s&box docs

public sealed class Sandbox.ParticleSpriteRenderer : Sandbox.ParticleRenderer

Renders particles as 2D sprites - can be static or animated

Broader workflow and conceptual references connected to this API.

Constructors

Showing 1 constructors

Methods

Showing 2 methods

Properties

Showing 27 properties

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Additive { get; set; }

Whether or not the sprite should be rendered additively.

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurAmount { get; set; }

Amount of blur applied to the sprite during motion blur.

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurOpacity { get; set; }

Opacity of the blur effect applied to the sprite.

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurSpacing { get; set; }

Spacing between blur samples in the motion blur effect.

public Sandbox.Sprite.Animation Sandbox.ParticleSpriteRenderer.CurrentAnimation { get; set; }

The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations.

public virtual sealed float Sandbox.ParticleSpriteRenderer.DepthFeather { get; set; }

Amount of feathering applied to the depth, softening its intersection with geometry.

public virtual sealed bool Sandbox.ParticleSpriteRenderer.FaceVelocity { get; set; }

Aligns the sprite to face its velocity direction.

public virtual sealed float Sandbox.ParticleSpriteRenderer.FogStrength { get; set; }

The strength of the fog effect applied to the sprite. This determines how much the sprite blends with any fog in the scene.

public bool Sandbox.ParticleSpriteRenderer.IsAnimated { get; set; }

Whether or not the sprite is animated. This is true if the sprite has more than one animation or if the current animation has more than one frame.

public virtual sealed bool Sandbox.ParticleSpriteRenderer.IsSorted { get; set; }

Interface property to determine if particles should be sorted

public virtual sealed bool Sandbox.ParticleSpriteRenderer.LeadingTrail { get; set; }

Determines whether the motion blur effect includes a leading trail.

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Lighting { get; set; }

Whether or not the sprite should be lit by the scene lighting.

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Opaque { get; set; }

Indicates whether the sprite is opaque, optimizing rendering by skipping sorting.

public virtual sealed Vector2 Sandbox.ParticleSpriteRenderer.Pivot { get; set; }

The pivot point of the sprite, used for rotation and scaling. This is in normalized coordinates (0 to 1).

public virtual sealed Sandbox.Texture Sandbox.ParticleSpriteRenderer.RenderTexture { get; set; }

Provides texture for rendering - implementation for IBatchedParticleSpriteRenderer

public virtual sealed float Sandbox.ParticleSpriteRenderer.RotationOffset { get; set; }

Offset applied to the rotation when facing velocity.

public virtual sealed float Sandbox.ParticleSpriteRenderer.Scale { get; set; }

The scale of the sprite when rendered.

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Shadows { get; set; }

Whether or not the sprite should cast shadows in the scene.

public string Sandbox.ParticleSpriteRenderer.StartingAnimationName { get; set; }

The animation that this sprite should start playing when the scene starts.

public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleSpriteRenderer.TextureFilter { get; set; }

The texture filtering mode used when rendering the sprite. For pixelated sprites use `Sandbox.Rendering.FilterMode.Point`.

Metadata

FieldValue
NamespaceSandbox
Typeclass
AssemblySandbox.Engine
Doc IDT:Sandbox.ParticleSpriteRenderer

On this page

Constructorspublic ParticleSpriteRenderer()Methodspublic System.Void SetAnimation(System.Int32 index)public System.Void SetAnimation(System.String name)Propertiespublic virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Additive { get; set; }public virtual sealed Sandbox.ParticleSpriteRenderer.BillboardAlignment Sandbox.ParticleSpriteRenderer.Alignment { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurAmount { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurOpacity { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurSpacing { get; set; }public virtual System.Int32 Sandbox.ParticleSpriteRenderer.ComponentVersion { get; set; }public Sandbox.Sprite.Animation Sandbox.ParticleSpriteRenderer.CurrentAnimation { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.DepthFeather { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.FaceVelocity { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.FogStrength { get; set; }public System.Boolean Sandbox.ParticleSpriteRenderer.IsAnimated { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.IsSorted { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.LeadingTrail { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Lighting { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.MotionBlur { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Opaque { get; set; }public virtual sealed Vector2 Sandbox.ParticleSpriteRenderer.Pivot { get; set; }public System.Single Sandbox.ParticleSpriteRenderer.PlaybackSpeed { get; set; }public virtual sealed Sandbox.Texture Sandbox.ParticleSpriteRenderer.RenderTexture { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.RotationOffset { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.Scale { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Shadows { get; set; }public Sandbox.ParticleSpriteRenderer.ParticleSortMode Sandbox.ParticleSpriteRenderer.SortMode { get; set; }public Sandbox.Sprite Sandbox.ParticleSpriteRenderer.Sprite { get; set; }public System.String Sandbox.ParticleSpriteRenderer.StartingAnimationName { get; set; }public Sandbox.Texture Sandbox.ParticleSpriteRenderer.Texture { get; set; }public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleSpriteRenderer.TextureFilter { get; set; }Metadata