Particle Playground - Script Reference
3.0.1
Framework for controlling particles in the Unity Engine.
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The PlaygroundParticlesC class is a Particle Playground system driven by the Playground Manager (PlaygroundC). A Particle Playground system contains settings and data for altering a Shuriken component. More...
Public Member Functions | |
void | CopyTo (PlaygroundParticlesC playgroundParticles) |
Clones the settings of this Particle Playground system into the passed reference. Note that you additionally need to use CopySaveDataTo() if you want to clone the Snapshots. More... | |
void | CopySaveDataTo (PlaygroundParticlesC playgroundParticles) |
Copies stored data of Snapshots into a particle system (separated from CopyTo() to solve Save/Load overwrite paradox). More... | |
void | Emit (bool setEmission) |
Sets emission On or Off. More... | |
int | Emit () |
Emits a single particle at previously set scripted emission position, velocity and color. More... | |
int | Emit (Vector3 givePosition) |
Emits a single particle at position with previously set scripted emission velocity and color. More... | |
int | Emit (Vector3 givePosition, Vector3 giveVelocity) |
Emits a single particle at position with velocity, the color will be set from the previous scripted emission color. More... | |
int | Emit (Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) |
Emits a single particle at position with velocity and color (Source Mode SOURCEC.Script will be automatically set). More... | |
void | Emit (int quantity) |
Emits number of particles set by quantity. All other values will be set from the previous scripted emission call (or as set in Inspector). More... | |
void | Emit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) |
Emits number of particles set by quantity, position and minimum - maximum random velocity. More... | |
void | Emit (int quantity, Vector3 randomPositionMin, Vector3 randomPositionMax, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) |
Emits number of particles set by quantity, minimum - maximum random position and velocity. More... | |
int | Emit (float giveLifetime) |
Emits a single particle with specified lifetime. This will set particle position, velocity and color from previously called emission (as set in the Source tab). More... | |
int | Emit (Vector3 givePosition, float giveLifetime) |
Emits a single particle with specified lifetime. This will set particle velocity and color from previously called emission (as set in the Source tab). More... | |
int | Emit (Vector3 givePosition, Vector3 giveVelocity, float giveLifetime) |
Emits a single particle with specified lifetime. This will set particle color from previously called emission (as set in the Source tab). More... | |
int | Emit (Vector3 givePosition, Vector3 giveVelocity, float giveLifetime, Color32 giveColor) |
Emits a single particle with specified position, velocity, lifetime and color. More... | |
void | ThreadSafeEmit (Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) |
Thread-safe version of Emit(). More... | |
void | ThreadSafeEmit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) |
bool | IsAlive () |
Checks if particles are still in simulation. More... | |
bool | IsLocalSpace () |
Determines whether this particle system is simulated in local space. More... | |
bool | InTransition () |
Determines if this particle system is in a transition. More... | |
bool | IsLoading () |
Determines whether this particle system is loading a snapshot. More... | |
bool | IsSaving () |
Determines whether this particle system is saving a snapshot. More... | |
bool | IsReady () |
Check if the particle system is ready. You should wait for IsReady() to become true before calling any scripted emission. This returns the same result as calling Initialized(). More... | |
bool | Initialized () |
Check if the particle system is ready. You should wait for Initialized() to become true before calling any scripted emission. More... | |
bool | IsYieldRefreshing () |
Determines whether this particle system is yield refreshing. More... | |
bool | IsSettingParticleTime () |
bool | IsSkinnedWorldObjectReady () |
Determines whether the skinned world object is ready. More... | |
bool | HasTurbulence () |
Determines whether this particle system has turbulence active. More... | |
bool | HasOverflow () |
Determines whether this particle system has overflow set by Overflow Offset. More... | |
bool | HasGlobalManipulator () |
Determines whether this particle system may be affected by one or more available Global Manipulators. More... | |
bool | HasCollisionCache () |
Determines whether this particle system has an initialized collision cache. More... | |
