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Unity3d粒子系统翻译后面有参数翻译Particle Systems粒子系统Note: This is the documentation for the new particle system (Shuriken). For documentation on the legacy particle system go to Legacy Particle System.注意:这是文件为新的粒子系统(手里剑)。为传统的粒子系统文件转到新的粒子系统Particle System (Shuriken)粒子系统(手里剑)Particle Systems in Unity are used to make clouds of smoke, steam, fire and other atmospheric effects. 粒子系统在统一被过去常常使烟雾的云,蒸汽,火,其他大气效果。You can create a new particle system by creating a Particle System GameObject (menu GameObject - Create Other - Particle System) or by creating an empty GameObject and adding the ParticleSystem component to it (in Component-Effects) The Particle System Inspector (Shuriken)粒子系统检查员(手里剑)The Particle System Inspector shows one particle system at a time (the currently selected one), and it looks like this: 粒子系统检查员节目一个粒子系统一次(目前选择一),它面貌这般:Individual particle systems can take on various complex behaviors by using Modules.个人粒子系统能与各个的复合行为借用模块。They can also be extended by being grouped together into Particle Effects. 他们可以也被延长由被一起聚集到粒子效果。If you press the button Open Editor ., this will open up the Extended Particle Editor, that shows all of the particle systems under the same root in the scene tree. For more information on particle system grouping, please see the section on Particle Effects. 如果你点击按钮Open Editor。这会扩出粒子编辑器,显示所有的粒子系统在同一根在场景树,而更多信息关于粒子系统编,请参阅对颗粒的影响Scene View Editing场景编辑When creating and editing Particle Systems, you either work with the Inspector or the extended Particle Editor, and your changes are reflected in the SceneView. The scene view has a Preview Panel, where playback of the currently selected Particle Effect can be controlled in Edit Mode, with actions like play, pause, stop and scrubbing playback time当创建和编辑的粒子系统,你可以工作的督察或扩展粒子编辑器,和你的变化反映在sceneview。现场观点有一个预览面板,在播放当前选定的粒子效果可控制在编辑模式,行动就像玩,暂停,停止和擦洗的播放时间Scrubbing play back time can be performed by dragging on the label Playback Time. All Playback controls have shortcut keys which can be customized in the Preferences window洗涤播放时间可通过拖动标签上的播放时间。所有播放控件有捷径键可定制的选项窗口Particle System Curve Editor粒子系统编辑器MinMax curves曲线大小Many of the properties in the particle system modules describe a change of a value with time. That change is described via MinMax Curves. These time-animated properties (for example size and speed), will have a pull down menu on the right hand side, where you can choose between:许多性能的粒子系统模块描述的值的变化与时间。这种变化是通过最小曲线描述。这些time-animated属性(例如,大小和速度),将有一个下拉菜单上的右手边,在这里你可以选择:Constant: The value of the property will not change with time, and will not be displayed in the Curve Editor常数:属性值不随时间变化,并没有显示在曲线编辑器Random between constants: The value of the property will be selected at random between the two constants随机之间的常数:价值的财产将被随机选择,两国之间的常数Curve: The value of the property will change with time based on the curve specified in the Curve Editor曲线:财产的价值会随时间变化的曲线的基础上指定的曲线编辑器A property animated with a Curve 动画曲线的性质Random between curves: A curve will be generated at random between the min and the max curve, and the value of the property will change in time based on the generated curve随机之间的曲线:一个曲线会产生随机之间的最小和最大曲线,财产的价值会随时间变化的基础上产生的曲线A property animated as Random Between Two Curves一个物业动画作为随机曲线之间In the Curve Editor, the x-axis spans time between 0 and the value specified by the Duration property, and the y-axis represents the value of the animated property at each point in time. The range of the y-axis can be adjusted in the number field in the upper right corner of the Curve Editor. The Curve Editor currently displays all of the curves for a particle system in the same window.