Component
Graphics
(NOTE) An interface for generating and managing particles of a generic definition using emitters and animators.
Methods | Properties | Base Classes | Derived Classes |
---|---|---|---|
AllParticles | BoundingBoxSize | graphical | spriteparticlesystem |
Clear | ChildSystem | ||
PreviewInEditor | |||
SystemSpace | |||
WarmUpTime |
Properties
BoundingBoxSize : real
Size of all sides of the bounding box used for frustum culling.
var BoundingBoxSize : Real
ChildSystem : boolean
If set, particle emission will happen for each particle in a parent system.
var ChildSystem : Boolean
PreviewInEditor : boolean
If the particle system should run on frame update in the editor instead of logic update.
var PreviewInEditor : Boolean
SystemSpace : SystemSpace
If particles are emitted into world space or if transform data remains relative to the transform of the system object.
var SystemSpace : SystemSpace
WarmUpTime : real
The amount of time to simulate the particle system on startup. This will be done on AllObjectsCreated, and will use the engines dt. This is good for when you want the particle effect to be in full bloom when you first see it. However, it can hurt performance at high values on startup.
var WarmUpTime : Real
Methods
AllParticles : particlelistrange
A list of all particles currently active in the system. |Name|Type|Description| |---|---|---|
function AllParticles() : ParticleListRange
Clear : Void
Clear all current particles. |Name|Type|Description| |---|---|---|
function Clear()