue *= scaleFactor;
            so.FindProperty("ForceModule.x.scalar").floatValue *= scaleFactor;
            so.FindProperty("ForceModule.y.scalar").floatValue *= scaleFactor;
            so.FindProperty("ForceModule.z.scalar").floatValue *= scaleFactor;
            so.FindProperty("ColorBySpeedModule.range").vector2Value *= scaleFactor;
            so.FindProperty("SizeBySpeedModule.range").vector2Value *= scaleFactor;
            so.FindProperty("RotationBySpeedModule.range").vector2Value *= scaleFactor;

            so.ApplyModifiedProperties();*/
        }
#endif
    }

    void ScaleLegacySystems(float scaleFactor)
    {
#if UNITY_EDITOR 
        //get all emitters we need to do scaling on
        ParticleEmitter[] emitters = GetComponentsInChildren<ParticleEmitter>();

        //get all animators we need to do scaling on
        ParticleAnimator[] animators = GetComponentsInChildren<ParticleAnimator>();

        //apply scaling to emitters
        foreach (ParticleEmitter emitter in emitters)
        {
            emitter.minSize *= scaleFactor;
            emitter.maxSize *= scaleFactor;
            emitter.worldVelocity *= scaleFactor;
            emitter.localVelocity *= scaleFactor;
            emitter.rndVelocity *= scaleFactor;

            //some variables cannot be accessed through regular script, we will acces them through a serialized object
            /*SerializedObject so = new SerializedObject(emitter);

            so.FindProperty("m_Ellipsoid").vector3Value *= scaleFactor;
            so.FindProperty("tangentVelocity").vector3Value *= scaleFactor;
            so.ApplyModifiedProperties();*/
        }

        //apply scaling to animators
        foreach (ParticleAnimator animator in animators)
        {
            animator.force *= scaleFactor;
            animator.rndForce *= scaleFactor;
        }
#endif
    }

    void ScaleTrailRenderers(float scaleFactor)
    {
        //get all animators we need to do scaling on
        TrailRenderer[] trails = GetComponentsInChildren<TrailRenderer>();

        //apply scaling to animators
        foreach (TrailRenderer trail in trails)
        {
            trail.startWidth *= scaleFactor;
            trail.endWidth *= scaleFactor;
        }
    }
}

运行时使用脚本(Unity5.3.6)

//This script will only work in editor mode. You cannot adjust the scale dynamically in-game!
using UnityEngine;
using System.Collections;

#if UNITY_EDITOR 
using UnityEditor;
#endif

//[ExecuteInEditMode]
public class ParticleScaler1 : MonoBehaviour 
{
    public float particleScale = 1.0f;
    public bool alsoScaleGameobject = true;
    float prevScale;

    public void Once()
    {
        prevScale = particleScale;
        if (alsoScaleGameobject)
            transform.localScale = new Vector3(particleScale, particleScale, particleScale);
        ScaleLegacySystems(particleScale);
        ScaleShurikenSystems(particleScale);
        ScaleTrailRenderers(particleScale);
    }
    void ScaleShurikenSystems(float scaleFactor)
    {
        //get all shuriken systems we need to do scaling on
        ParticleSystem[] systems = GetComponentsInChildren<ParticleSystem>();

        foreach (ParticleSystem system in systems)
        {
            system.startSpeed *= scaleFactor;
            system.startSize *= scaleFactor;
            system.gravityModifier *= scaleFactor;
            
            //some variables cannot be accessed through regular script, we will acces them through a serialized object
            //SerializedObject so = new SerializedObject(system);
            //so.FindProperty("VelocityModule.x.scalar").floatValue *= scaleFactor;
            //so.FindProperty("VelocityModule.y.scalar").floatValue *= scaleFactor;
            //so.FindProperty("VelocityModule.z.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ClampVelocityModule.x.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ClampVelocityModule.y.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ClampVelocityModule.z.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ForceModule.x.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ForceModule.y.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ForceModule.z.scalar").floatValue *= scaleFactor;
            //so.FindProperty("ColorBySpeedModule.range").vector2Value *= scaleFactor;
            //so.FindProperty("SizeBySpeedModule.range").vector2Value *= scaleFactor;
            //so.FindProperty("RotationBySpeedModule.range").vector2Value *= scaleFactor;

            //so.ApplyModifiedProperties();
        }
    }

    void ScaleLegacySystems(float scaleFactor)
    {
        //get all emitters we need to do scaling on
        ParticleEmitter[] emitters = GetComponentsInChildren<ParticleEmitter>();
        //get all animators we need to do scaling on
        ParticleAnimator[] animators = GetComponentsInChildren<ParticleAnimator>();
        //apply scaling to emitters
        foreach (ParticleEmitter emitter in emitters)
        {
            emitter.minSize *= scaleFactor;
            emitter.maxSize *= scaleFactor;
            emitter.worldVelocity *= scaleFactor;
            emitter.localVelocity *= scaleFactor;
            emitter.rndVelocity *= scaleFactor;

            //some variables cannot be accessed through regular script, we will acces them through a serialized object
            //SerializedObject so = new SerializedObject(emitter);

            //so.FindProperty("m_Ellipsoid").vector3Value *= scaleFactor;
            //so.FindProperty("tangentVelocity").vector3Value *= scaleFactor;
            //so.ApplyModifiedProperties();
        }

        //apply scaling to animators
        foreach (ParticleAnimator animator in animators)
        {
            animator.force *= scaleFactor;
            animator.rndForce *= scaleFactor;
        }
    }

    void ScaleTrailRenderers(float scaleFactor)
    {
        //get all animators we need to do scaling on
        TrailRenderer[] trails = GetComponentsInChildren<TrailRenderer>();

        //apply scaling to animators
        foreach (TrailRenderer trail in trails)
        {
            trail.startWidth *= scaleFactor;
            trail.endWidth *= scaleFactor;
        }
    }
}

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