在曲线编辑器,X轴跨越时间和0之间的值指定的时间属性,和Y轴代表的价值的动画属性在每个时间点。一系列的Y轴可以调整中的一些领域在右上角的曲线编辑器。曲线编辑当前显示所有的曲线的一个粒子系统在同一窗口。Multiple curves in the same curve editor多曲线相同的曲线编辑器Note that the - in the bottom-right corner will remove the currently selected curve, while the + will optimize it (that is make it into a parametrized curve with at most 3 keys).请注意,“-”在右下角将删除当前选定的曲线,而“+”优化(这是使它成为一个参数曲线最多3键)。For animating properties that describe vectors in 3D space, we use the TripleMinMax Curves, which are simply curves for the x-,y-, and z- dimensions side by side, and it looks like this: 为动画属性描述三维空间中的向量,我们使用tripleminmax曲线,这是简单的曲线的X线,-,和尺寸并排,和它看起来像这样:Managing many curves in the curve editor管理许多曲线在曲线编辑器To avoid cluttering in the Curve Editor, it is possible to toggle curves on and off, by clicking on them in the inspector. The Particle System Curve Editor can also be detached from the Inspector by right-clicking on the Particle System Curves title bar, after which you should see something like this:避免复杂的曲线编辑器,它可以切换曲线和关闭,通过点击他们的督察。的粒子系统编辑器也可以脱离督察通过右键点击标题栏的粒子系统的曲线,之后你应该看到这样的事情:A detached Curve Editor that can be docked like any other window分离曲线编辑器,可以停靠像任何其他窗口For more information on working with curves, take a look at the Curve Editor documentation上的更多信息,工作曲线,看一看曲线编辑文件Colors and Gradients in the Particle System (Shuriken)颜色和梯度的粒子系统(手里剑)For properties that deal with color, the Particle System makes use of the Color and Gradient Editor. It works in a similar way to the Curve Editor.属性的颜色处理,粒子系统使用的颜色和梯度编辑。它以同样的方式曲线编辑器。The color-based properties will have a pull down menu on the right hand side, where you can choose between:基于颜色的性能将有一个下拉菜单上的右手边,你可以选择:Color: The color will be the same throughout time (see Color Picker)颜色:颜色会在同一时间(见颜色选择器)Gradient: The gradient (RGBA) will vary throughout time, edited in the Gradient Editor梯度:梯度(亮度)将有所不同,在渐变编辑器编辑Random Between Two Colors: The color varies with time and is chosen at random between two values specified in the Color Picker随机之间的颜色:颜色随时间和随机选择2值中指定的颜色选择器Random Between Two Gradients: The gradient (RGBA) varies with time and is chosen at random between two values specified Gradient Editor随机双梯度:梯度(亮度)随时间和随机选择之间的值指定的渐变编辑器Introduction to Particle System Modules (Shuriken)介绍了粒子系统模块(手里剑)A Particle System consists of a predefined set of modules that can be enabled and disabled. These modules describe the behavior of particles in an individual particle system.一个粒子系统由一组预定义的模块,可以启用和禁用。这些模块描述粒子的行为在个别粒子系统。Initially only a few modules are enabled. Addding or removing modules changes the behavior of the particle system. You can add new modules by pressing the (+) sign in the top-right corner of the Particle System Inspector. This pops up a selection menu, where you can choose the module you want to enable.最初只有几个模块能够。加或删除模块化行为的粒子系统。您可以添加新的模块按(+)在右上角的粒子系统。这弹出选择菜单,在那里你可以选择你想使模块。An alternative way to work with modules is to select Show All Modules, at which point all of the modules will show up in the inspector.另一种方式与模块是选择“显示所有模块”,此时所有的模块将显示在检查员。Then you can enable / disable modules directly from the inspector by clicking the checkbox to the left.然后你可以启用/禁用模块直接从检查员由点击复选框的左侧。