ParticleEmitterclass
Creates particles. Should be attached to a `Sandbox.ParticleEffect`.
Constructors1
Showing 1 constructors
protected ParticleEmitter()
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Methods8
Showing 8 methods
public virtual bool Emit(Sandbox.ParticleEffect target)
| Parameter | Type | Description |
|---|---|---|
| target | ParticleEffect | — |
bool—protected virtual void EmitOverDistance()
void—protected virtual int GetBurstCount()
Allows child emitters to override how many particles are in a burst
int—protected virtual int GetRateCount()
Allows child emitters to override how many particles are in a rate
int—protected virtual void OnBurst()
void—protected virtual void OnDisabled()
void—protected virtual void OnEnabled()
void—public void ResetEmitter()
void—No results match this filter.
Properties10
Showing 10 properties
public Sandbox.ParticleFloat Sandbox.ParticleEmitter.Burst { get; set; }
How many particles to emit, in a burst
public Sandbox.ParticleFloat Sandbox.ParticleEmitter.Delay { get; set; }
How many seconds to wait before the emitter starts
public float Sandbox.ParticleEmitter.Delta { get; set; }
0-1, the life time of the emitter
float—public bool Sandbox.ParticleEmitter.DestroyOnEnd { get; set; }
Whether to destroy the GameObject when the emitter finishes (only applies when Loop is false)
bool—public Sandbox.ParticleFloat Sandbox.ParticleEmitter.Duration { get; set; }
How long the emitter should run for, after the Delay
public float Sandbox.ParticleEmitter.EmitRandom { get; set; }
0-1, a random number to be used for this loop of the emitter
float—public bool Sandbox.ParticleEmitter.IsBursting { get; set; }
True if we're doing a burst
bool—public bool Sandbox.ParticleEmitter.Loop { get; set; }
Whether the emitter should restart after finishing
bool—public Sandbox.ParticleFloat Sandbox.ParticleEmitter.Rate { get; set; }
How many particles to emit over time
public Sandbox.ParticleFloat Sandbox.ParticleEmitter.RateOverDistance { get; set; }
How many particles to emit per 100 units moved
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