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SParticleSystem

Index

Functions Index

Function Name

Properties Index

Property Name
Description

Functions

Play

void Play (bool withChildren) 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. Parameter withChildren: Plays all child Particle Systems as well.

Parameter
Type
Description

Stop

void Stop (bool withChildren) void Stop ()

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

Parameter
Type
Description

Pause

void Pause (bool withChildren) void Pause ()

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.

Parameter
Type
Description

Clear

void Clear (bool withChildren) 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.

Parameter
Type
Description

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.

Parameter
Type
Description

Emit

void Emit (int count)

Emit 'count' particles immediately.

Parameter
Type
Description

Simulate

void Simulate (float time)

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

Parameter
Type
Description

SetTriggerParticles

void SetTriggerParticles (int type, [] sp)

Write modified particles back to the Particle System, during a call to OnParticleTrigger. type - Type of trigger to return particles for. sp -- Particle array

Parameter
Type
Description

GetTriggerParticles

[] GetTriggerParticles (int type)

Get the particles that met the condition in the particle trigger module. his method is typically called from MonoBehaviour.OnParticleTrigger in response to a trigger callback.

Parameter
Type
Description

Properties

StartDelay

float StartDelay get set

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

IsPlaying

bool IsPlaying get

Determines whether the Particle System is playing.

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.

IsStopped

bool IsStopped get

Determines whether the Particle System is stopped.

IsPaused

bool IsPaused get

Determines whether the Particle System is paused.

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.

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.

Time

float Time get set

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

Duration

float Duration get

The duration of the Particle System in seconds.

PlaybackSpeed

float PlaybackSpeed get set

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

ParticleCount

int ParticleCount get

The current number of particles.

EnableEmission

bool EnableEmission get set

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

EmissionRate

float EmissionRate get set

The rate of particle emission.

EmissionRateOverTime

float EmissionRateOverTime get set

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

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.

StartSpeed

float StartSpeed get set

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

StartSize

float StartSize get set

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

StartColor

StartColor get set

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

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

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.

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.

GravityModifier

float GravityModifier get set

A scale that this Particle System applies to gravity.

MaxParticles

int MaxParticles get set

The maximum number of particles to emit.

RandomSeed

uint RandomSeed get set

Override the random seed used for the Particle System emission.

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).

GameObject

GameObject get

Property Description

bool 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.

bool 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.

float get set

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

float get

The duration of the Particle System in seconds.

float get set

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

int get

The current number of particles.

bool get set

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

float get set

The rate of particle emission.

float get set

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

float get set

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

float get set

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

float get set

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

SColor get set

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

float 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.

SVector 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.

float 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.

float get set

A scale that this Particle System applies to gravity.

int get set

The maximum number of particles to emit.

uint get set

Override the random seed used for the Particle System emission.

bool 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).

SGameObject get

void Play (bool withChildren) void Play ()

void Stop (bool withChildren) void Stop ()

void Pause (bool withChildren) void Pause ()

void Clear (bool withChildren) void Clear ()

bool IsAlive (bool withChildren)

void Emit (int count)

void Simulate (float time)

void SetTriggerParticles (SParticleSystemTriggerEventType type, SParticle[] sp)

SParticle[] GetTriggerParticles (SParticleSystemTriggerEventType type)

float StartDelay get set

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

bool IsPlaying get

Determines whether the Particle System is playing.