Most of the properties are controllable by curves (see Curve Editor). Color properties are controlled via gradients which define an animation for color (see Color Editor).大多数性能可控的曲线(见曲线编辑器)。颜色属性是通过控制梯度定义一个动画的颜色(见颜色编辑器)。、For details on individual modules and their properties, see Particle System Modules详细介绍各模块和它们的属性,看到粒子系统模块Particle System Modules (Shuriken)粒子系统模块(手里剑)This page is dedicated to individual modules and their properties. For introduction to modules see this page这一页是专门单个模块及其性质。介绍模块看到这个页面Initial Module初始模块This module is always present, cannot be removed or disabled.这个模块是永远存在的,不能被删除或禁用。Duration持续期间The duration the Particle System will be emitting particles.粒子系统发射粒子持续的时间。Looping循环Is the Particle System looping.是粒子系统循环。Prewarm延迟Only looping systems can be prewarmed which means that the Particle System will have emitted particles at start as if it had already emitted particles one cycle.只有循环系统可以prewarmed即粒子系统将排放的颗粒在开始,如果它已经发射的粒子一个周期。完整的释放出一个周期的粒子Start Delay启动延迟Delay in seconds that this Particle System will wait before emitting particles. Note prewarmed looping systems cannot use a start delay延迟秒,这粒子系统之前要等待发射粒子。注意prewarmed循环系统不能使用启动延迟Start Lifetime生命周期The lifetime of particles in seconds (see MinMaxCurve)粒子的活力周期以秒为单位Start Speed速度The speed of particles when emitted.(see MinMaxCurve)粒子的发射速度Start Size尺寸The size of particles when emitted. (see MinMaxCurve)粒子的发射尺寸大小Start Rotation自转The rotation of particles when emitted. (see MinMaxCurve)旋转时发出的粒子。(见minmaxcurve)Start Color颜色The color of particles when emitted. (see MinMaxGradient)当发射粒子的颜色。(见minmaxgradient)Gravity Modifier重力改性剂The amount of gravity that will affect particles during their lifetime数额的重力会影响粒子在其生命周期Inherit Velocity继承速度Factor for controlling the amount of velocity the particles should inherit of the transform of the Particle System (for moving Particle Systems)因子为控制量的速度粒子应该继承的变换的粒子系统(移动粒子系统)Simulation Space模拟空间Simulate the Particle System in local space or world space模拟粒子系统在当地的空间或空间世界Play On Awake打醒If enabled the Particle System will automatically start when its created.如果启用了粒子系统会自动开始创建时。Max Particles最大颗粒Max number of particles the Particle System will emit最大数量的粒子的粒子系统会发出Emission Module发射模块Controls the rate of particles being emitted and allows spawning large groups of particles at certain moments (over Particle System duration time). Useful for explosions when a bunch of particles need to be created at once.控制粒子的速度排放,使产卵大群体的粒子在某些时刻(多粒子系统的持续时间)。用于爆炸时,一群粒子需要创建一次。Rate比例Amount of particles emitted over Time (per second) or Distance (per meter). (see MinMaxCurve)粒子的数量上发出的时间(秒)或距离(米)。(见minmaxcurve)Bursts (Time option only)脉冲(时间选项)Add bursts of particles that occur within the duration of the Particle System加用粒子发生的持续时间内的粒子系统Time and Number of Particles时间和粒子数Specify time (in seconds within duration) that a specified amount of particles should be emitted. Use the + and - for adjusting number of bursts.指定的时间(秒的时间),一定数量的粒子发射。使用+和-调整数量的爆发。Shape Module形模块Defines the shape of the emitter: Sphere, Hemishpere, Cone, Box and Mesh. Can apply initial force along the surface normal or random direction.定义形状的发射器:球体,hemishpere,锥,箱网。可以申请初始力沿表面正常或随机方向。Sphere球体Radius半径Radius of the sphere (can also be manipulated by handles in the Scene View)球体半径(也可以通过操纵手柄在场景视图)Emit from Shell发射壳体Emit from shell of the sphere. If disabled, particles will be emitted from the volume of the sphere.发出的球壳。如果禁用,粒子会发射出球体的体积。