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去掉提醒,添加测试场景

lvjincheng 4 năm trước cách đây
mục cha
commit
e3a55b236f

+ 367 - 0
Assets/BowArrow/Scenes/Test.unity

@@ -0,0 +1,367 @@
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+ 7 - 0
Assets/BowArrow/Scenes/Test.unity.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 14f136990a82f0042aae1edcec1f03a2
+DefaultImporter:
+  externalObjects: {}
+  userData: 
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+ 1 - 1
Assets/Import Asset/Standard Assets/Utility/EventSystemChecker.cs

@@ -15,7 +15,7 @@ public class EventSystemChecker : MonoBehaviour
            //Instantiate(eventSystem);
            //Instantiate(eventSystem);
             GameObject obj = new GameObject("EventSystem");
             GameObject obj = new GameObject("EventSystem");
             obj.AddComponent<EventSystem>();
             obj.AddComponent<EventSystem>();
-            obj.AddComponent<StandaloneInputModule>().forceModuleActive = true;
+            // obj.AddComponent<StandaloneInputModule>().forceModuleActive = true;
         }
         }
 	}
 	}
 }
 }

+ 6 - 5
Assets/test-ellipse/Ellipse.cs

@@ -4,7 +4,7 @@ using UnityEngine;
 
 
 public class Ellipse : MonoBehaviour
 public class Ellipse : MonoBehaviour
 {
 {
-    public ParticleSystem particleSystem;
+    private ParticleSystem particleSystem0;
     List<Vector3> arrayList = new List<Vector3>();
     List<Vector3> arrayList = new List<Vector3>();
 
 
     public Transform ellipseTran;
     public Transform ellipseTran;
@@ -16,6 +16,7 @@ public class Ellipse : MonoBehaviour
     // Start is called before the first frame update
     // Start is called before the first frame update
     void Start()
     void Start()
     {
     {
+        particleSystem0 = GetComponentInChildren<ParticleSystem>();
         /*ArrayList arrayList = new ArrayList();
         /*ArrayList arrayList = new ArrayList();
         for (int i = 0; i < 100000; i++) {
         for (int i = 0; i < 100000; i++) {
             int xSymbol = Random.value > 0.5 ? -1 : 1;
             int xSymbol = Random.value > 0.5 ? -1 : 1;
@@ -65,15 +66,15 @@ public class Ellipse : MonoBehaviour
     ParticleSystem.Particle[] allParticles;   
     ParticleSystem.Particle[] allParticles;   
     public void DrawPointCloud(List<Vector3> drawList)
     public void DrawPointCloud(List<Vector3> drawList)
     {
     {
-        var main = this.particleSystem.main;
+        var main = this.particleSystem0.main;
         main.startSpeed = 0.0f;           
         main.startSpeed = 0.0f;           
         main.startLifetime = 1000.0f;
         main.startLifetime = 1000.0f;
 
 
         var pointCount = drawList.Count;
         var pointCount = drawList.Count;
         allParticles = new ParticleSystem.Particle[pointCount];
         allParticles = new ParticleSystem.Particle[pointCount];
         main.maxParticles = pointCount;
         main.maxParticles = pointCount;
-        this.particleSystem.Emit(pointCount);
-        this.particleSystem.GetParticles(allParticles);
+        this.particleSystem0.Emit(pointCount);
+        this.particleSystem0.GetParticles(allParticles);
         for (int i = 0; i < pointCount; i++)
         for (int i = 0; i < pointCount; i++)
         {
         {
             allParticles[i].position = (Vector3)drawList[i]; 
             allParticles[i].position = (Vector3)drawList[i]; 
@@ -81,6 +82,6 @@ public class Ellipse : MonoBehaviour
             allParticles[i].startSize = 0.02f;
             allParticles[i].startSize = 0.02f;
         }
         }
 
 
-        this.particleSystem.SetParticles(allParticles, pointCount);
+        this.particleSystem0.SetParticles(allParticles, pointCount);
     }
     }
 }
 }