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Scripting/SParticleSystem

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Revision as of 13:14, 17 December 2020 by Voidtech (Talk | contribs) (Added and defined all properties in SParticleSystem)

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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

Duration

float Duration { get; }

The duration of the Particle System in seconds.


EmissionRate

float EmissionRate { get;set; }

The rate of particle emission.


EmissionRateOverDistance

float EmissionRateOverDistance { get;set; }

The rate at which the emitter spawns new particles over distance. The emitter only spawns new particles when it moves.


EmissionRateOverTime

float EmissionRateOverTime { get;set; }

The rate at which the emitter spawns new particles over time.


EnableEmission

bool EnableEmission { get;set; }

When set to false, the Particle System will not emit particles.


GravityModifier

float GravityModifier { get;set }

A scale that this Particle System applies to gravity.


IsEmitting

bool IsEmitting { get; }

Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped.


IsPaused

bool IsPaused { get; }

Determines whether the Particle System is paused.


IsPlaying

bool IsPlaying { get; }

Determines whether the Particle System is playing.


IsStopped

bool IsStopped { get; }

Determines whether the Particle System is stopped.


Loop

bool Loop { get;set; }

Specifies whether the Particle System is looping. If you disable looping on a playing Particle System, it stops at the end of the current loop.


MaxParticles

int MaxParticles { get;set; }

The maximum number of particles to emit.


ParticleCount

int ParticleCount { get; }

The current number of particles.


PlaybackSpeed

float PlaybackSpeed { get;set; }

The playback speed of the Particle System. 1 is normal playback speed.


PlayOnAwake

bool PlayOnAwake { get;set; }

If set to true, the Particle System will automatically start playing on startup. Note that this setting is shared between all Particle Systems in the current particle effect.


RandomSeed

uint RandomSeed { get;set; }

Override the random seed used for the Particle System emission.


StartColor

Scolor StartColor { get;set; }

The initial color of particles when the Particle System first spawns them.


StartDelay

float StartDelay { get;set; }

Start delay in seconds. Use this to delay when playback starts on the system.


StartLifetime

float StartLifetime { get;set; }

The total lifetime in seconds that particles will have when emitted. When using curves, this value acts as a scale on the curve. This value is set in the particle when it is created by the Particle System.


StartRotation

float StartRotation { get;set; }

The initial rotation of particles when emitted. When using curves, this value acts as a scale on the curve. Note that the value should be given in radians.


StartRotation3D

SVector StartRotation3D { get;set; }

The initial 3D rotation of particles when emitted. When using curves, this value acts as a scale on the curves. Note that the values are Euler angles and should be given in radians.


StartSize

float StartSize { get;set; }

The initial size of particles when the Particle System first spawns them.


StartSpeed

float StartSpeed { get;set; }

The initial speed of particles when the Particle System first spawns them.


Time

float Time { get;set; }

Playback position in seconds. Use this to read current playback time or to seek to a new playback time.


UseAutoRandomSeed

bool UseAutoRandomSeed { get;set; }

Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. If set to true, the Particle System will generate a new random seed each time it is played. If set to false, ParticleSystem.randomSeed will be used instead, allowing for a constant seed (useful if you want your particles to play in exactly the same way each time) or user-defined random value (for example, you may want to cycle through an array of seeds).