【控制粒子速度形状湍流——Turbulence】
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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;