Particle Playground - Script Reference  3.0.1
Framework for controlling particles in the Unity Engine.
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ParticlePlayground.ManipulatorPropertyC Class Reference

Holds information for a Manipulator Object's different property abilities. More...

Public Member Functions

void Update ()
 Updates this ManipulatorPropertyC. More...
 
void UpdateMathProperty (Vector3 manipulatorPosition)
 
void UpdateMeshTarget ()
 Refreshes the meshTarget's mesh. Use this whenever you're working with a procedural mesh and want to assign new target vertices for your particles. More...
 
void UpdateSkinnedMeshTarget ()
 Refreshes the skinnedMeshTarget's mesh. Use this whenever you're working with a procedural skinned mesh and want to assign new target vertices for your particles. More...
 
void SetMeshTarget (GameObject gameObject)
 Sets the mesh target. Whenever a new GameObject is assigned to your mesh target a refresh of the World Object will be initiated. More...
 
void SetSkinnedMeshTarget (GameObject gameObject)
 Sets the skinned mesh target. Whenever a new GameObject is assigned to your skinned mesh target a refresh of the Skinned World Object will be initiated. More...
 
bool SplineTargetIsReady ()
 Determines if the Playground Spline Target is ready to be read. More...
 
void TargetSorting ()
 
void SetLocalVelocity (Quaternion rotation, Vector3 newVelocity)
 
void SetLocalTargetsPosition (Transform otherTransform)
 
bool UpdateTarget (int index)
 Update a target, returns availability. More...
 
ManipulatorPropertyC Clone ()
 Return a copy of this ManipulatorPropertyC. More...
 

Public Attributes

MANIPULATORPROPERTYTYPEC type
 The type of this manipulator property. More...
 
MANIPULATORPROPERTYTRANSITIONC transition
 The transition of this manipulator property. More...
 
MathManipulatorProperty mathProperty = new MathManipulatorProperty()
 The math property. This can be used to apply extensive particle behaviors. More...
 
Vector3 velocity
 The velocity of this manipulator property. More...
 
Vector3 localVelocity
 The local velocity of this manipulator property (set by SetLocalVelocity). More...
 
Color color = new Color(1,1,1,1)
 The color of this manipulator property. More...
 
Gradient lifetimeColor
 The lifetime color of this manipulator property. More...
 
float size = 1f
 The size of this manipulator property. More...
 
List< PlaygroundTransformCtargets = new List<PlaygroundTransformC>()
 The targets to position towards of this manipulator property. Each target is a single point in world space of type PlaygroundTransformC (Transform wrapper). More...
 
int targetPointer
 The pointer of targets (used for calculation to determine which particle should get which target). More...
 
WorldObject meshTarget = new WorldObject()
 The Mesh Target (World Object) to target particles to. More...
 
SkinnedWorldObject skinnedMeshTarget = new SkinnedWorldObject()
 The Skinned Mesh Target (Skinned World Object) to target particles to. More...
 
bool meshTargetIsProcedural = false
 The mesh- or skinned mesh target is procedural and changes vertices over time. More...
 
Matrix4x4 meshTargetMatrix = new Matrix4x4()
 Transform matrix for mesh targets. More...
 
ParticleStateC stateTarget = new ParticleStateC()
 The State Target in the scene to target particles to. More...
 
PlaygroundSpline splineTarget
 The Playground Spline Target in the scene to target particles to. More...
 
SPLINETARGETMETHOD splineTargetMethod
 The method to target the Playground Spline assigned to splineTarget. More...
 
float splineTimeOffset
 
bool useLocalRotation = false
 Should the manipulator's transform direction be used to apply velocity? More...
 
bool onlyColorInRange = true
 Should the particles go back to original color when out of range? More...
 
bool keepColorAlphas = true
 Should the particles keep their original color alpha? More...
 
bool onlyPositionInRange = true
 Should the particles stop positioning towards target when out of range? More...
 
bool onlySizeInRange = false
 Should the particles go back to original size when out of range? More...
 
float zeroVelocityStrength = 1f
 The strength to zero velocity on target positioning when using transitions. More...
 
float strength = 1f
 Individual property strength. More...
 
bool unfolded = true
 
TARGETSORTINGC targetSorting
 Target sorting type. More...
 
int[] targetSortingList
 The sorted list for target positions. More...
 
TURBULENCETYPE turbulenceType = TURBULENCETYPE.Simplex
 
float turbulenceTimeScale = 1f
 
float turbulenceScale = 1f
 
bool turbulenceApplyLifetimeStrength
 
AnimationCurve turbulenceLifetimeStrength
 
SimplexNoise turbulenceSimplex
 

Detailed Description

Holds information for a Manipulator Object's different property abilities.

Member Function Documentation

ManipulatorPropertyC ParticlePlayground.ManipulatorPropertyC.Clone ( )

Return a copy of this ManipulatorPropertyC.

void ParticlePlayground.ManipulatorPropertyC.SetMeshTarget ( GameObject  gameObject)

Sets the mesh target. Whenever a new GameObject is assigned to your mesh target a refresh of the World Object will be initiated.