Random Direction随机方向Should particles have have a random direction when emitted or a direction along the surface normal of the sphere该粒子有一个随机的方向时,发射或一个方向沿表面正常的范围Hemisphere半球体Radius半径Radius of the hemisphere (can also be manipulated by handles in the Scene View)半球体半径Emit from Shell排出壳体Emit from shell of the hemisphere. If disabled particles will be emitted from the volume of the hemisphere.发出的半球壳。如果禁用的粒子将排放量的半球。Random Direction随机方向Should particles have have a random direction when emitted or a direction along the surface normal of the hemisphere.该粒子有一个随机的方向时,发射或一个方向沿表面正常的半球。Cone圆锥形Angle角度Angle of the cone. If angle is 0 then particles will be emitted in one direction. (can also be manipulated by handles in the Scene View)锥角。如果是0然后粒子将被排放在一个方向。(也可以通过操纵手柄在场景视图)Radius半径A value larger than 0 when basically create a capped cone, using this will change emission from a point to a disc.(can also be manipulated by handles in the Scene View)一个值大于0时,基本上创建一个上限使用锥,这将改变从一个点到光盘上。(也可以通过操纵手柄在场景视图)Box箱Box X箱X轴Scale of box in X (can also be manipulated by handles in the Scene View)规模盒(也可以通过操纵手柄在场景视图)Box Y箱Y轴Scale of box in Y (can also be manipulated by handles in the Scene View)规模盒y(也可以通过操纵手柄在场景视图)Box Z箱Z轴Scale of box in Z (can also be manipulated by handles in the Scene View)规模盒z(也可以通过操纵手柄在场景视图)Random DirectionShould particles have have a random direction when emitted or a direction along the Z-axis of the box该粒子有一个随机的方向时,发射或沿z轴方向的盒子Mesh网格Type类型Particles can be emitted from either Vertex, Edge or Triangle颗粒可排放的顶点,边和三角形Mesh网格Select Mesh that should be used as emission shape选择网格,应作为发射的形状Random Direction随机方向Should particles have have a random direction when emitted or a direction along the surface of the mesh该粒子有一个随机的方向时,发射或一个方向沿表面的网格Velocity Over Lifetime Module速度超过一生模块Directly animates velocity of the particle. Mostly useful for particles which has complex physical, but simple visual behavior (like smoke with turbulence and temperature loss) and has little interaction with physical world.直接动作速度的粒子。主要用于颗粒具有复杂的物理,但简单的视觉行为(如吸烟与湍流与温度损失),很少有互动与物理世界。XYZUse either constant values for curves or random between curves for controlling the movement of the particles. See MinMaxCurve.使用恒定值曲线或随机曲线控制粒子的运动。看到minmaxcurve。Space空间Local / World: Are the velocity values in local space or world space本地/世界:是局部空间或速度值在世界空间Limit Velocity Over Lifetime Module极限速度超过活力模块Basically can be used to simulate drag. Dampens or clamps velocity, if it is over certain threshold. Can be configured per axis or per vector length.基本上可以用来模拟阻力。挫伤或夹速度,如果它超过一定的阈值。可配置每个轴或每个向量的长度。Separate 区分Axis 轴线Use for setting per axis control. 用于设置每轴控制。Speed速率Specify magnitude as constant or by curve that will limit all axes of velocity.指定大小为常数或曲线,将限制所有轴速度。XYZControl each axis seperately. See MinMaxCurve.每个轴分别控制。看到minmaxcurve。Dampen抑制(0-1) value that controls how much the exceeding velocity should be dampened. For example, a value of 0.5 will dampen exceeding velocity by 50%(0 - 1)值,控制了超过速度应挫伤。例如,一个0.5值将抑制超过速度为50%Force Over Lifetime Module在活力的模块XYZUse either constant values for curves or random between curves for controlling the force applied to the particles. See MinMaxCurve.使用恒定值曲线或随机曲线控制的力量应用到粒子。看到minmaxcurveRandomize随机的Randomize the force applied to the particles every frame随机力应用到粒子每一帧Color Over Lifetime Module彩色寿命模块Color颜色Controls the color of each particle during its lifetime. If some particles have a shorter lifetime than others, they will animate faster. Use constant color, random between two colors, animate it using gradient or specify a random color using two gradients. See Gradient.