C# Unity 5.5废弃粒子系统代码

C# Unity 5.5废弃粒子系统代码,c#,unity3d,updates,deprecated,particle-system,C#,Unity3d,Updates,Deprecated,Particle System,在5.5版本之前,粒子系统变量可以通过访问并进行读/写。现在它们是通过访问的,因此很多代码已经过时了。大多数问题都无法解决。我已经阅读了新的文档,但是我不知道如何使用新的变量类型。例如,在JetParticleEffect.cs中,该行会导致警告: // set the original properties from the particle system m_OriginalLifetime = m_System.startLifetime; 警告状态为:“ParticleSystem.S

在5.5版本之前,粒子系统变量可以通过访问并进行读/写。现在它们是通过访问的,因此很多代码已经过时了。大多数问题都无法解决。我已经阅读了新的文档,但是我不知道如何使用新的变量类型。例如,在JetParticleEffect.cs中,该行会导致警告:

// set the original properties from the particle system
m_OriginalLifetime = m_System.startLifetime;
警告状态为:“ParticleSystem.StartIFetime”已过时:“StartIFetime属性已弃用”。改用main.startIFetime或main.startIFetimeMultiplier。”

我尝试了以下方法:

m_OriginalLifetime = m_System.main.startLifetime;
// error: Cannot implicitly convert type 'UnityEngine.ParticleSystem.MinMaxCurve' to 'float'
我相信答案与编译时的minMaxCurve变量有关:

m_OriginalLifetime = m_System.main.startLifetime.constant;
但文件中几乎没有解释。有人能解释一下吗

此外,新的乘数适用于哪里?我假设您可以在以前的位置执行此操作:

particle.startSize *= myMultiplier
。。。你现在应该这样做吗

particle.main.startSizeMultiplier = myMultiplier

粒子。惊人时刻:

首先,Unity在Unity 5.5中所做的是将新的未来添加到
ParticleSystem
。他们还公开了一些以前隐藏的
ParticleSystem
API

现在是一种类似于
ParticleSystem.startIFetime
的而不是float的类型

通过这样做,您现在可以获得更多选项,例如将
startIFetime
修改为曲线

读取或写入
ParticleSystem.MainModule.StartIFetime
取决于
ParticleSystem.MainModule.StartIFetime.mode
的值,该值通过编辑器或代码设置

ParticleSystem.MainModule.StartIFetime.mode
的默认值为ParticleSystemCurveMode.Constant

所以您的
m_OriginalLifetime=m_System.main.startifitime.constant很好

如果在运行时将
startIFetime
动态或随机更改为另一个模式,则必须执行以下操作:

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;

ParticleSystem.MinMaxCurve minMaxCurve = main.startLifetime;

if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
{
    m_OriginalLifetime = m_System.main.startLifetime.constant;
}
else if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
{
    AnimationCurve animCurveLifetime = m_System.main.startLifetime.curve;
}
...

那么,
particle.main.startSizeMultiplier
particle.main.startSize
用于什么?

这两个变量还可用于更改
startIFetime
startSize
。它的主要优点是非常高效。它不要求您像上面那样复制
MinMaxCurve
,以更改
startSize
startSizeMultiplier

ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startSizeMultiplier = 5;
但是
startColor
实际上不是
颜色的类型。
startColor
变量现在是一种
ParticleSystem.MinMaxGradient
类型

这就是更改粒子的方式
startColor

//Create Color
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Color;
color.color = Color.red;

//Assign the color to your particle
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = color;

梯度

public ParticleSystem particleSystem;

void Start()
{
    //Create Gradient key
    GradientColorKey[] gradientColorKey;
    gradientColorKey = new GradientColorKey[3];
    gradientColorKey[0].color = Color.red;
    gradientColorKey[0].time = 0f;
    gradientColorKey[1].color = Color.blue;
    gradientColorKey[1].time = 0.5f;
    gradientColorKey[2].color = Color.green;
    gradientColorKey[2].time = 1f;

    //Create Gradient alpha
    GradientAlphaKey[] gradientAlphaKey;
    gradientAlphaKey = new GradientAlphaKey[3];
    gradientAlphaKey[0].alpha = 1.0f;
    gradientAlphaKey[0].time = 0.0f;
    gradientAlphaKey[1].alpha = 0.5f;
    gradientAlphaKey[1].time = 0.5f;
    gradientAlphaKey[2].alpha = 1f;
    gradientAlphaKey[2].time = 1f;

    //Create Gradient
    Gradient gradient = new Gradient();
    gradient.SetKeys(gradientColorKey, gradientAlphaKey);

    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.Gradient;
    color.gradient = gradient;

    //Assign the color to particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.TwoGradients;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;

    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.RandomColor;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;


    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}

两种颜色之间的随机性

public ParticleSystem particleSystem;

void Start()
{
    //Create Gradient key
    GradientColorKey[] gradientColorKey;
    gradientColorKey = new GradientColorKey[3];
    gradientColorKey[0].color = Color.red;
    gradientColorKey[0].time = 0f;
    gradientColorKey[1].color = Color.blue;
    gradientColorKey[1].time = 0.5f;
    gradientColorKey[2].color = Color.green;
    gradientColorKey[2].time = 1f;

    //Create Gradient alpha
    GradientAlphaKey[] gradientAlphaKey;
    gradientAlphaKey = new GradientAlphaKey[3];
    gradientAlphaKey[0].alpha = 1.0f;
    gradientAlphaKey[0].time = 0.0f;
    gradientAlphaKey[1].alpha = 0.5f;
    gradientAlphaKey[1].time = 0.5f;
    gradientAlphaKey[2].alpha = 1f;
    gradientAlphaKey[2].time = 1f;

