Particle Playground - Script Reference
3.0.1
Framework for controlling particles in the Unity Engine.
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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< PlaygroundTransformC > | 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). 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 |
Holds information for a Manipulator Object's different property abilities.
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.
gameObject | The 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.
gameObject | The 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.
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.
true
, if target was updated, false
otherwise.index | Index. |
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.