控制颜色的每个粒子在其一生。如果一些粒子有一个较短的寿命比其他人,他们将动画速度。使用单一颜色,随机之间的颜色,它使用梯度或指定一个随机颜色使用梯度。见梯度。Color Scale颜色表Use the color scale for easy adjustment of color or gradient.使用颜色表容易调整颜色或渐变。Color By Speed Module颜色由调速模块Animates particle color based on its speed. Remaps speed in the defined range to a color.动画粒子的颜色根据其速度。在定义范围重新映射到一个色彩。Color颜色Color used for remapping of speed. Use gradients for varying colors. See MinMaxGradient.颜色用于映射速度。使用不同的颜色梯度。看到minmaxgradient。Color Scale颜色表Use the color scale for easy adjustment of color or gradient.使用颜色表容易调整颜色或渐变。Speed Range速度范围The min and max values for defining the speed range which is used for remapping a speed to a color.最小和最大的价值确定的速度范围是用于映射速度,颜色。Size Over Lifetime Module大小超过活力模块Size尺寸Controls the size of each particle during its lifetime. Use constant size, animate it using a curve or specify a random size using two curves. See MinMaxCurve.控件的大小,每个粒子在其一生。使用固定大小,动画它使用曲线或指定一个随机大小使用曲线。看到minmaxcurve。Size By Speed Module尺寸的模块Size尺寸Size used for remapping of speed. Use curves for varying sizes. See MinMaxCurve.大小用于映射速度。使用曲线不同大小。看到minmaxcurve。Speed Range速度范围The min and max values for defining the speed range which is used for remapping a speed to a size.最小和最大的价值确定的速度范围是用于映射速度的大小。Rotation Over Lifetime Module旋转寿命模块Specify values in degrees.指定值的程度。Rotational Speed旋转速度Controls the rotational speed of each particle during its lifetime. Use constant rotational speed, animate it using a curve or specify a random rotational speed using two curves. See MinMaxCurve.控制转速的每个粒子在其一生。利用恒速旋转,它使用曲线或指定一个随机转速使用曲线。看到minmaxcurveRotation By Speed Module旋转调速模块Rotational Speed旋转速度Rotational speed used for remapping of a particles speed. Use curves for varying rotational speeds. See MinMaxCurve.转速用于映射一个粒子的速度。使用不同的旋转速度曲线。看到minmaxcurve。Speed Range速度范围The min and max values for defining the speed range which is used for remapping a speed to a rotational speed.最小和最大的价值确定的速度范围是用来映射一个速度旋转速度。Collision Module碰撞模块Set up collisions for the particles of this Particle System. For now only planar collisions are supported which is a very efficient for simple collision detection. Planes are set up by referencing an existing transform in the scene or by creating a new empty GameObject for this purpose.建立碰撞的粒子的粒子系统。现在只有平面碰撞的支持,这是一个非常有效的简单的碰撞检测。飞机是由参照现有的变换的场景或创建一个新的空的游戏对象为这一目的。Planes飞机Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the Y-axis is used as the normal of a plane.飞机是由分配一个参考的一个变换。这一变换可以任意变换的场景,可以是动画。多架飞机可以使用。注:Y轴是作为正常的飞机。Dampen抑制(0-1) When the particle collides, it will keep this fraction of its speed. Unless it is set to 1.0, the particle will become slower after collision(0 - 1)的粒子碰撞时,它会保持这一部分的速度。除非它设置为1,将粒子碰撞后的速度变慢Bounce弹起(0-1) When the particle collides, it will keep this fraction of the component of the velocity, which is normal to the plane of collision(0 - 1)的粒子碰撞时,它会将这部分的部分的速度,这是正常的平面碰撞Lifetime Loss寿命损失(0-1) The fraction of Start Lifetime lost on each collision. When lifetime reaches 0, the particle dies. For example if a particle should die on first collision, set this to 1.0.(0 - 1)部分开始失去生命的每碰撞。当寿命达到0,粒子的模具。例如,如果一个粒子的生命第一次碰撞,设为1。Visualization形象Only used for visualizing the planes: Grid or Solid.只用于可视化平面网格或固体。Grid格子Rendered as gizmos and is useful for quick in

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