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Scripting/SParticle

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Properties

position

SVector position { get;set; }

The position of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 position = FirstParticle.position
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



velocity

SVector velocity { get;set; }

The velocity of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 velocity= FirstParticle.velocity
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



animatedVelocity

SVector animatedVelocity { get; }

The animated velocity of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 animatedVelocity= FirstParticle.animatedVelocity
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



totalVelocity

SVector totalVelocity { get; }

The total velocity of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 totalVelocity= FirstParticle.totalVelocity
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



remainingLifetime

float remainingLifetime { get;set; }

The remaining lifetime of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 remainingLifetime= FirstParticle.remainingLifetime
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



startLifetime

float startLifetime { get;set; }

The starting lifetime of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 startLifetime= FirstParticle.startLifetime
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



startColor

SColor startColor { get;set; }

The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 startColor= FirstParticle.startColor
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



randomSeed

uint randomSeed { get;set; }

The random seed of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 randomSeed= FirstParticle.randomSeed
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



axisOfRotation

SVector axisOfRotation { get;set; }

Mesh particles rotate around this axis.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 axisOfRotation= FirstParticle.axisOfRotation
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



startSize

float startSize { get;set; }

The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 startSize= FirstParticle.startSize
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



startSize3D

SVector startSize3D { get;set; }

The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 startSize3D= FirstParticle.startSize3D
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



rotation

float rotation { get;set; }

The rotation of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 rotation= FirstParticle.rotation
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



rotation3D

SVector rotation3D { get;set; }

The 3D rotation of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 rotation3D= FirstParticle.rotation3D
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



angularVelocity

float angularVelocity { get;set; }

The angular velocity of the particle.


this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 angularVelocity= FirstParticle.angularVelocity
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)



angularVelocity3D

SVector angularVelocity3D { get;set; }

The 3D angular velocity of the particle.

this = Space.Host.ExecutingObject

OnParticleTrigger = function(GameObject)
 ParticlesArray  = this.ParticleSystem.GetTriggerParticles(0)
 FirstParticle = ParticlesArray[1]
 angularVelocity3D= FirstParticle.angularVelocity3D
 
end

this.SubscribeToEvents()
this.OnParticleTrigger(OnParticleTrigger)