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Unity Engine

Unity Engine

Stop

Stops playing the Particle System using the supplied stop behaviour.
阅读时间3 分钟最后更新于 1 个月前

Definition

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

Stop(bool, ParticleSystemStopBehavior)

Stops playing the Particle System using the supplied stop behaviour.
public void Stop(bool withChildren, ParticleSystemStopBehavior stopBehavior)

Parameters

withChildren

Stop all child Particle Systems as well.

Stop emitting or stop emitting and clear the system.

Remarks

The following example creates a GUI window for manipulating a Particle System.

Examples

using UnityEngine;public class ParticleSystemControllerWindow : MonoBehaviour{ ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem; public Rect windowRect = new Rect(0, 0, 300, 120); public bool includeChildren = true; void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); } void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal(); includeChildren = GUILayout.Toggle(includeChildren, "Include Children"); GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found"); GUI.DragWindow(); }}

Stop(bool)

Stops playing the Particle System using the supplied stop behaviour.
public void Stop(bool withChildren)

Parameters

withChildren

Stop all child Particle Systems as well.

Remarks

The following example creates a GUI window for manipulating a Particle System.

Examples

using UnityEngine;public class ParticleSystemControllerWindow : MonoBehaviour{ ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem; public Rect windowRect = new Rect(0, 0, 300, 120); public bool includeChildren = true; void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); } void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal(); includeChildren = GUILayout.Toggle(includeChildren, "Include Children"); GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found"); GUI.DragWindow(); }}

Stop()

Stops playing the Particle System using the supplied stop behaviour.
public void Stop()

Remarks

The following example creates a GUI window for manipulating a Particle System.

Examples

using UnityEngine;public class ParticleSystemControllerWindow : MonoBehaviour{ ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem; public Rect windowRect = new Rect(0, 0, 300, 120); public bool includeChildren = true; void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); } void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal(); includeChildren = GUILayout.Toggle(includeChildren, "Include Children"); GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found"); GUI.DragWindow(); }}