bool | HasCollided (int index) |
Determines if a particle at specified index has collided during its lifetime. More... | |
Vector3 | GetCollisionPosition (int index) |
Gets the particle collision position at index. More... | |
Vector3 | GetCollisionNormal (int index) |
Gets the particle collision normal at index. More... | |
Vector3 | GetStickyPosition (int index) |
Gets the particle sticky position at index. Note that stickyCollisions must be enabled to return expected values. More... | |
void | SetSticky (int index, Vector3 position, Vector3 normal, float offset, Transform parent) |
Sets the particle at index to stick onto a parent transform. More... | |
void | UpdateSticky (int index) |
Updates the sticky particle position. More... | |
void | ClearCollisions () |
Clears the collisions. Use this if you for example want to toggle between sticky and non-sticky particle behaviors. More... | |
void | ClearCollisions (int index) |
Clears the collisions at index. Use this if you for example want to toggle between sticky and non-sticky particle behaviors. More... | |
Transform | GetCollisionTransform (int index) |
Gets the particle collision transform at index. More... | |
int | GetLayer () |
Gets the layer this particle system is within. This is safe to call from another thread. More... | |
void | SetRandomSeed (int seed) |
Sets the random seed for the internal System.Random. More... | |
bool | IsReportingBadUpdateRate () |
Determines whether this particle system is reporting bad update rate. You will also see the "P" icon indicator in the Hierarchy turn red in Play Mode whenever this returns true. More... | |
float | GetDeltaTime () |
Gets the current delta time of a particle system's update loop. More... | |
SimplexNoise | GetSimplex () |
Gets the running simplex algorithm. More... | |
void | Kill (int p) |
Kill the specified particle. More... | |
void | KillAndSendManipulatorDeathEvents (int p) |
Kill the specified particle and send death events to all Manipulators tracking particles. More... | |
void | SetNoForce (int p, bool noForce) |
Sets a particle to no longer respond to forces. More... | |
bool | NoForce (int p) |
Determines if the particle have noForce set to true More... | |
void | Translate (int p, Vector3 translation) |
Translate the specified particle More... | |
void | ParticlePosition (int p, Vector3 position) |
Positions the specified particle. More... | |
void | ParticleColor (int p, Color32 color) |
Sets the color of the specified particle. More... | |
void | ParticleSize (int p, float size) |
Sets the size of the specified particle. More... | |
void | ParticleVelocity (int p, Vector3 velocity) |
Sets the velocity of the specified particle. More... | |
void | PositionToTransformPoint (int p, Vector3 position, Transform targetTransform) |
Positions to transform point. More... | |
void | PositionToInverseTransformPoint (int p, Vector3 position, Transform targetTransform) |
Positions to inverse transform point. More... | |
Vector3 | GetParticlePosition (int p) |
Gets the particle position. More... | |
Vector3 | GetSourcePosition (int p) |
void | SetHasActiveParticles () |
bool | HasSeveralManipulatorEvents () |
Determines whether this particle system has several manipulator events. More... | |
void | ProtectParticleFromManipulator (int particle, ManipulatorObjectC manipulator) |
Protects the particle from specified manipulator. More... | |
void | RemoveParticleProtection (int particle) |
Removes the particle protection. More... | |
bool | IsSettingLifetime () |
Determines whether this particle system is currently setting the lifetime. As the particle system may run on a second thread this can be used to wait until it is ready to simulate. More... | |
bool | IsPrewarming () |
Determines whether this particle system is currently prewarming. More... | |
bool | IsParticleInsideManipulator (int particleId, ManipulatorObjectC manipulator) |
Determines whether a particle is inside the area of a Manipulator. More... | |
int | GetSplineIndex () |
Gets the index of the source spline which currently is read in simulation. More... | |
int | GetTransformIndex () |
Gets the index of the source transform which currently is read in simulation. More... | |
void | RefreshMaskSorting () |
Refreshes the mask sorting. If you're using a particleMaskSorting of MASKSORTINGC.Scrambled you can use this to randomize new mask positions. More... | |
void | RefreshMaskSorting (int[] maskSortingArray) |
Refresh the mask sorting by sending in a custom int[] array. The passed in maskSortingArray should contain all numbers from 0 to particleCount-1, it will then apply non-linear masking depending on the order of the numbers in releation to the actual particle array. More... | |
