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Scripting/SParticleSystem

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Revision as of 11:39, 17 December 2020 by Voidtech (Talk | contribs) (Added and defined SParticleSystem's all public member functions)

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Members

Clear

void Clear ();

Remove all particles in the Particle System.

This method also removes the particles from any linked sub-emitters. Use the withChildren parameter to remove particles from child Particle Systems that are not sub-emitters of the system.


Clear

void Clear (bool withChildren);

Remove all particles in the Particle System.

This method also removes the particles from any linked sub-emitters. Use the withChildren parameter to remove particles from child Particle Systems that are not sub-emitters of the system.


Emit

void Emit (int count);

Emit 'count' particles immediately.


IsAlive

bool IsAlive (bool withChildren);

Returns True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead. Parameter withChildren: checks all child Particle Systems as well.


Pause

void Pause ();

Pauses the system so no new particles are emitted and the existing particles are not updated.


Pause

void Pause (bool withChildren);

Pauses the system so no new particles are emitted and the existing particles are not updated. Parameter: withChildren: Pauses all child Particle Systems as well.


Play

void Play ();

Sets the Particle Systems into play mode and enables emitting (if it has been disabled).

If the Particle System has been paused, then this resumes playing from the previous time. If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the startDelay is applied.


Play

void Play (withChildren);

Sets the Particle Systems into play mode and enables emitting (if it has been disabled).

If the Particle System has been paused, then this resumes playing from the previous time. If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the startDelay is applied. Parameter withChildren: Plays all child Particle Systems as well.


Simulate

void Simulate (float time);

Fast-forwards the Particle System by simulating particles over 'time' seconds, then pauses it.


Stop

void Stop ();

Stops playing the Particle System.


Stop

void Stop (bool withChildren);

Stops playing the Particle System. Parameter withChildren: Plays all child Particle Systems as well.



Properties

MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.


MasterID

long MasterID { get; }

The master ID for this item.