ITemporaryEffectclass

Allows components to indicate their state in a generic way. This is useful if you have a temporary effect system in which you want to remove GameObjects when their effects have all finished.

objectITemporaryEffect
Namespace
global
Assembly
Sandbox.Engine
Declaration
public abstract interface Sandbox.Component.ITemporaryEffect

Methods2

Showing 2 methods

public virtual void DisableLooping()PUBLICVIRTUAL

Indicates to the target object that we want it to die. If it's looping then it should stop now and put itself in a state where it will eventually die.

Returns:void

public static void DisableLoopingEffects(Sandbox.GameObject go)PUBLICSTATIC

Disable the any looping effects. This indicates to the target object that we want it to die soon.

ParameterTypeDescription
goGameObject
Returns:void

Properties1

Showing 1 properties

public virtual bool Sandbox.Component.ITemporaryEffect.IsActive { get; set; }PUBLICVIRTUALGETSET

Should return true if the effect is active in a visible way

Returns:bool

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