SceneParticlesclass

A SceneObject used to render particles. We need to be careful with what we do here, because this object is created for in-engine particles as well as custom scene object particles. With custom particles there's no automatic Simulate, or deletion.. You're completely on your own. This is perhaps a good thing though, it's maybe what you want to happen. To be completely isolated and completely in control. But at the same time maybe it's not and it's something we need to sort out.

object→SceneObject→SceneParticles
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public class Sandbox.SceneParticles : Sandbox.SceneObject

Obsolete

This API type is obsolete.

Constructors2

Showing 2 constructors

Methods10

Showing 10 methods

public void Emit(int count)PUBLIC

Manually emit a bunch of particles

ParameterTypeDescription
countint—
Returns:void—

public Vector3 GetControlPointPosition(int index)PUBLIC

Returns the position set on a given control point.

ParameterTypeDescription
indexintThe control point index. Range is 0-63.
Returns:Vector3—

public bool IsControlPointSet(int index)PUBLIC

Whether given control point has any data set.

ParameterTypeDescription
indexintThe control point index. Range is 0-63.
Returns:bool—

public void SetNamedValue(string name, Vector3 value)PUBLIC

Set vector on given named value.

ParameterTypeDescription
namestringThe name of the key.
valueVector3The value to set.
Returns:void—

public void Simulate(float f)PUBLIC

Simulate the particles for given amount of time.

ParameterTypeDescription
ffloatAmount of time has passed since last simulation.
Returns:void—

Properties8

Showing 8 properties

public int Sandbox.SceneParticles.ActiveParticlesSelf { get; set; }PUBLICGETSET

The amount of particles

Returns:int—

public int Sandbox.SceneParticles.ActiveParticlesTotal { get; set; }PUBLICGETSET

The amount of particles including child systems

Returns:int—

public bool Sandbox.SceneParticles.EmissionStopped { get; set; }PUBLICGETSET

Stop (or start) the particle system emission.

Returns:bool—

public bool Sandbox.SceneParticles.Finished { get; set; }PUBLICGETSET

True if particle system has reached the end

Returns:bool—

public int Sandbox.SceneParticles.MaximumParticles { get; set; }PUBLICGETSET

The total allowed particle count

Returns:int—

public bool Sandbox.SceneParticles.RenderParticles { get; set; }PUBLICGETSET

Whether to render the particles or not.

Returns:bool—

public float Sandbox.SceneParticles.SimulationTime { get; set; }PUBLICGETSET

Get or set the simulation time

Returns:float—

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