void | RefreshSystemRandom () |
bool | IsSettingParticleCount () |
bool | UpdateSystem () |
Updates a PlaygroundParticlesC object (called each calculation step from PlaygroundC). More... | |
void | UpdateShuriken () |
Updates the Shuriken component. This sets all particles previously calculated and syncs particle positioning if syncPositionsOnMainThread is true. More... | |
bool | PrepareThreadedCalculations () |
Prepares all values for calculation which is not thread-safe. More... | |
void | CalculateCollisions () |
void | RefreshScatter () |
void | InactivateParticle (int particleId) |
void | InactivateParticles () |
bool | UpdateEventParticle (PlaygroundEventParticle eParticle, int p) |
void | RemoveState (int i) |
void | Save () |
Store the current state of a particle system as a Snapshot. More... | |
void | Save (string saveName) |
Store the current state of a particle system as a Snapshot and name it. More... | |
void | Load (int loadPointer) |
Load from a saved data state (Snapshot) using an int. More... | |
void | Load (string loadName) |
Load from a saved data state (Snapshot) using a string. More... | |
void | LoadAndApplyMask (int loadPointer, int loadMask) |
Load from a saved data state (Snapshot) and apply a mask to hide specified particles. The mask sorting will be determined by the loading snapshot's mask settings. More... | |
IEnumerator | YieldedRefresh () |
void | Start () |
IEnumerator | Boot () |
Static Public Member Functions | |
static PlaygroundParticlesC | CreatePlaygroundParticles (Texture2D[] images, string name, Vector3 position, Quaternion rotation, Vector3 offset, float particleSize, float scale, Material material) |
Creates a new PlaygroundParticlesC object. More... | |
static void | OnCreatePlaygroundParticles (PlaygroundParticlesC playgroundParticles) |
Sets default settings for a PlaygroundParticlesC object. More... | |
static PlaygroundParticlesC | CreateParticleObject (string name, Vector3 position, Quaternion rotation, float particleSize, Material material) |
Creates a Shuriken Particle System. More... | |
static WorldObject | NewWorldObject (Transform meshTransform) |
Creates a new WorldObject. More... | |
static SkinnedWorldObject | NewSkinnedWorldObject (Transform meshTransform) |
Creates a new SkinnedWorldObject. More... | |
static SkinnedWorldObject | NewSkinnedWorldObject (Transform meshTransform, int downResolution) |
Creates a new SkinnedWorldObject with pre-set down resolution. More... | |
static PaintObjectC | NewPaintObject (PlaygroundParticlesC playgroundParticles) |
Creates a new PaintObject. More... | |
static ParticleProjectionC | NewProjectionObject (PlaygroundParticlesC playgroundParticles) |
Creates a new ParticleProjection object. More... | |
static ManipulatorObjectC | NewManipulatorObject (MANIPULATORTYPEC type, LayerMask affects, Transform manipulatorTransform, float size, float strength, PlaygroundParticlesC playgroundParticles) |
Creates a new ManipulatorObject and attach to the Playground Manager. More... | |
static void | GetPosition (SkinnedWorldObject particleStateWorldObject, bool updateNormals) |
static void | GetPosition (Vector3[] v3, WorldObject particleStateWorldObject) |
static void | GetProceduralPosition (Vector3[] v3, WorldObject particleStateWorldObject) |
static void | GetNormals (Vector3[] v3, WorldObject particleStateWorldObject) |
static void | SetSize (PlaygroundParticlesC playgroundParticles, float size) |
static void | SetSizeRandom (PlaygroundParticlesC playgroundParticles, float sizeMinimum, float sizeMaximum) |
static void | SetRotationRandom (PlaygroundParticlesC playgroundParticles, float rotationMinimum, float rotationMaximum) |
static void | SetInitialRotationRandom (PlaygroundParticlesC playgroundParticles, float rotationMinimum, float rotationMaximum) |
static void | SetVelocityRandom (PlaygroundParticlesC playgroundParticles, Vector3 velocityMinimum, Vector3 velocityMaximum) |
static void | SetLocalVelocityRandom (PlaygroundParticlesC playgroundParticles, Vector3 velocityMinimum, Vector3 velocityMaximum) |
static void | SetMaterial (PlaygroundParticlesC playgroundParticles, Material particleMaterial) |
static void | SetAlpha (PlaygroundParticlesC playgroundParticles, float alpha) |
static void | Translate (PlaygroundParticlesC playgroundParticles, Vector3 direction) |
static void | Add (PlaygroundParticlesC playgroundParticles, ParticleStateC state) |
static void | Add (PlaygroundParticlesC playgroundParticles, Texture2D image, float scale, Vector3 offset, string stateName, Transform stateTransform) |
