Thanks but.....
I Want to Chenge The particle system hidden properties value
But Can not Chenge.
Code (CSharp):
using UnityEngine; using UnityEditor; using System.Collections; { [MenuItem("Assets/Find All Object Properties ")] static void Init () { bool bool_UVModule=false; bool bool_frameOverTime=false; { try { { bool_UVModule=true; } if(bool_UVModule==true){ } bool_frameOverTime=true; } property.floatValue=0.0f; bool_frameOverTime=false; } } } } } if(property.- | whaison | Unity3d | 11:25 | comments(0) | - | pookmark |
- 2015.07.24 Friday
- Ef_pngToParticleAnimation.cs
----
Ef_pngToParticleAnimation.cs
-------
---------
- | whaison | Unity3d | 20:59 | comments(0) | - | pookmark |
- 2015.07.23 Thursday
- -TextureImporter advanced
----
http://docs.unity3d.com/ja/current/Manual/class-TextureImporter.html
プロパティー: 説明: Non Power of 2 もしテクスチャサイズが 2 のべき乗以外のサイズの場合、これによりインポート時のスケール動作を定義します。詳細についてはページの最後の Details セクションを参照してください。 None テクスチャサイズは保持されます To nearest テクスチャはインポート時にもっとも近い 2 のべき乗サイズにスケールされます。例えば 257x511 のテクスチャは 256x512 となります。PVRTC 形式では正方形である(幅と高さが同じ)必要性があるため、最終的なサイズは 512x512 となります。 To larger テクスチャはインポート時に次に大きい 2 のべき乗サイズにスケールされます。例えば 257x511 のテクスチャは 512x512 となります。 To smaller テクスチャはインポート時に次に小さい 2 のべき乗サイズにスケールされます。例えば 257x511 のテクスチャは 256x256 となります。 Mapping このテクスチャからキューブマップを生成すべきかどうか。詳細は Cubemap Texture のページを参照してください。 Read/Write Enabled テクスチャデータをスクリプトからアクセスできるようにします(GetPixels、SetPixels およびその他の Texture2D関数)。注意することとして、作成されたテクスチャデータは、テクスチャアセットとして必要なメモリ量は倍となります。必ず必要な場合のみ使用してください。これは非圧縮および DXT 圧縮のテクスチャでのみ有効であり、その他の圧縮テクスチャの種類では読みこむことが出来ません。デフォルトでは無効となっています。 Import Type 画像イメージデータの扱い Default 標準テクスチャ Normal Map テクスチャは法線マップとして扱います(他のオプションを有効化) Lightmap テクスチャは法線マップとして扱います(他のオプションを有効化) Alpha from grayscale (デフォルトモードのみ)画像イメージの明るさ情報からアルファチャネルを生成します Create from grayscale (法線マップモードのみ) 画像イメージの明るさ情報からマップを作成します Bypass sRGB sampling (デフォルトモードのみ) ガンマを考慮するのでなく、画像イメージどおりのカラーの値を使用します(テクスチャが GUI または非画像イメージデータをエンコードする方法として使用する場合に役に立ちます) Generate Mip Maps これを選択すると、ミップマップの生成が有効になります。ミップマップはより小さいテクスチャで、テクスチャが画面上で非常に小さい場合に使用されます。詳細については、ページの最後の Details セクションを参照してください。 In Linear Space ミップマップをリニアカラー空間で生成する Border Mip Maps これを選択すると、色が下位のミップレベルの端ににじみ出ることがなくなります。ライト Cookie (下記参照) に使用されます。 Mip Map Filtering これを選択すると、色が下位のミップレベルの端ににじみ出ることがなくなります。ライト Cookie (下記参照) に使用されます。 Box ミップマップをフェードアウトする最も簡単な方法。ミップレベルは、サイズが小さくなるに連れ、より滑らかになります。 Kaiser 鋭角化カイザーアルゴリズムは、サイズが小さくなるに連れ、ミップマップで実行されます。テクスチャが遠くでぼやけが多すぎる場合、このオプションを試してください。 Fade Out Mipmaps ミップレベルが上がるに連れ、ミップマップをグレーにフェードするのに、これを有効にします。これは、詳細マップに使用されます。一番左のスクロールは、フェードアウトを始める最初のミップレベルです。一番右のスクロールは、テクスチャが完全にグレーアウトするミップレベルを定義します。 Wrap Mode テクスチャがタイルを貼った時にどのように動作するかを選択します。 Repeat テクスチャが自身で (タイルを) 繰り返します。 Clamp テクスチャの縁が伸長します。 Filter Mode 3D 変形で伸長される際に、テクスチャをどのようにフィルタリングするかを選択します。 Point テクスチャがすぐ近くでむらになります。 Bilinear テクスチャがすぐ近くでぼやけます。 Trilinear Bilinear と同じですが、テクスチャも異なるミップレベル間でぼやけます。 Aniso Level 急な角度から眺めたときのテクスチャ品質を向上させます。床や地面のテクスチャに適しています。ページ最後の Details セクションを確認してください。こ
------------ | whaison | Unity3d | 22:21 | comments(0) | - | pookmark |
- 1/5PAGES
- >>
- 2022.03.28 Monday
- スポンサーサイト
-
一定期間更新がないため広告を表示しています
- | スポンサードリンク | - | | - | - | pookmark |
- 2015.07.31 Friday
- Unity5.1.1f UnityEditor.AnimationWindow というClassが存在するようだ。
-
まずこれ。
どんなウィンドウクラスか教えてくれる人。
http://docs.unity3d.com/ScriptReference/EditorWindow-mouseOverWindow.html
。
C#--------------------------
using UnityEngine;
using UnityEditor;
using System.Collections;
// Focus any unity window where the mouse is over.
