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[其他] 中英文对照Unity3D脚本参考手册:粒子系统(忍者飞镖)

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发表于 2012-10-12 11:25:44 |只看该作者 |倒序浏览
Particle Systems in Unity are used to make clouds of smoke, steam, fire and other atmospheric effects.
Unity的粒子系统可以制作烟雾、气流、火焰和各种大气效果。
【Shuriken是Unity新例子系统的名字,叫"忍者飞镖"】

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)
你可以创建一个"粒子系统物体"(点击菜单GameObject -> Create Other -> Particle System);或者创建一个空的游戏物体,然后把粒子系统组件加到上面去。(点击Component->Effects)
The Particle System Inspector (Shuriken) 粒子系统检视面板

The Particle System Inspector shows one particle system at a time (the currently selected one), and it looks like this:
粒子系统监视器每次显示一个粒子系统(当前选择的),如下图:

Individual particle systems can take on various complex behaviors by using Modules.
单独的粒子系统能够通过"Modules"显示各种复杂的效果。
They can also be extended by being grouped together into Particle Effects.
它们也可以通过组合"粒子效果"进行扩展。
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 ...",将打开"article Editor"(粒子编辑),上面将显示在相同场景根节点下的所有粒子系统。如果想了解这方面更多的信息,请看Particle Effects。
Scene View Editing 编辑场景视图

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 s***bbing playback time
你可以使用监视器或者粒子编辑器进行粒子系统的创建和编辑操作,所有的更改将反应到场景视图上面。该视图包含一个Preview Panel(预演面板),用户可以通过它播放、暂停、停止,回放当前选择的Particle Effect。

S***bbing 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
通过鼠标拖拽Playback Time.标签能够调整回放时间。所有控制回放的快捷键都可以在Preferences window(属性窗口)里面自定义。
Particle System Curve Editor 粒子系统曲线编辑器

MinMax curves 最小最大曲线

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:
粒子系统模块的很多属性描述了数值随时间变化的情况。变化的情况可以描述成最大最小曲线。你可以从右手边的1个下拉菜单里面选择这些时间动画属性(比如大小和速度):

Constant: The value of the property will not change with time, and will not be displayed in the Curve Editor

常量:这个值将不会随时间变化,也不会显示到曲线编辑器中。
Random between constants: The value of the property will be selected at random between the two constants

常量中的随机值:属性值将随机在两个常量中取得。
Curve: The value of the property will change with time based on the curve specified in the Curve Editor

曲线:值随时间沿一条曲线变化,在曲线编辑器中显示。

A property animated with a Curve 一条曲线动画属性
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
曲线中的随机值:曲线将随机生成在最大最小曲线中,值将沿着这条曲线随时间变化。

A property animated as Random Between Two Curves

两条曲线之间的一个随机动画属性
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.
在曲线编辑器中,x轴代表时间从0到Duration属性指定的值,y轴代表动画属性对应某个时间的值。Y轴的范围可以在曲线编辑器的右上角调节。曲线编辑器显示所有的粒子系统曲线。

Multiple curves in the same curve editor

在同一的曲线编辑器的多条曲线
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).
注意右下角的"-"将删除所选择的曲线,按"+"将优化它。
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:
为了把动画属性描述成3D空间中的向量,我们使用了TripleMinMax(三部分最大最小曲线),x-,y-,z-,如下图:

Managing many curves in the curve editor 在曲线编辑器中管理更多曲线

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:
为了在曲线编辑器避免混乱,可以在检视面板里面点击它们,来切换曲线打开和关闭。通过在粒子曲线编辑器的标题栏鼠标右键点击,粒子曲线编辑器便会独立出来,之后,你应该看到像这样:

A detached Curve Editor that can be docked like any other window

一个独立的"曲线编辑器,可以像任何其他窗口一样停靠
For more information on working with curves, take a look at the Curve Editor documentation
有关曲线的更多信息,查看Curve Editor documentation
Colors and Gradients in the Particle System (Shuriken)

粒子系统中的颜色和渐变

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.
为了操作颜色,粒子系统采用了颜色和渐变编辑器。这个的工作和曲线编辑器差不多。
The color-based properties will have a pull down menu on the right hand side, where you can choose between:
你可以通过右手边的下拉框来选择属性。

Color: The color will be the same throughout time (see Color Picker)

颜色:颜色将一直一样。
Gradient: The gradient (RGBA) will vary throughout time, edited in the Gradient Editor

渐变:渐变将随着时间变化呈现不同的效果,在渐变编辑器中编辑。
Random Between Two Colors: The color varies with time and is chosen at random between two values specified in the Color Picker

在两个颜色中随机:颜色将在2个颜色中取随机数,然后随着时间变化。这2个随机数由拾色器指定。
Random Between Two Gradients: The gradient (RGBA) varies with time and is chosen at random between two values specified Gradient Editor

在两个渐变色中随机:渐变色将在2个渐变色中取随机数,然后随着时间变化。这2个随机数由渐变编辑器指定。
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发表于 2014-5-17 11:09:11 |只看该作者
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