static void | Add (PlaygroundParticlesC playgroundParticles, Texture2D image, Texture2D depthmap, float depthmapStrength, float scale, Vector3 offset, string stateName, Transform stateTransform) |
static void | Destroy (PlaygroundParticlesC playgroundParticles) |
static void | SetLifetime (PlaygroundParticlesC playgroundParticles, SORTINGC sorting, float time) |
static void | SetLifetimeAsyncFriendly (PlaygroundParticlesC playgroundParticles, SORTINGC sorting, float time) |
static void | SetLifetimeSubtraction (PlaygroundParticlesC playgroundParticles) |
static void | SetEmissionRate (PlaygroundParticlesC playgroundParticles) |
static void | SetParticleTimeNow (PlaygroundParticlesC playgroundParticles) |
static void | SetParticleTimeNowWithRestEmission (PlaygroundParticlesC playgroundParticles) |
static Color32 | GetColorAtLifetime (PlaygroundParticlesC playgroundParticles, float time) |
static void | SetColorAtLifetime (PlaygroundParticlesC playgroundParticles, float time) |
static void | SetColorWithLifetimeSorting (PlaygroundParticlesC playgroundParticles) |
static void | SetParticleCount (PlaygroundParticlesC playgroundParticles, int amount) |
static void | SetInitialTargetPosition (PlaygroundParticlesC playgroundParticles, Vector3 position, bool refreshParticleSystem) |
static void | Emission (PlaygroundParticlesC playgroundParticles, bool emission, bool callRestEmission) |
static float | SignedAngle (Vector3 a, Vector3 b, Vector3 n) |
static Vector3 | RandomVector3 (System.Random random, Vector3 v1, Vector3 v2) |
static void | NewCalculatedThread (PlaygroundParticlesC playgroundParticles) |
static void | NewCalculatedThread (PlaygroundParticlesC[] playgroundParticles) |
static void | ThreadedCalculations (PlaygroundParticlesC playgroundParticles) |
Asynchronous-friendly particle calculation routine. More... | |
static void | SendDeathEvents (PlaygroundParticlesC playgroundParticles, int p) |
Sends the death events. More... | |
static void | Turbulence (PlaygroundParticlesC playgroundParticles, SimplexNoise turbulenceSimplex, int p, float t, TURBULENCETYPE turbulenceType, float turbulenceTimeScale, float turbulenceScale, float turbulenceStrength, bool turbulenceApplyLifetimeStrength, AnimationCurve turbulenceLifetimeStrength) |
static void | Collisions (PlaygroundParticlesC playgroundParticles) |
Calculates particle collisions, this runs automatically if collision is set to true. (Must currently run on main-thread due to the Physics.Raycast dependency.) More... | |
static Vector3 | GetOverflow2 (Vector3 overflow, int currentVal, int maxVal) |
Returns the offset as a remainder from a point, constructed for multithreading. More... | |
static Vector3 | GetOverflow2 (Vector3 overflow, Vector3 direction, int currentVal, int maxVal) |
Returns the offset with direction as a remainder from a point, constructed for multithreading. More... | |
static Vector3 | Vector3Scale (Vector3 v1, Vector3 v2) |
Multiplies two Vector3. More... | |
static void | CalculateManipulator (PlaygroundParticlesC playgroundParticles, ManipulatorObjectC thisManipulator, int p, float t, float life, Vector3 particlePosition, Vector3 manipulatorPosition, bool localSpace) |
Calculates the effect from a Manipulator. More... | |
static void | PropertyManipulator (PlaygroundParticlesC playgroundParticles, ManipulatorObjectC thisManipulator, ManipulatorPropertyC thisManipulatorProperty, float manipulatorStrength, int p, float t, Vector3 particlePosition, Vector3 manipulatorPosition, float manipulatorDistance, bool localSpace, bool contains) |
Calculates the effect from Manipulator's properties. More... | |
static float | RandomRange (System.Random random, float min, float max) |
Returns a random range float, adapted for threading. More... | |
static Vector3 | RandomRange (System.Random random, Vector3 min, Vector3 max) |
Random range Vector3 adapted for threading. This produces a rectangular random position inside min to max. Should you want spherical distribution use RandomRangeSpherical instead. More... | |
static Vector3 | RandomRangeSpherical (System.Random random, float min, float max) |
Spherical random range Vector3, adapted for threading. More... | |
static Vector3 | RandomRangeSpherical (System.Random random, float min, float max, float step) |
static Vector3 | RandomRangeSpherical (System.Random random, float min, float max, float sectorA, float sectorB) |
static Vector3 | RandomRangeSpherical (System.Random random, float min, float max, float sectorA, float sectorB, float step) |
static float[] | RandomFloat (int length, float min, float max, System.Random random) |
static void | Rebirth (PlaygroundParticlesC playgroundParticles, int p, System.Random random) |
static void | Clear (PlaygroundParticlesC playgroundParticles) |