public class mouseFocusedWindowEx : EditorWindow {
string mouseOver = "Nothing...";
[MenuItem("Example/Quick Window Selector _s")]
static void Init() {
Rect rect = new Rect (0, 0, 500, 50);
UnityEditor.EditorWindow window;
window= UnityEditor.EditorWindow.GetWindowWithRect(typeof(mouseFocusedWindowEx),rect);
window.Show();
}
void OnGUI() {
//GUILayout.Label("Mouse over " + mouseOver);
GUILayout.Label ("Mouse over " + mouseOver, EditorStyles.boldLabel);
//if(GUILayout.Button("Close")) {
if (GUILayout.Button ("Close", GUILayout.Width (300f))) {
this.Close();
}
//mouseOver = EditorWindow.mouseOverWindow ?
// EditorWindow.mouseOverWindow.ToString() : "Nothing...";
if (EditorWindow.mouseOverWindow) {
mouseOver = EditorWindow.mouseOverWindow.ToString ();
} else {
mouseOver = "Nothing...";
}
}
void OnInspectorUpdate() {
if(EditorWindow.mouseOverWindow) EditorWindow.mouseOverWindow.Focus();
this.Repaint();
}
}
-------------------------------
AnimationView選択してみたら。
UnityEditor.AnimationWindow え?そんなのあるの?
---------------------------------
拡張したいよおお だめ っておこられた。・。、。、、、、。、、
---------------------------------
http://seesaawiki.jp/w/bokkuri_orz/d/Unity3D%20-%20%BE%AE%A5%CD%A5%BF#content_3
同じようなことしようとしてる人見つけた。
------------------------------------------
------------------Animation----------------START
------------------publicメッソドを列挙----------------
public static System.Collections.Generic.List`1[UnityEditor.AnimationWindow] GetAllAnimationWindows
public System.Void OnEnable
public System.Void OnDisable
public System.Void Update
public System.Void OnGUI
public System.Void OnSelectionChange
public System.Void BeginWindows
public System.Void EndWindows
public System.Boolean get_wantsMouseMove
public System.Void set_wantsMouseMove
System.Boolean value
public System.Void ShowNotification
UnityEngine.GUIContent notification
public System.Void RemoveNotification
public System.Boolean get_autoRepaintOnSceneChange
public System.Void set_autoRepaintOnSceneChange
System.Boolean value
public System.Boolean get_maximized
public System.Void set_maximized
System.Boolean value
public System.Void ShowTab
public System.Void Focus
public System.Void ShowUtility
public System.Void ShowPopup
public System.Void ShowAsDropDown
UnityEngine.Rect buttonRect, UnityEngine.Vector2 windowSize
public System.Void Show
public System.Void Show
System.Boolean immediateDisplay
public System.Void ShowAuxWindow
public System.Void Close
public System.Void Repaint
public UnityEngine.Vector2 get_minSize
public System.Void set_minSize
UnityEngine.Vector2 value
public UnityEngine.Vector2 get_maxSize
public System.Void set_maxSize
UnityEngine.Vector2 value
public System.String get_title
public System.Void set_title
System.String value
public UnityEngine.GUIContent get_titleContent
public System.Void set_titleContent
UnityEngine.GUIContent value
public System.Int32 get_depthBufferBits
public System.Void set_depthBufferBits
System.Int32 value
public System.Int32 get_antiAlias
public System.Void set_antiAlias
System.Int32 value
public UnityEngine.Rect get_position
public System.Void set_position
UnityEngine.Rect value
public System.Boolean SendEvent
UnityEngine.Event e
public System.Void SetDirty
public System.String get_name
public System.Void set_name
System.String value