Parameters
gameObjectThe GameObject to create your mesh target's World Object from. A MeshFilter- and mesh component is required on the GameObject.
void ParticlePlayground.ManipulatorPropertyC.SetSkinnedMeshTarget ( GameObject  gameObject)

Sets the skinned mesh target. Whenever a new GameObject is assigned to your skinned mesh target a refresh of the Skinned World Object will be initiated.

Parameters
gameObjectThe GameObject to create your skinned mesh target's Skinned World Object from. A SkinnedMeshRenderer- and mesh component is required on the GameObject.
bool ParticlePlayground.ManipulatorPropertyC.SplineTargetIsReady ( )

Determines if the Playground Spline Target is ready to be read.

Returns
true, if Playground Spline Target is ready, false otherwise.
void ParticlePlayground.ManipulatorPropertyC.Update ( )

Updates this ManipulatorPropertyC.

void ParticlePlayground.ManipulatorPropertyC.UpdateMeshTarget ( )

Refreshes the meshTarget's mesh. Use this whenever you're working with a procedural mesh and want to assign new target vertices for your particles.

void ParticlePlayground.ManipulatorPropertyC.UpdateSkinnedMeshTarget ( )

Refreshes the skinnedMeshTarget's mesh. Use this whenever you're working with a procedural skinned mesh and want to assign new target vertices for your particles.

bool ParticlePlayground.ManipulatorPropertyC.UpdateTarget ( int  index)

Update a target, returns availability.

Returns
true, if target was updated, false otherwise.
Parameters
indexIndex.

Member Data Documentation

Color ParticlePlayground.ManipulatorPropertyC.color = new Color(1,1,1,1)

The color of this manipulator property.

bool ParticlePlayground.ManipulatorPropertyC.keepColorAlphas = true

Should the particles keep their original color alpha?

Gradient ParticlePlayground.ManipulatorPropertyC.lifetimeColor

The lifetime color of this manipulator property.

Vector3 ParticlePlayground.ManipulatorPropertyC.localVelocity

The local velocity of this manipulator property (set by SetLocalVelocity).

MathManipulatorProperty ParticlePlayground.ManipulatorPropertyC.mathProperty = new MathManipulatorProperty()

The math property. This can be used to apply extensive particle behaviors.

WorldObject ParticlePlayground.ManipulatorPropertyC.meshTarget = new WorldObject()

The Mesh Target (World Object) to target particles to.

bool ParticlePlayground.ManipulatorPropertyC.meshTargetIsProcedural = false

The mesh- or skinned mesh target is procedural and changes vertices over time.

Matrix4x4 ParticlePlayground.ManipulatorPropertyC.meshTargetMatrix = new Matrix4x4()

Transform matrix for mesh targets.

bool ParticlePlayground.ManipulatorPropertyC.onlyColorInRange = true

Should the particles go back to original color when out of range?

bool ParticlePlayground.ManipulatorPropertyC.onlyPositionInRange = true

Should the particles stop positioning towards target when out of range?

bool ParticlePlayground.ManipulatorPropertyC.onlySizeInRange = false

Should the particles go back to original size when out of range?

float ParticlePlayground.ManipulatorPropertyC.size = 1f

The size of this manipulator property.

SkinnedWorldObject ParticlePlayground.ManipulatorPropertyC.skinnedMeshTarget = new SkinnedWorldObject()

The Skinned Mesh Target (Skinned World Object) to target particles to.

PlaygroundSpline ParticlePlayground.ManipulatorPropertyC.splineTarget

The Playground Spline Target in the scene to target particles to.

SPLINETARGETMETHOD ParticlePlayground.ManipulatorPropertyC.splineTargetMethod

The method to target the Playground Spline assigned to splineTarget.

ParticleStateC ParticlePlayground.ManipulatorPropertyC.stateTarget = new ParticleStateC()

The State Target in the scene to target particles to.

float ParticlePlayground.ManipulatorPropertyC.strength = 1f

Individual property strength.

int ParticlePlayground.ManipulatorPropertyC.targetPointer

The pointer of targets (used for calculation to determine which particle should get which target).

List<PlaygroundTransformC> ParticlePlayground.ManipulatorPropertyC.targets = new List<PlaygroundTransformC>()

The targets to position towards of this manipulator property. Each target is a single point in world space of type PlaygroundTransformC (Transform wrapper).

TARGETSORTINGC ParticlePlayground.ManipulatorPropertyC.targetSorting

Target sorting type.

int [] ParticlePlayground.ManipulatorPropertyC.targetSortingList

The sorted list for target positions.

MANIPULATORPROPERTYTRANSITIONC ParticlePlayground.ManipulatorPropertyC.transition

The transition of this manipulator property.

MANIPULATORPROPERTYTYPEC ParticlePlayground.ManipulatorPropertyC.type

The type of this manipulator property.

bool ParticlePlayground.ManipulatorPropertyC.useLocalRotation = false

Should the manipulator's transform direction be used to apply velocity?

Vector3 ParticlePlayground.ManipulatorPropertyC.velocity

The velocity of this manipulator property.

float ParticlePlayground.ManipulatorPropertyC.zeroVelocityStrength = 1f

The strength to zero velocity on target positioning when using transitions.


The documentation for this class was generated from the following file: