SplatterDataclass

Decals drawn behind a hit on this surface - traced on from the hit along the way it was travelling, onto whatever is within reach

object→SplatterData
Namespace
global
Assembly
Sandbox.Engine
Declaration
public sealed struct Sandbox.Surface.SplatterData

Constructors1

Showing 1 constructors

Properties5

Showing 5 properties

public float Sandbox.Surface.SplatterData.CoverageRange { get; set; }PUBLICGETSET

Softness of height coverage mask

Returns:float—

public System.Collections.Generic.List`1<Sandbox.DecalDefinition> Sandbox.Surface.SplatterData.Decals { get; set; }PUBLICGETSET

Decals that will be drawn as splatter. You can include multiple decals which will be picked randomly per splatter.

Returns:List<DecalDefinition>—

public float Sandbox.Surface.SplatterData.Distance { get; set; }PUBLICGETSET

How far past the hit to look for something to splatter onto.

Returns:float—

public float Sandbox.Surface.SplatterData.FadeIn { get; set; }PUBLICGETSET

How long the decal's height coverage takes to grow in. 0 shows it with no fade-in transition. Decals must have a valid heightmap to use this effect.

Returns:float—

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