public UnityEngine.HideFlags get_hideFlags
public System.Void set_hideFlags
UnityEngine.HideFlags value
public System.String ToString
public System.Boolean Equals
System.Object o
public System.Int32 GetHashCode
public System.Int32 GetInstanceID
public System.Type GetType
------------------privateメッソドを列挙----------------
System.Void ShowButton
UnityEngine.Rect r
System.Void MakeModal
UnityEditor.ContainerWindow win
System.Void OnResized
System.Void CheckForWindowRepaint
UnityEngine.GUIContent GetLocalizedTitleContent
System.Void DrawNotification
System.Boolean get_dontClearBackground
System.Void set_dontClearBackground
System.Boolean value
System.Boolean get_hasFocus
System.Boolean get_docked
System.Int32 GetNumTabs
System.Boolean ShowNextTabIfPossible
System.Void MakeParentsSettingsMatchMe
System.Void ShowWithMode
UnityEditor.ShowMode mode
System.Void ShowAsDropDown
UnityEngine.Rect buttonRect, UnityEngine.Vector2 windowSize, UnityEditor.PopupLocationHelper+PopupLocation[] locationPriorityOrder
UnityEngine.Rect ShowAsDropDownFitToScreen
UnityEngine.Rect buttonRect, UnityEngine.Vector2 windowSize, UnityEditor.PopupLocationHelper+PopupLocation[] locationPriorityOrder
System.Void ShowModal
System.Void RemoveFromDockArea
System.Void RepaintImmediately
UnityEngine.Rect GetCurrentGameViewRect
System.Void SetInternalGameViewRect
UnityEngine.Rect rect
System.Void AddSceneTab
System.Void AddGameTab
System.Void Finalize
System.Object MemberwiseClone
System.IntPtr obj_address
------------------Animation----------------END
------------------------------------- - | whaison | Unity3d | 18:22 | comments(0) | - | pookmark |
- 2015.07.30 Thursday
- YamlSerializer for .NETのDLLをMacでUnity5.1.1で使ってみる。
-
http://ss9neco.blog.fc2.com/blog-entry-69.html
を参考に
・YamlSerializer for .NET
自分で作成したオブジェクトのシリアライズ、デシリアライズを簡単に行うことができます。
また、細かい配慮が感じられ、オリジナルクラスや、List 等の配列もyaml化してくれます。
ライセンスはMITなので、商用での使用も可能です。
(作った人、日本人)
使い方は、
ここから、dllを取得し、
http://programaru.blog.fc2.com/blog-entry-8.html
を参考に
DLLを Assets/Plugin の下に置く。
こんな表示になる。
Unity側では[DllImport("Dll名")]
private static extern void Func();
こゆこと?
ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Yaml;
using System.Yaml.Serialization;
public class YamlSerializerHowToUse : MonoBehaviour {
//private static extern IntPtr LoadLibrary(String lpFileName);
[DllImport("YamlSerializer.dll")]
private static extern float FooPluginFunction ();
public void YamlTest(){
string yamlpath = "person.yaml";
/* ** オリジナルオブジェクト ***/
Person satoko = new Person("智子", 22);
satoko.Cats.Add(new Cat("トラ",1));
satoko.Cats.Add(new Cat("たま",2));
//satoko.IDs = new List{1 , 12};
YamlSerializer ys;
// Personシリアライズ - Console
ys = new YamlSerializer();
string yaml = ys.Serialize(satoko);
Console.WriteLine(yaml);
// Personデシリアライズ - Console
ys = new YamlSerializer();
Person desatoko = (Person)ys.Deserialize(yaml)[0];
// Personシリアライズ - File
ys.SerializeToFile(yamlpath, satoko);
// Personデシリアライズ - File
ys = new YamlSerializer();
desatoko = (Person)ys.DeserializeFromFile(yamlpath)[0];
/* ** コンストラクタに引数が必要な場合 ***/
/*
Car vitz = new Car("123-456");
vitz.Name = "Vitz";
// Carシリアライズ - Console
ys = new YamlSerializer();
yaml = ys.Serialize(vitz);
Console.WriteLine(yaml);
*/
/* Console 出力
%YAML 1.2
---
!YamlTest.Car
Number: 123-456
Name: Vitz
...
