Particle Playground - Script Reference
3.0.1
Framework for controlling particles in the Unity Engine.
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Holds information about a State source. More...
Public Member Functions | |
bool | IsInitializing () |
Determines whether this State is initializing. This is used for multithreading to determine if a State's Initialize() function is being executed. More... | |
void | Initialize () |
Initializes a ParticleState for construction. More... | |
void | UpdateMatrix (bool isLocal) |
void | ConstructParticles (Texture2D image, float scale, Vector3 offset, string newStateName, Transform newStateTransform) |
Constructs image data. More... | |
void | ConstructParticles (Mesh mesh, Texture2D texture, float scale, Vector3 offset, string newStateName, Transform newStateTransform) |
Constructs Mesh data with texture. More... | |
void | ConstructParticles (Mesh mesh, float scale, Vector3 offset, string newStateName, Transform newStateTransform) |
Constructs Mesh data without texture. More... | |
Color32 | GetColor (int index) |
Returns color at index of ParticleState. More... | |
Vector3 | GetPosition (int index) |
Returns position at index of ParticleState. More... | |
Vector3 | GetLocalPosition (int index) |
Vector3 | GetNormal (int index) |
Returns normal at index of ParticleState. More... | |
Vector3 | GetLocalNormal (int index) |
Color32[] | GetColors () |
Returns colors in ParticleState. More... | |
Vector3[] | GetPositions () |
Returns positions in ParticleState. More... | |
Vector3[] | GetNormals () |
Returns normals in ParticleState. More... | |
void | SetColor (int index, Color32 c) |
Sets color at index of ParticleState. More... | |
void | SetPosition (int index, Vector3 v) |
Sets position at index of ParticleState. More... | |
void | SetNormal (int index, Vector3 v) |
Sets normal at index of ParticleState. More... | |
Vector3 | GetParentedPosition (int thisPosition) |
Returns position from parent's TransformPoint (can only be called from main-thread). More... | |
ParticleStateC | Clone () |
Returns a copy of this ParticleState. More... | |
Public Attributes | |
Texture2D | stateTexture |
The texture to construct this state from (used to color each vertex if mesh is used). More... | |
Texture2D | stateDepthmap |
The texture to use as depthmap for this state. A grayscale image of the same size as stateTexture is required. More... | |
float | stateDepthmapStrength = 1f |
How much the grayscale from stateDepthmap will affect z-value. More... | |
Mesh | stateMesh |
The mesh used to set this state's positions. Positions will be calculated per vertex. More... | |
string | stateName |
The name of this state. More... | |
float | stateScale = 1f |
The scale of this state (measured in units). More... | |
Vector3 | stateOffset |
The offset of this state in world position (measured in units). More... | |
Transform | stateTransform |
The transform that act as parent to this state. More... | |
Matrix4x4 | stateTransformMx = new Matrix4x4() |
ScaleMethod | stateScaleMethod |
bool | initialized = false |
Is this ParticleState intialized? More... | |
int | colorLength |
The length of color array. More... | |
int | positionLength |
The length of position array. More... | |
bool | applyChromaKey |
Color32 | chromaKey |
float | chromaKeySpread |
Holds information about a State source.
ParticleStateC ParticlePlayground.ParticleStateC.Clone | ( | ) |
Returns a copy of this ParticleState.
void ParticlePlayground.ParticleStateC.ConstructParticles | ( | Texture2D | image, |
float | scale, | ||
Vector3 | offset, | ||
string | newStateName, | ||
Transform | newStateTransform | ||
) |
Constructs image data.
image | Image. |
scale | Scale. |
offset | Offset. |
newStateName | New state name. |
newStateTransform | New state transform. |
void ParticlePlayground.ParticleStateC.ConstructParticles | ( | Mesh | mesh, |
Texture2D | texture, | ||
float | scale, | ||
Vector3 | offset, | ||
string | newStateName, | ||
Transform | newStateTransform | ||
) |
Constructs Mesh data with texture.
mesh | Mesh. |
texture | Texture. |
scale | Scale. |
offset | Offset. |
newStateName | New state name. |
newStateTransform | New state transform. |
void ParticlePlayground.ParticleStateC.ConstructParticles | ( | Mesh | mesh, |
float | scale, | ||
Vector3 | offset, | ||
string | newStateName, | ||
Transform | newStateTransform | ||
) |
Constructs Mesh data without texture.
mesh | Mesh. |
scale | Scale. |
offset | Offset. |
newStateName | New state name. |
newStateTransform | New state transform. |
Color32 ParticlePlayground.ParticleStateC.GetColor | ( | int | index | ) |
Returns color at index of ParticleState.
index | Index. |
Color32 [] ParticlePlayground.ParticleStateC.GetColors | ( | ) |
Returns colors in ParticleState.
Vector3 ParticlePlayground.ParticleStateC.GetNormal | ( | int | index | ) |
Returns normal at index of ParticleState.
index | Index. |
Vector3 [] ParticlePlayground.ParticleStateC.GetNormals | ( | ) |
Returns normals in ParticleState.
Vector3 ParticlePlayground.ParticleStateC.GetParentedPosition | ( | int | thisPosition | ) |
Returns position from parent's TransformPoint (can only be called from main-thread).
thisPosition | This position. |
Vector3 ParticlePlayground.ParticleStateC.GetPosition | ( | int | index | ) |
Returns position at index of ParticleState.
index | Index. |
Vector3 [] ParticlePlayground.ParticleStateC.GetPositions | ( | ) |
Returns positions in ParticleState.
void ParticlePlayground.ParticleStateC.Initialize | ( | ) |
Initializes a ParticleState for construction.
bool ParticlePlayground.ParticleStateC.IsInitializing | ( | ) |
Determines whether this State is initializing. This is used for multithreading to determine if a State's Initialize() function is being executed.
true
if this State is initializing; otherwise, false
.void ParticlePlayground.ParticleStateC.SetColor | ( | int | index, |
Color32 | c | ||
) |
Sets color at index of ParticleState.
index | Index. |
c | C. |
void ParticlePlayground.ParticleStateC.SetNormal | ( | int | index, |
Vector3 | v | ||
) |
Sets normal at index of ParticleState.
index | Index. |
v | V. |
void ParticlePlayground.ParticleStateC.SetPosition | ( | int | index, |
Vector3 | v | ||
) |
Sets position at index of ParticleState.
index | Index. |
v | V. |
int ParticlePlayground.ParticleStateC.colorLength |
The length of color array.
bool ParticlePlayground.ParticleStateC.initialized = false |
Is this ParticleState intialized?
int ParticlePlayground.ParticleStateC.positionLength |
The length of position array.
Texture2D ParticlePlayground.ParticleStateC.stateDepthmap |
The texture to use as depthmap for this state. A grayscale image of the same size as stateTexture is required.
float ParticlePlayground.ParticleStateC.stateDepthmapStrength = 1f |
How much the grayscale from stateDepthmap will affect z-value.
Mesh ParticlePlayground.ParticleStateC.stateMesh |
The mesh used to set this state's positions. Positions will be calculated per vertex.
string ParticlePlayground.ParticleStateC.stateName |
The name of this state.
Vector3 ParticlePlayground.ParticleStateC.stateOffset |
The offset of this state in world position (measured in units).
float ParticlePlayground.ParticleStateC.stateScale = 1f |
The scale of this state (measured in units).
Texture2D ParticlePlayground.ParticleStateC.stateTexture |
The texture to construct this state from (used to color each vertex if mesh is used).
Transform ParticlePlayground.ParticleStateC.stateTransform |
The transform that act as parent to this state.