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.

bool IsStopped get

Determines whether the Particle System is stopped.

bool IsPaused get

Determines whether the Particle System is paused.

type

int

Type of trigger to return particles for. 1 = Inside 2 = Outside 3 = Enter 4 = Exit

sp

SParticle[]

A table of SParticle

type

int

Type of trigger to return particles for. 1 = Inside 2 = Outside 3 = Enter 4 = Exit

SParticle
SParticle
SColor
SVector
SGameObject
Space.Host.ExecutingObject.ParticleSystem.Play()
--or
Space.Host.ExecutingObject.ParticleSystem.Play(true)
Space.Host.ExecutingObject.ParticleSystem.Stop()
--or
Space.Host.ExecutingObject.ParticleSystem.Stop(true)
Space.Host.ExecutingObject.ParticleSystem.Pause()
--or
Space.Host.ExecutingObject.ParticleSystem.Pause(true)
Space.Host.ExecutingObject.ParticleSystem.Clear()
--or
Space.Host.ExecutingObject.ParticleSystem.Clear(true)
isAlive = Space.Host.ExecutingObject.ParticleSystem.IsAlive()
--or
isAlive = Space.Host.ExecutingObject.ParticleSystem.IsAlive(true)
Space.Host.ExecutingObject.ParticleSystem.Emit(100)
Space.Host.ExecutingObject.ParticleSystem.Simulate(5.0)
Space.Host.ExecutingObject.ParticleSystem.SetTriggerParticles(0,ParticlesArray)
ParticlesArray = Space.Host.ExecutingObject.ParticleSystem.GetTriggerParticles(0)
Space.Host.ExecutingObject.ParticleSystem.StartDelay = 5
isPlaying = Space.Host.ExecutingObject.ParticleSystem.IsPlaying
isEmitting = Space.Host.ExecutingObject.ParticleSystem.IsEmitting
isStopped = Space.Host.ExecutingObject.ParticleSystem.IsStopped
isPaused = Space.Host.ExecutingObject.ParticleSystem.IsPaused
Space.Host.ExecutingObject.ParticleSystem.Loop = true
Space.Host.ExecutingObject.ParticleSystem.PlayOnAwake
Space.Host.ExecutingObject.ParticleSystem.Time = 5.0
duration = Space.Host.ExecutingObject.ParticleSystem.Duration
Space.Host.ExecutingObject.ParticleSystem.PlaybackSpeed =  1.5
count = Space.Host.ExecutingObject.ParticleSystem.ParticleCount
Space.Host.ExecutingObject.ParticleSystem.EnableEmission = true
 Space.Host.ExecutingObject.ParticleSystem.EmissionRate = 10 
 Space.Host.ExecutingObject.ParticleSystem.EmissionRateOverTime = 10 
 Space.Host.ExecutingObject.ParticleSystem.EmissionRateOverDistance = 10 
 Space.Host.ExecutingObject.ParticleSystem.StartSpeed = 10 
 Space.Host.ExecutingObject.ParticleSystem.StartSize = 1.2 
 Space.Host.ExecutingObject.ParticleSystem.StartColor = Color.Red
 Space.Host.ExecutingObject.ParticleSystem.StartRotation = 20.5
 Space.Host.ExecutingObject.ParticleSystem.StartRotation3D = Vector.New(0,20,20) 
 Space.Host.ExecutingObject.ParticleSystem.StartLifetime = 20 
 Space.Host.ExecutingObject.ParticleSystem.GravityModifier = 1.2 
 Space.Host.ExecutingObject.ParticleSystem.MaxParticles = 500
 Space.Host.ExecutingObject.ParticleSystem.RandomSeed = 23423423 
spawningparticles = Space.Scene.Find("Particles")
--get particle object and get the particle system component on it.
particles=spawningparticles.ParticleSystem
--set random seed.
particles.UseAutoRandomSeed = false
particles.RandomSeed = 123456
Space.Host.ExecutingObject.ParticleSystem.UseAutoRandomSeed = true 
theGameObject = Space.Host.ExecutingObject.ParticleSystem.GameObject
Loop
PlayOnAwake
Time
Duration
PlaybackSpeed
ParticleCount
EnableEmission
EmissionRate
EmissionRateOverTime
EmissionRateOverDistance
StartSpeed
StartSize
StartColor
StartRotation
StartRotation3D
StartLifetime
GravityModifier
MaxParticles
RandomSeed
UseAutoRandomSeed
GameObject