ParticleEmitterclass

Creates particles. Should be attached to a `Sandbox.ParticleEffect`.

objectComponentParticleEmitter
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public abstract class Sandbox.ParticleEmitter : Sandbox.Component

Constructors1

Showing 1 constructors

Methods8

Showing 8 methods

protected virtual void EmitOverDistance()PROTECTEDVIRTUAL

Returns:void

protected virtual int GetBurstCount()PROTECTEDVIRTUAL

Allows child emitters to override how many particles are in a burst

Returns:int

protected virtual int GetRateCount()PROTECTEDVIRTUAL

Allows child emitters to override how many particles are in a rate

Returns:int

protected virtual void OnBurst()PROTECTEDVIRTUAL

Returns:void

protected virtual void OnDisabled()PROTECTEDVIRTUALLIFECYCLE

Returns:void

protected virtual void OnEnabled()PROTECTEDVIRTUALLIFECYCLE

Returns:void

public void ResetEmitter()PUBLIC

Returns:void

Properties12

Showing 12 properties

public float Sandbox.ParticleEmitter.Delta { get; set; }PUBLICGETSET

0-1, the life time of the emitter

Returns:float

public bool Sandbox.ParticleEmitter.DestroyOnEnd { get; set; }PUBLICGETSET

Whether to destroy the GameObject when the emitter finishes (only applies when Loop is false)

Returns:bool

public float Sandbox.ParticleEmitter.EmitRandom { get; set; }PUBLICGETSET

0-1, a random number to be used for this loop of the emitter

Returns:float

public float Sandbox.ParticleEmitter.EvaluatedDelay { get; set; }PUBLICGETSET

The evaluated delay value for this emitter instance, computed from the Delay property

Returns:float

public float Sandbox.ParticleEmitter.EvaluatedDuration { get; set; }PUBLICGETSET

The evaluated duration value for this emitter instance, computed from the Duration property

Returns:float

public bool Sandbox.ParticleEmitter.IsBursting { get; set; }PUBLICGETSET

True if we're doing a burst

Returns:bool

public bool Sandbox.ParticleEmitter.Loop { get; set; }PUBLICGETSET

Whether the emitter should restart after finishing

Returns:bool

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