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

Holds information for a Math Manipulator. This can be used to apply extensive particle behaviors, such as positioning or changing sizes using sine, cosine or linear interpolation math. More...

Public Member Functions

void Update (Vector3 position)
 Updates the position for this MathManipulatorProperty. This happens automatically each frame for a Math Manipulator. More...
 
Vector3 Evaluate (Vector3 inValue, float time)
 Evaluate the specified in-value and time. More...
 
Vector3 EvaluatePosition (Vector3 inValue, float time)
 Evaluate the specified in-value and time. This overload is specifically adapted for if you want to clamp position alongside the Manipulator's position. More...
 
float Evaluate (float inValue, float time)
 Evaluate the specified in-value and time. More...
 
MathManipulatorProperty Clone ()
 Returns a clone of this MathManipulatorProperty. More...
 

Public Attributes

MATHMANIPULATORTYPE type
 
MATHMANIPULATORPROPERTY property
 
MATHMANIPULATORCLAMP clamp
 
float clampCeil = 10f
 
float clampFloor = 0
 
float value = 1f
 
Vector3 value3 = Vector3.up
 
float rate = 1f
 
Vector3 rate3 = Vector3.up
 

Detailed Description

Holds information for a Math Manipulator. This can be used to apply extensive particle behaviors, such as positioning or changing sizes using sine, cosine or linear interpolation math.

Member Function Documentation

MathManipulatorProperty ParticlePlayground.MathManipulatorProperty.Clone ( )

Returns a clone of this MathManipulatorProperty.

Vector3 ParticlePlayground.MathManipulatorProperty.Evaluate ( Vector3  inValue,
float  time 
)

Evaluate the specified in-value and time.

  • When using Sin or Cos a continuous time is expected (such as Time.time).
  • Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp).
  • Add or Subtract will scale the value with the passed in time, using it as a multiplier.
Parameters
inValueIn value.
timeTime.
float ParticlePlayground.MathManipulatorProperty.Evaluate ( float  inValue,
float  time 
)

Evaluate the specified in-value and time.

  • When using Sin or Cos a continuous time is expected (such as Time.time).
  • Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp).
  • Add or Subtract will scale the value with the passed in time, using it as a multiplier.
Parameters
inValueIn value.
timeTime.
Vector3 ParticlePlayground.MathManipulatorProperty.EvaluatePosition ( Vector3  inValue,
float  time 
)

Evaluate the specified in-value and time. This overload is specifically adapted for if you want to clamp position alongside the Manipulator's position.

  • When using Sin or Cos a continuous time is expected (such as Time.time).
  • Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp).
  • Add or Subtract will scale the value with the passed in time, using it as a multiplier.
Parameters
inValueIn value.
timeTime.
void ParticlePlayground.MathManipulatorProperty.Update ( Vector3  position)

Updates the position for this MathManipulatorProperty. This happens automatically each frame for a Math Manipulator.


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