*/
// Carデシリアライズ - Console
/*
YamlNode.DefaultConfig.AddActivator(
() => new Car(""));
Car devitz = (Car)ys.Deserialize(yaml)[0];
*/
}
public class Person:System.Object{
public string Name;
public int age;
public Person(string Name,int age){
Name = Name;
age = age;
}
public List<System.Object> IDs;
public List<Cat> Cats = new List<Cat>();
}
public class Cat:System.Object{
public string Name;
public int age;
public Cat(string Name,int age){
Name = Name;
age = age;
}
}
}
とりあえずエラーは出ない。
http://docs.unity3d.com/Manual/PluginsForDesktop.html
http://answers.unity3d.com/questions/804120/dll-import.html
http://docs.unity3d.com/ja/current/Manual/UsingDLL.html
http://qiita.com/fantm21/items/f6f509dd8fe8980f6b94 - | whaison | Unity3d | 21:06 | comments(0) | - | pookmark |
- 2015.07.30 Thursday
- ビーカーの計算 たすきがけ なんかわかんなくなるときの比率の計算。
-
ビーカーの計算 たすきがけ なんかわかんなくなるときの比率の計算。
/////////////////i : Ef_ref2_List.Count = 0 /1;
/////////////////
///////
//プログレスバーの計算
//i*100 /Ef_ref2_List.Count*100; 0*100=/1*100 ;
//分母が可変だけど、0から1の中で欲しい 今回の1としたい単位は1だから。それを可変の分母で割る。
Debug.Log ("######################### Ef_ref2_List.Count="+Ef_ref2_List.Count);
float tanni=1.0f /((float)Ef_ref2_List.Count+1.0f);
Debug.Log ("######################### tanni="+tanni);
float ii = (float)i+1.0f; //配列のループは最初が0だから1.0f足しておく。
Debug.Log ("######################### ii="+ii);
//今回欲しい値。
//float X=tanni/2+(tanni*i);
float X=(tanni*ii);
Debug.Log ("######################### X="+X);
animEvent2.time = X;
//ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー - | whaison | C# | 15:51 | comments(0) | - | pookmark |
- 2015.07.26 Sunday
- Ef_pngToParticleAnimation.cs(ParticleSystem Maker) と FindAllPropatiesAndWrite.cs(Prefab YAML EDITOR)
-
Ef_pngToParticleAnimation.cs(ParticleSystem Maker) と FindAllPropatiesAndWrite.cs(Prefab YAML EDITOR)
Unity5 Particle System UVModule(Texture Sheet Animation)
http://forum.unity3d.com/threads/legacy-and-shuriken-particle-system-find-hidden-properties-name.171467/#post-2222273
Ef_pngToParticleAnimation.cs
--------
--------
FindAllPropatiesAndWrite.cs
--------
--------
-------
UVModule: enabled: 1 frameOverTime: scalar: 0.25 maxCurve: serializedVersion: 2 m_Curve: - time: 0 value: 1 inSlope: 0 outSlope: 1 tangentMode: 0 - time: 1 value: 1 inSlope: 1 outSlope: 0 tangentMode: 0 m_PreInfinity: 2 m_PostInfinity: 2 minCurve: serializedVersion: 2 m_Curve: - time: 0 value: 1 inSlope: 0 outSlope: 1 tangentMode: 0 - time: 1 value: 1 inSlope: 1 outSlope: 0 tangentMode: 0 m_PreInfinity: 2 m_PostInfinity: 2 minMaxState: 0 tilesX: 2 tilesY: 2 animationType: 0 rowIndex: 0 cycles: 1 randomRow: 1 VelocityModule:
- | whaison | Unity3d | 18:18 | comments(0) | - | pookmark |
- 2015.07.26 Sunday
- Unity5 Particle System UVModule(Texture Sheet Animation)を無理やりYAMLを書きかえた
-
Unity5 Particle System UVModule(Texture Sheet Animation)を無理やりYAMLを書きかえた
--------------------------
---------------------------
http://forum.unity3d.com/threads/legacy-and-shuriken-particle-system-find-hidden-properties-name.171467/#post-2222273 - | whaison | Unity3d | 11:54 | comments(0) | - | pookmark |
- 2015.07.26 Sunday
- Unity5 Particle System UVModule(Texture Sheet Animation)を書き換えたい。
-
Prefab YAML読むときは クラスIDリファレンス を開いておきましょう。
!u!の後ろの1は、クラスIDを示しています。
この場合は「1」なので、GameObjectです。
← クラスIDリファレンスより。その後ろの&100000はfileIDを示しています。
fileIDは、ファイル内(Prefab内 or Scene内)でユニークなIDです。
Prefabの場合、必ずRootのObjectが100000番になっている気がします。
