class TemporaryEffect

in global

Destroys a GameObject after a number of seconds. If the GameObject or its children have any components that implement ITemporaryEffect we will wait for those to be finished before destroying. This is particularly useful if you want to delete a GameObject but want to wait for sounds or particles to conclude.


public float DestroyAfterSeconds

Number of seconds to wait before destroying

public bool WaitForChildEffects

If true we will wait for any ITemporaryEffect's to finish before destroying

public static void CreateOrphans( GameObject gameObject, bool disableLooping = True )

Look at the children in this GameObject and orphan any temporary effects

public GameTransform Transform { get; }

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

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public Guid Id { get; }

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public Transform LocalTransform { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalScale { get; set; }

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public GameObject.NetworkAccessor Network { get; }

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public bool IsProxy { get; }

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public void DeserializeImmediately( JsonObject node )

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public int ComponentVersion { get; }

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public Transform WorldTransform { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public int GetHashCode( )

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public TemporaryEffect( )

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

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

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

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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 void Destroy( )

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public void DestroyGameObject( )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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

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public DebugOverlaySystem DebugOverlay { get; }

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public ComponentFlags Flags { get; set; }

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public T AddComponent( bool startEnabled = True )

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public T GetOrAddComponent( bool startEnabled = True )

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public T GetComponent( bool includeDisabled = False )

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

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public Scene Scene { get; }

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