class ParticleEffect

in global :: Sandbox

Defines and holds particles. This is the core of the particle system.


public float PreWarm { get; set; }

How many seconds to pre-warm this effect by when creating

public ParticleFloat StartDelay { get; set; }

The particle can wait until it properly spawns.

public ParticleFloat SequenceId { get; set; }

Which sequence to use

public ParticleFloat SequenceTime { get; set; }

Allows control of the sequence time, which spans from 0 to 1 for one loop

public ParticleFloat SequenceSpeed { get; set; }

Increment the sequence time by this much

public List<GameObject> FollowerPrefab { get; set; }

Will choose a random prefab to spawn from this list

public ParticleFloat FollowerPrefabChance { get; set; }

If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.

public bool FollowerPrefabKill { get; set; }

When true the prefab will be destroyed at the end of the particle's life

public List<GameObject> CollisionPrefab { get; set; }

Will choose a random prefab to spawn from this list

public bool CollisionPrefabAlign { get; set; }

Will choose a random prefab to spawn from this list

public ParticleFloat CollisionPrefabRotation { get; set; }

We will by default align to the particle's angle, but we can also randomize that.

public ParticleFloat CollisionPrefabChance { get; set; }

If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.

public Action<Particle> OnParticleDestroyed { get; set; }

Called any time a particle is destroyed

public Action<Particle> OnParticleCreated { get; set; }

Called any time a particle is created

public bool Paused { get; set; }

Is the particle simulation paused?

public Action<float> OnPreStep { get; set; }

Called before the particles are stepped

public Action<float> OnPostStep { get; set; }

Called after the particles are stepped

public Action<Particle,float> OnStep { get; set; }

Called after the particles are stepped

public BBox ParticleBounds { get; }

The bounds of the current particles

public float MaxParticleSize { get; }

The biggest particle scale (x, y or z of scale)

public Particle Emit( Vector3 position, float delta )

Emit a particle at the given position.

  • position The position in which to spawn the particle
  • delta The time delta of the spawn. The first spawned particle is 0, the last spawned particle is 1. This is used to evaluate the spawn particles like lifetime and delay.
  • Returns A particle, will never be null. It's up to you to obey max particles.

public Action OnComponentDestroy { get; set; }

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public Action OnComponentDisabled { get; set; }

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public void DestroyGameObject( )

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public void Destroy( )

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public Action OnComponentStart { get; set; }

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public Action OnComponentEnabled { get; set; }

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public bool IsValid { get; }

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public bool Active { get; }

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public bool Enabled { get; set; }

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public ComponentList Components { get; }

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public GameObject GameObject { get; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Scene Scene { get; }

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public void Reset( )

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public bool Equals( object obj )

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public string ToString( )

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public Type GetType( )

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Transform WorldTransform { get; set; }

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public void DeserializeImmediately( JsonObject node )

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public void Deserialize( JsonObject node )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public bool IsProxy { get; }

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public GameObject.NetworkAccessor Network { get; }

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public Vector3 LocalScale { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Guid Id { get; }

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponent( bool includeDisabled = False )

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public T GetOrAddComponent( bool startEnabled = True )

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public T AddComponent( bool startEnabled = True )

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public ComponentFlags Flags { get; set; }

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public DebugOverlaySystem DebugOverlay { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public ITagSet Tags { get; }

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public GameTransform Transform { get; }

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public void EditLog( string name, object source )

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public ParticleEffect( )

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public int ComponentVersion { get; }

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public bool Force { get; set; }

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public ParticleFloat Stretch { get; set; }

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public ParticleFloat Scale { get; set; }

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public bool ApplyShape { get; set; }

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public ParticleFloat Alpha { get; set; }

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public ParticleFloat Brightness { get; set; }

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public ParticleGradient Gradient { get; set; }

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public Color Tint { get; set; }

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public bool ApplyAlpha { get; set; }

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public Vector3 ForceDirection { get; set; }

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public bool ApplyColor { get; set; }

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public ParticleFloat Yaw { get; set; }

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public ParticleFloat Pitch { get; set; }

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public bool ApplyRotation { get; set; }

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public ParticleEffect.SimulationSpace Space { get; set; }

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public ParticleFloat Damping { get; set; }

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public ParticleFloat StartVelocity { get; set; }

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public ParticleFloat PerParticleTimeScale { get; set; }

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public float TimeScale { get; set; }

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public ParticleFloat Lifetime { get; set; }

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public ParticleFloat Roll { get; set; }

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public int MaxParticles { get; set; }

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public ParticleFloat ForceScale { get; set; }

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public void Terminate( Particle p )

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public Particle Emit( Vector3 position )

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public void Step( float timeDelta )

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public void ResetEmitters( )

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public void Clear( )

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public int GetHashCode( )

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public bool IsFull { get; }

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public int ParticleCount { get; }

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public List<Particle> DelayedParticles { get; }

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public List<Particle> Particles { get; }

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public ParticleVector3 OrbitalForce { get; set; }

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public bool UsePrefabFeature { get; set; }

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public ParticleFloat PushStrength { get; set; }

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public ParticleFloat Bumpiness { get; set; }

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public ParticleFloat Friction { get; set; }

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public ParticleFloat Bounce { get; set; }

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public TagSet CollisionIgnore { get; set; }

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public float CollisionRadius { get; set; }

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public ParticleFloat DieOnCollisionChance { get; set; }

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public bool Collision { get; set; }

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public ParticleEffect.SimulationSpace ForceSpace { get; set; }

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public bool SheetSequence { get; set; }

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public ParticleFloat OrbitalPull { get; set; }

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