SParticleSystem

Index

Functions Index

Properties Index

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.

Space.Host.ExecutingObject.ParticleSystem.Play()
--or
Space.Host.ExecutingObject.ParticleSystem.Play(true)

Stop

void Stop (bool withChildren) void Stop ()

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

Space.Host.ExecutingObject.ParticleSystem.Stop()
--or
Space.Host.ExecutingObject.ParticleSystem.Stop(true)

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.

Space.Host.ExecutingObject.ParticleSystem.Pause()
--or
Space.Host.ExecutingObject.ParticleSystem.Pause(true)

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.

Space.Host.ExecutingObject.ParticleSystem.Clear()
--or
Space.Host.ExecutingObject.ParticleSystem.Clear(true)

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.

isAlive = Space.Host.ExecutingObject.ParticleSystem.IsAlive()
--or
isAlive = Space.Host.ExecutingObject.ParticleSystem.IsAlive(true)

Emit

void Emit (int count)

Emit 'count' particles immediately.

Space.Host.ExecutingObject.ParticleSystem.Emit(100)

Simulate

void Simulate (float time)

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

Space.Host.ExecutingObject.ParticleSystem.Simulate(5.0)

SetTriggerParticles

void SetTriggerParticles (int type, SParticle[] 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

Space.Host.ExecutingObject.ParticleSystem.SetTriggerParticles(0,ParticlesArray)

GetTriggerParticles

SParticle[] 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.

ParticlesArray = Space.Host.ExecutingObject.ParticleSystem.GetTriggerParticles(0)

Properties

StartDelay

float StartDelay get set

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

Space.Host.ExecutingObject.ParticleSystem.StartDelay = 5

IsPlaying

bool IsPlaying get

Determines whether the Particle System is playing.

isPlaying = Space.Host.ExecutingObject.ParticleSystem.IsPlaying

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.

isEmitting = Space.Host.ExecutingObject.ParticleSystem.IsEmitting

IsStopped

bool IsStopped get

Determines whether the Particle System is stopped.

isStopped = Space.Host.ExecutingObject.ParticleSystem.IsStopped

IsPaused

bool IsPaused get

Determines whether the Particle System is paused.

isPaused = Space.Host.ExecutingObject.ParticleSystem.IsPaused

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.

Space.Host.ExecutingObject.ParticleSystem.Loop = true

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.

Space.Host.ExecutingObject.ParticleSystem.PlayOnAwake

Time

float Time get set

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

Space.Host.ExecutingObject.ParticleSystem.Time = 5.0

Duration

float Duration get

The duration of the Particle System in seconds.

duration = Space.Host.ExecutingObject.ParticleSystem.Duration

PlaybackSpeed

float PlaybackSpeed get set

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

Space.Host.ExecutingObject.ParticleSystem.PlaybackSpeed =  1.5

ParticleCount

int ParticleCount get

The current number of particles.

count = Space.Host.ExecutingObject.ParticleSystem.ParticleCount

EnableEmission

bool EnableEmission get set

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

Space.Host.ExecutingObject.ParticleSystem.EnableEmission = true

EmissionRate

float EmissionRate get set

The rate of particle emission.

 Space.Host.ExecutingObject.ParticleSystem.EmissionRate = 10 

EmissionRateOverTime

float EmissionRateOverTime get set

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

 Space.Host.ExecutingObject.ParticleSystem.EmissionRateOverTime = 10 

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.

 Space.Host.ExecutingObject.ParticleSystem.EmissionRateOverDistance = 10 

StartSpeed

float StartSpeed get set

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

 Space.Host.ExecutingObject.ParticleSystem.StartSpeed = 10 

StartSize

float StartSize get set

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

 Space.Host.ExecutingObject.ParticleSystem.StartSize = 1.2 

StartColor

SColor StartColor get set

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

 Space.Host.ExecutingObject.ParticleSystem.StartColor = Color.Red

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.

 Space.Host.ExecutingObject.ParticleSystem.StartRotation = 20.5

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.

 Space.Host.ExecutingObject.ParticleSystem.StartRotation3D = Vector.New(0,20,20) 

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.

 Space.Host.ExecutingObject.ParticleSystem.StartLifetime = 20 

GravityModifier

float GravityModifier get set

A scale that this Particle System applies to gravity.

 Space.Host.ExecutingObject.ParticleSystem.GravityModifier = 1.2 

MaxParticles

int MaxParticles get set

The maximum number of particles to emit.

 Space.Host.ExecutingObject.ParticleSystem.MaxParticles = 500

RandomSeed

uint RandomSeed get set

Override the random seed used for the Particle System emission.

 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

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).

Space.Host.ExecutingObject.ParticleSystem.UseAutoRandomSeed = true 

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.ParticleSystem.GameObject

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