public abstract interface Sandbox.Component.ITemporaryEffect
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.
Related Guides
Broader workflow and conceptual references connected to this API.
The interface Component.ITemporaryEffect is used on a component that comes to an end.
This component is generally added to Prefabs that contain ParticleEffects and Sounds. It will automatically delete the GameObject after the particles are all gone and the sounds are done.
Methods
Showing 2 methods
public virtual void DisableLooping()
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.
public static void DisableLoopingEffects(Sandbox.GameObject go)
Disable the any looping effects. This indicates to the target object that we want it to die soon.
No results match this filter.
Properties
Showing 1 properties
public virtual bool Sandbox.Component.ITemporaryEffect.IsActive { get; set; }
Should return true if the effect is active in a visible way
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Component.ITemporaryEffect |