var particles : Particle[]
Description
Returns a copy of all particles and assigns an array of all particles to be the current particles.
Note that after modifying the particles array you must assign it back to the particleEmitter to see the change.
Particles with energy of zero or less will be killed when assigning the particles. Thus when creating a complete new particle array,
you need to set the energy of all particles explicitly.
function LateUpdate () {
var particles = particleEmitter.particles;
for (
var i = 0; i < particles.Length; i++) {
var yPosition =
Mathf.Sin (
Time.time) *
Time.deltaTime;
particles[i].position +=
Vector3 (0, yPosition, 0);
particles[i].color =
Color.red;
particles[i].size =
Mathf.Sin (
Time.time) * 0.2;
}
particleEmitter.particles = particles;
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
void LateUpdate() {
Particle[] particles = particleEmitter.particles;
int i = 0;
while (i < particles.Length) {
float yPosition =
Mathf.Sin(
Time.time) *
Time.deltaTime;
particles[i].position +=
new Vector3(0, yPosition, 0);
particles[i].color =
Color.red;
particles[i].size =
Mathf.Sin(
Time.time) * 0.2F;
i++;
}
particleEmitter.particles = particles;
}
}