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Unity Engine


Burst

Construct a new Burst with a time and count.
Read time 7 minutesLast updated 8 days ago

Definition

  • Type: Constructor
  • Namespace: UnityEngine
  • Assembly: UnityEngine.ParticleSystemModule

Burst(float, short)

Construct a new Burst with a time and count.
public Burst(float _time, short _count)

Parameters

_time

Time to emit the burst.

_count

Number of particles to emit.

Remarks

Examples

using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}

Burst(float, short, short)

Construct a new Burst with a time and count.
public Burst(float _time, short _minCount, short _maxCount)

Parameters

_time

Time to emit the burst.

_minCount

Minimum number of particles to emit.

_maxCount

Maximum number of particles to emit.

Remarks

Examples

using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}

Burst(float, short, short, int, float)

Construct a new Burst with a time and count.
public Burst(float _time, short _minCount, short _maxCount, int _cycleCount, float _repeatInterval)

Parameters

_time

Time to emit the burst.

_minCount

Minimum number of particles to emit.

_maxCount

Maximum number of particles to emit.

_cycleCount

Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely.

_repeatInterval

How often to repeat the burst, in seconds.

Remarks

Examples

using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}

Burst(float, MinMaxCurve)

Construct a new Burst with a time and count.
public Burst(float _time, ParticleSystem.MinMaxCurve _count)

Parameters

_time

Time to emit the burst.

Number of particles to emit.

Remarks

Examples

using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}

Burst(float, MinMaxCurve, int, float)

Construct a new Burst with a time and count.
public Burst(float _time, ParticleSystem.MinMaxCurve _count, int _cycleCount, float _repeatInterval)

Parameters

_time

Time to emit the burst.

Number of particles to emit.

_cycleCount

Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely.

_repeatInterval

How often to repeat the burst, in seconds.

Remarks

Examples

using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}