class ParticleSpriteRenderer

in global :: Sandbox

Renders particles as 2D sprites


public bool Opaque { get; set; }

If opaque there's no need to sort particles, because they will write to the depth buffer during the opaque pass.

public ParticleSpriteRenderer.BillboardAlignment Alignment { get; set; }

Should th

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 Transform LocalTransform { get; set; }

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public Vector3 LocalPosition { get; set; }

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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 T GetComponent( bool includeDisabled = False )

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

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public void Reset( )

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public ParticleSpriteRenderer( )

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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 void EditLog( string name, object source )

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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 int ComponentVersion { get; }

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public Rotation LocalRotation { get; set; }

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public void DestroyGameObject( )

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public RenderOptions RenderOptions { get; }

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public Texture Texture { get; set; }

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public Vector2 Pivot { get; set; }

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public float DepthFeather { get; set; }

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public float FogStrength { get; set; }

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public float Scale { get; set; }

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public bool Additive { get; set; }

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public bool Shadows { get; set; }

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public bool Lighting { get; set; }

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public bool FaceVelocity { get; set; }

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public float RotationOffset { get; set; }

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public bool MotionBlur { get; set; }

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public bool LeadingTrail { get; set; }

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public float BlurAmount { get; set; }

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public float BlurSpacing { get; set; }

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public int GetHashCode( )

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public float BlurOpacity { get; set; }

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public ParticleEffect ParticleEffect { get; set; }

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public bool IsValid { get; }

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public Action OnComponentEnabled { get; set; }

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public Action OnComponentStart { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDisabled { get; set; }

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public Action OnComponentDestroy { get; set; }

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public ParticleSpriteRenderer.ParticleSortMode SortMode { get; set; }

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public void Destroy( )

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