NodeWorld

ParticleSystem

La référence est en anglais : elle est générée à partir des commentaires du code, écrits en anglais.

csharp
public sealed class ParticleSystem : Component

Namespace NodeWorld.Flux.

A Particle System of the world. The server has none.

Properties

isPlaying

csharp
public bool isPlaying { get; }

The system is playing.

isEmitting

csharp
public bool isEmitting { get; }

The system emits new particles.

particleCount

csharp
public int particleCount { get; }

Particles alive now.

main

csharp
public MainModule main { get; }

The main module: color, size, speed and lifetime of the new particles, simulation speed, gravity, loop, most particles.

emission

csharp
public EmissionModule emission { get; }

The emission module: on or off, and its rate.

Methods

Play

csharp
public void Play(bool withChildren = true)

Plays the system, and its child systems if withChildren.

Stop

csharp
public void Stop(bool withChildren = true, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)

Stops the system, and its child systems if withChildren; stopBehavior says what happens to the particles alive.

Pause

csharp
public void Pause(bool withChildren = true)

Pauses the system, and its child systems if withChildren.

Clear

csharp
public void Clear(bool withChildren = true)

Removes every particle alive, in the child systems too if withChildren.

Emit

csharp
public void Emit(int count)

Emits count particles now.

Simulate

csharp
public void Simulate(float time, bool withChildren = true, bool restart = true)

Moves the system time seconds forward (from its start if restart), then pauses it, as Unity's Simulate.

Nested types