[英]Unity 3d error CS0246: The type or namespace name 'ParticleEmitter' could not be found
"Assets\ParticleScaler\ParticleScaler.cs(99,12): error CS0246: The type or namespace name 'ParticleEmitter' could not be found (are you missing a using directive or an assembly reference?)"
“Assets\ParticleScaler\ParticleScaler.cs(99,12):错误 CS0246:找不到类型或命名空间名称‘ParticleEmitter’(是否缺少 using 指令或程序集引用?)”
I was looking everywhere for the issue.我到处寻找这个问题。 I found some answers in stackoverflow, some similar errors, I did everything they say but they don't work.. Any time I try an answer get the same error with the name of what I defined again.
我在 stackoverflow 中找到了一些答案,一些类似的错误,我做了他们所说的一切,但它们不起作用。任何时候我尝试一个答案都会得到与我再次定义的名称相同的错误。 I have been looking for the answers for few days and no answer for this.. I will be so thankful if you help me to solve this issue.
几天来我一直在寻找答案,但没有答案。如果你帮我解决这个问题,我将非常感激。 thanks
谢谢
This script will only work in editor mode.此脚本仅适用于编辑器模式。 You cannot adjust the scale dynamically in-game!
您无法在游戏中动态调整比例!
using UnityEngine;
using System.Collections;
using UnityEngine.ParticlesLegacyModule; // i defined particleEmitter here!
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class ParticleScaler : MonoBehaviour
{
public float particleScale = 1.0f;
public bool alsoScaleGameobject = true;
float prevScale;
void Start()
{
prevScale = particleScale;
}
void Update ()
{
#if UNITY_EDITOR
//check if we need to update
if (prevScale != particleScale && particleScale > 0)
{
if (alsoScaleGameobject)
transform.localScale = new Vector3(particleScale, particleScale, particleScale);
float scaleFactor = particleScale / prevScale;
//scale legacy particle systems
ScaleLegacySystems(scaleFactor);
//scale shuriken particle systems
ScaleShurikenSystems(scaleFactor);
//scale trail renders
ScaleTrailRenderers(scaleFactor);
prevScale = particleScale;
}
#endif
}
void ScaleShurikenSystems(float scaleFactor)
{
#if UNITY_EDITOR
//get all shuriken systems we need to do scaling on
ParticleSystem[] systems = GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem system in systems)
{
system.startSpeed *= scaleFactor;
system.startSize *= scaleFactor;
system.gravityModifier *= scaleFactor;
//some variables cannot be accessed through regular script, we will acces them through a serialized object
SerializedObject so = new SerializedObject(system);
//unity 4.0 and onwards will already do this one for us
#if UNITY_3_5
so.FindProperty("ShapeModule.radius").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxX").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxY").floatValue *= scaleFactor;
so.FindProperty("ShapeModule.boxZ").floatValue *= scaleFactor;
#endif
so.FindProperty("VelocityModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("VelocityModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("VelocityModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("ClampVelocityModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.x.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.y.scalar").floatValue *= scaleFactor;
so.FindProperty("ForceModule.z.scalar").floatValue *= scaleFactor;
so.FindProperty("ColorBySpeedModule.range").vector2Value *= scaleFactor;
so.FindProperty("SizeBySpeedModule.range").vector2Value *= scaleFactor;
so.FindProperty("RotationBySpeedModule.range").vector2Value *= scaleFactor;
so.ApplyModifiedProperties();
}
#endif
}
void ScaleLegacySystems(float scaleFactor)
{
#if UNITY_EDITOR
//get all emitters we need to do scaling on
ParticleEmitter[] emitters = GetComponentsInChildren<ParticleEmitter>();
//get all animators we need to do scaling on
ParticleAnimator[] animators = GetComponentsInChildren<ParticleAnimator>();
//apply scaling to emitters
foreach (ParticleEmitter emitter in emitters)
{
emitter.minSize *= scaleFactor;
emitter.maxSize *= scaleFactor;
emitter.worldVelocity *= scaleFactor;
emitter.localVelocity *= scaleFactor;
emitter.rndVelocity *= scaleFactor;
//some variables cannot be accessed through regular script, we will acces them through a serialized object
SerializedObject so = new SerializedObject(emitter);
so.FindProperty("m_Ellipsoid").vector3Value *= scaleFactor;
so.FindProperty("tangentVelocity").vector3Value *= scaleFactor;
so.ApplyModifiedProperties();
}
//apply scaling to animators
foreach (ParticleAnimator animator in animators)
{
animator.force *= scaleFactor;
animator.rndForce *= scaleFactor;
}
#endif
}
void ScaleTrailRenderers(float scaleFactor)
{
//get all animators we need to do scaling on
TrailRenderer[] trails = GetComponentsInChildren<TrailRenderer>();
//apply scaling to animators
foreach (TrailRenderer trail in trails)
{
trail.startWidth *= scaleFactor;
trail.endWidth *= scaleFactor;
}
}
}
Replace ParticleEmitter by ParticleSystem as ParticleEmitter is obsolete.用 ParticleSystem 替换 ParticleEmitter,因为 ParticleEmitter 已过时。 This worked for me.
这对我有用。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.