------単なる GameObjectのYAMLがこれ-----%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!1001 &100100000 ---------------------1001はprefab Prefab: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: m_TransformParent: {fileID: 0} m_Modifications: [] m_RemovedComponents: [] m_ParentPrefab: {fileID: 0} m_RootGameObject: {fileID: 0} m_IsPrefabParent: 1
------単なる GameObjectの metaがこれ-----
fileFormatVersion: 2
guid: c813e52e3d13f45b0a68516f7de7de05
timeCreated: 1437868368
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:
-----Particle System つけるとmetaこれ-----
fileFormatVersion: 2
guid: 8ab285adc7b0246c5876fbbf8eb9a7d4
timeCreated: 1437869900
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:
------ParticleSystemつけるとYAMLこれ----------------クソみたいにながいよママン
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &185856
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
serializedVersion: 4
m_Component:
- 4: {fileID: 472026}
- 198: {fileID: 19853630}
- 199: {fileID: 19999306}
m_Layer: 0
m_Name: GameObject2
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &472026
Transform:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 185856}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
--- !u!198 &19853630
ParticleSystem:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 185856}
lengthInSec: 5
startDelay: 0
speed: 1
randomSeed: 0
looping: 1
prewarm: 0
playOnAwake: 1
moveWithTransform: 1
InitialModule:
enabled: 1
startLifetime:
scalar: 5
maxCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
minCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
minMaxState: 0
startSpeed:
scalar: 5
maxCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
minCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
minMaxState: 0
startColor:
maxGradient:
key0:
serializedVersion: 2
rgba: 4294967295
key1:
serializedVersion: 2
rgba: 4294967295
key2:
serializedVersion: 2
rgba: 0
key3:
serializedVersion: 2
rgba: 0
key4:
serializedVersion: 2
rgba: 0
key5:
serializedVersion: 2
rgba: 0
key6:
serializedVersion: 2
rgba: 0
key7:
serializedVersion: 2
rgba: 0
ctime0: 0
ctime1: 65535
ctime2: 0
ctime3: 0
ctime4: 0
ctime5: 0
ctime6: 0
ctime7: 0
atime0: 0
atime1: 65535
atime2: 0
atime3: 0
atime4: 0
atime5: 0
atime6: 0
atime7: 0
m_NumColorKeys: 2
m_NumAlphaKeys: 2
minGradient:
key0:
serializedVersion: 2
rgba: 4294967295
key1:
serializedVersion: 2
rgba: 4294967295
key2:
serializedVersion: 2
rgba: 0
key3:
serializedVersion: 2
rgba: 0
key4:
serializedVersion: 2
rgba: 0
key5:
serializedVersion: 2
rgba: 0
key6:
serializedVersion: 2
rgba: 0
key7:
serializedVersion: 2
rgba: 0
ctime0: 0
ctime1: 65535
ctime2: 0
ctime3: 0
ctime4: 0
ctime5: 0
ctime6: 0
ctime7: 0
atime0: 0
atime1: 65535
atime2: 0
atime3: 0
atime4: 0
atime5: 0
atime6: 0
atime7: 0
m_NumColorKeys: 2
m_NumAlphaKeys: 2
minColor:
serializedVersion: 2
rgba: 4294967295
maxColor:
serializedVersion: 2
rgba: 4294967295
minMaxState: 0
startSize:
scalar: 1
maxCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
minCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
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-----------もういいや書き換えちゃえ。
-----------
-----------
-----------
- | whaison | Unity3d | 09:48 | comments(0) | - | pookmark |
- 2015.07.26 Sunday
- GameObject3階層の Prefab のYAML 1.1構造
-
(kyubuns)さんのScene/Prefabを読む
http://qiita.com/kyubuns/items/3f111fbe065bbaa50f76
こんな簡単なGameObjectを3つ連ねた物を作ってPrefab化して開いて見ます。をやってみた。
Prefab をテキストエディタで開いてみる。
一郎、二郎、三郎の 親子三代で説明してみた。
---------
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m_Layer: 0
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m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