    //Create Gradient
    Gradient gradient = new Gradient();
    gradient.SetKeys(gradientColorKey, gradientAlphaKey);

    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.Gradient;
    color.gradient = gradient;

    //Assign the color to particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.TwoGradients;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;

    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.RandomColor;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;


    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}

两个渐变之间的随机性

public ParticleSystem particleSystem;

void Start()
{
    //Create Gradient key
    GradientColorKey[] gradientColorKey;
    gradientColorKey = new GradientColorKey[3];
    gradientColorKey[0].color = Color.red;
    gradientColorKey[0].time = 0f;
    gradientColorKey[1].color = Color.blue;
    gradientColorKey[1].time = 0.5f;
    gradientColorKey[2].color = Color.green;
    gradientColorKey[2].time = 1f;

    //Create Gradient alpha
    GradientAlphaKey[] gradientAlphaKey;
    gradientAlphaKey = new GradientAlphaKey[3];
    gradientAlphaKey[0].alpha = 1.0f;
    gradientAlphaKey[0].time = 0.0f;
    gradientAlphaKey[1].alpha = 0.5f;
    gradientAlphaKey[1].time = 0.5f;
    gradientAlphaKey[2].alpha = 1f;
    gradientAlphaKey[2].time = 1f;

    //Create Gradient
    Gradient gradient = new Gradient();
    gradient.SetKeys(gradientColorKey, gradientAlphaKey);

    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.Gradient;
    color.gradient = gradient;

    //Assign the color to particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.TwoGradients;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;

    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.RandomColor;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;


    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}

随机颜色

public ParticleSystem particleSystem;

void Start()
{
    //Create Gradient key
    GradientColorKey[] gradientColorKey;
    gradientColorKey = new GradientColorKey[3];
    gradientColorKey[0].color = Color.red;
    gradientColorKey[0].time = 0f;
    gradientColorKey[1].color = Color.blue;
    gradientColorKey[1].time = 0.5f;
    gradientColorKey[2].color = Color.green;
    gradientColorKey[2].time = 1f;

    //Create Gradient alpha
    GradientAlphaKey[] gradientAlphaKey;
    gradientAlphaKey = new GradientAlphaKey[3];
    gradientAlphaKey[0].alpha = 1.0f;
    gradientAlphaKey[0].time = 0.0f;
    gradientAlphaKey[1].alpha = 0.5f;
    gradientAlphaKey[1].time = 0.5f;
    gradientAlphaKey[2].alpha = 1f;
    gradientAlphaKey[2].time = 1f;

    //Create Gradient
    Gradient gradient = new Gradient();
    gradient.SetKeys(gradientColorKey, gradientAlphaKey);

    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.Gradient;
    color.gradient = gradient;

    //Assign the color to particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;

//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.TwoGradients;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;

    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}
public ParticleSystem particleSystem;

void Start()
{

    //Create Gradient key Min
    GradientColorKey[] gradientColorKeyMin;
    gradientColorKeyMin = new GradientColorKey[3];
    gradientColorKeyMin[0].color = Color.red;
    gradientColorKeyMin[0].time = 0f;
    gradientColorKeyMin[1].color = Color.blue;
    gradientColorKeyMin[1].time = 0.5f;
    gradientColorKeyMin[2].color = Color.green;
    gradientColorKeyMin[2].time = 1f;

    //Create Gradient alpha Min
    GradientAlphaKey[] gradientAlphaKeyMin;
    gradientAlphaKeyMin = new GradientAlphaKey[3];
    gradientAlphaKeyMin[0].alpha = 1.0f;
    gradientAlphaKeyMin[0].time = 0.0f;
    gradientAlphaKeyMin[1].alpha = 0.5f;
    gradientAlphaKeyMin[1].time = 0.5f;
    gradientAlphaKeyMin[2].alpha = 1f;
    gradientAlphaKeyMin[2].time = 1f;

    //Create Gradient key Max
    GradientColorKey[] gradientColorKeyMax;
    gradientColorKeyMax = new GradientColorKey[3];
    gradientColorKeyMax[0].color = Color.red;
    gradientColorKeyMax[0].time = 0f;
    gradientColorKeyMax[1].color = Color.blue;
    gradientColorKeyMax[1].time = 0.5f;
    gradientColorKeyMax[2].color = Color.green;
    gradientColorKeyMax[2].time = 1f;

    //Create Gradient alpha Max
    GradientAlphaKey[] gradientAlphaKeyMax;
    gradientAlphaKeyMax = new GradientAlphaKey[3];
    gradientAlphaKeyMax[0].alpha = 1.0f;
    gradientAlphaKeyMax[0].time = 0.0f;
    gradientAlphaKeyMax[1].alpha = 0.5f;
    gradientAlphaKeyMax[1].time = 0.5f;
    gradientAlphaKeyMax[2].alpha = 1f;
    gradientAlphaKeyMax[2].time = 1f;

    //Create Gradient Min
    Gradient gradientMin = new Gradient();
    gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);

    //Create Gradient Max
    Gradient gradientMax = new Gradient();
    gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);


    //Create Color from Gradient
    ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
    color.mode = ParticleSystemGradientMode.RandomColor;
    color.gradientMin = gradientMin;
    color.gradientMax = gradientMax;


    //Assign the color to the particle
    ParticleSystem.MainModule main = particleSystem.main;
    main.startColor = color;
}

m_OriginalLifetime=(float)m_System.main.startifitime;昨天我为这个问题打了一个很长的答案。刚要发布,你就把它删除了。我懒得再打一遍,但这个问题让我想起了。很抱歉,我认为这个问题的措辞不恰当,重新阅读后,我觉得我自己的研究不够充分,没有向社区提问。我已经阅读了所有相关文件,觉得我的新问题更准确。