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m_Father: {fileID: 400002}------------おとうさんが----parent 400002 2 おとうさんが 二郎
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m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
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--- !u!1001 &100100000
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---------
--------- - | whaison | Unity3d | 08:40 | comments(0) | - | pookmark |
- 2015.07.25 Saturday
- Particle SystemのTexture Sheet Animationモジュール にスクリプトでどうやってアクセスすればいいか悩んだ件
-
Particle SystemのTexture Sheet Animationモジュール にスクリプトでどうやってアクセスすればいいか悩んでいます。
こちらのかたは
ParticleSystemRenderer.mesh.uv;
ParticleSystemRenderer.Material.SetTextureScale;
ParticleSystemRenderer.Material.SetTextureOffset;
でシェーダプロパティを変更することで実現するとドローコールがふえてしまうので
http://hideapp.cocolog-nifty.com/blog/2013/04/unity-tips-cedb.html
UVアニメーションと同じ要領でUVを指定しておきつつ
アニメーションはさせないという方法はどうでしょうか。
具体的にはParticle SystemのTexture Sheet Animationモジュール内
Frame over TimeのタイプをConstantにし、その値とTilesの値をいじって
希望する表示結果になるよう調整します。
という感じですることでバッチ数をおさえています。
http://docs.unity3d.com/ja/current/ScriptReference/ParticleSystem.html
や
http://docs.unity3d.com/ja/current/ScriptReference/ParticleSystemRenderer.html
また
http://docs.unity3d.com/ja/current/ScriptReference/ParticleSystem.Particle.html
などもみてみましたがTexture Sheet Animationモジュールに Scriptからアクセスするプロパティが見つけられませんでした。
// Create a simple material asset
myMaterial = new Material (Shader.Find("Mobile/Particles/Additive"));
//myMaterial.SetTexture ("Particle Texture",inputTexture);
myMaterial.mainTexture = inputTexture;
ParticleSystemRenderer particleSystemRenderer = (ParticleSystemRenderer)sprite_prefab.particleSystem.renderer;
particleSystemRenderer.renderMode = ParticleSystemRenderMode.VerticalBillboard;
particleSystemRenderer.material = myMaterial;
Component[] sprite_ParticleSystem_compo=sprite_ParticleSystem.GetComponents<Component>();
Debug.Log("sprite_ParticleSystem_compo.Length"+sprite_ParticleSystem_compo.Length);
for(int p = 0; p < sprite_ParticleSystem_compo.Length; p++)
{
Debug.Log("sprite_ParticleSystem_comp["+p+"]"+sprite_ParticleSystem_compo[p].name);
}
などやってみたんですがうまくいきませんでした。宜しくおねがいします。
テストプロジェクトを用意しておきました http://www.mediafire.com/・・・/UnityParticleScriptTestProje・・・
UnityParticleScriptTestProject.zip
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a...
MEDIAFIRE.COM
13時間前 · 1 · プレビューを削除
ForceText Visible Meta Fileでテキストエディタで prefab見たらこんなのでて来ました
UVModule:
enabled: 1
frameOverTime:
scalar: 0
maxCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
m_PreInfinity: 2
m_PostInfinity: 2
http://forum.unity3d.com/threads/legacy-and-shuriken-particle-system-find-hidden-properties-name.171467/
Legacy and Shuriken Particle System find hidden properties name | Unity...
FORUM.UNITY3D.COM
Hey !
Finally I found the solution by myself. I've written a script which output all the Properties (Variables) name of all components on selected object. Then I can easily access the property using my code above. If anyone needs it in the future this is my code :
Code (csharp):-
using UnityEngine;
-
using UnityEditor;
-
using System.Collections;
-
{
-
[MenuItem("Window/Find All Object Properties ")]
-
-
static void Init ()
-
{
-
-
{
-
try
-
{
-
-
{
-
}
-
}
-
catch(System.Exception e)
-
{
-
-
}
-
}
-
}
-
}
10分前
UVModule : Generic
UnityEngine.Debug:Log(Object)
FindAllProperties:Init() (at Assets/myFolder/Editor/NewBehaviourScript.cs:24)
9分前
解決しました おさわがせしました。 と思ったら
変更できないじゃんんこのプロパティ
と思って質問してみました。