Public Attributes | |
SOURCEC | source |
The particle source method for distributing particles upon birth. More... | |
int | activeState |
Current active state (when using state as source). More... | |
bool | emit = true |
If emission of particles is active on this PlaygroundParticles. More... | |
bool | loop = true |
Should a particle re-emit when reaching the end of its lifetime? More... | |
bool | clearParticlesOnEmissionStop = false |
Should particles be removed instantly when you set emit to false? More... | |
bool | disableOnDone = false |
Should the GameObject of this PlaygroundParticlesC disable when not looping? More... | |
ONDONE | disableOnDoneRoutine |
The routine that should run when particle simulation has ended. More... | |
int | updateRate = 1 |
The rate to update this PlaygroundParticles. More... | |
bool | calculate = true |
Determins if this particle system should calculate (can be overrided by PlaygroundC.calculate). This will automatically enable/disable when pauseCalculationWhenInvisible is set to true. More... | |
bool | calculateDeltaMovement = true |
Calculate the delta movement force of this particle system. More... | |
float | deltaMovementStrength = 10f |
The strength to multiply delta movement with. More... | |
float | minDeltaMovementStrength = 0 |
The minimum strength to multiply delta movement with. This will apply when using deltaMovementStrengthValueMethod of RandomBetweenTwoValues. More... | |
VALUEMETHOD | deltaMovementStrengthValueMethod |
bool | worldObjectUpdateVertices = false |
The current world object will change its vertices over time. This produces memory garbage with quantity based upon the mesh vertices. More... | |
bool | worldObjectUpdateNormals = false |
The current world object will change its normals over time. This produces memory garbage with quantity based upon the mesh normals. More... | |
NEARESTNEIGHBORORIGINMETHOD | nearestNeighborOriginMethod |
The method to set the Lifetime Sorting: Nearest Neighbor/Reversed with. More... | |
int | nearestNeighborOrigin = 0 |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.SourcePoint. This will let you sort the lifetime from a generated particle birth position. More... | |
Vector3 | nearestNeighborOriginVector3 |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Vector3. This will let you sort the lifetime from a Vector3 in world space. More... | |
Transform | nearestNeighborOriginTransform |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Transform. This will let you sort the lifetime from a Transform's position in world space. More... | |
int | particleCount |
The amount of particles within this PlaygroundParticlesC object. More... | |
float | emissionRate = 1f |
The percentage to emit of particleCount in bursts from this PlaygroundParticles. More... | |
OVERFLOWMODEC | overflowMode = OVERFLOWMODEC.SourceTransform |
The method to calculate Overflow Offset with. More... | |
Vector3 | overflowOffset |
The offset direction and magnitude when particle count exceeds source count. More... | |
bool | applySourceScatter = false |
Should source position scattering be applied? More... | |
Vector3 | sourceScatterMin |
The minimum spread of source position scattering. More... | |
Vector3 | sourceScatterMax |
The maximum spread of source position scattering. More... | |
Vector3 | scatterScale = new Vector3(1f,1f,1f) |
The scale of source scatter. This can be changed over time to move the scattering seamlessly. More... | |
MINMAXVECTOR3METHOD | sourceScatterMethod |
SORTINGC | sorting = SORTINGC.Scrambled |
Sort mode for particle lifetime. More... | |
AnimationCurve | lifetimeSorting |
Custom sorting for particle lifetime (when sorting is set to Custom). More... | |
float | sizeMin = 1f |
Minimum size of particles. More... | |
float | sizeMax = 1f |
Maximum size of particles. More... | |
float | scale = 1f |
The scale of minimum and maximum particle size. More... | |
float | initialRotationMin |
Minimum initial particle rotation. More... | |
float | initialRotationMax |
Maximum initial particle rotation. More... | |
float | rotationSpeedMin |
Minimum amount to rotate a particle over time. More... | |
float | rotationSpeedMax |
Maximum amount to rotate a particle over time. More... | |
bool | rotateTowardsDirection = false |
Should the particles rotate towards their movement direction. The rotationNormal will determine from which angle the rotation is based on. More... | |
Vector3 | rotationNormal = -Vector3.forward |
The rotation direction normal when rotating towards direction (always normalized value). More... | |
VALUEMETHOD | lifetimeValueMethod |
The method to apply lifetime values. More... | |
float | lifetime |
The maximum life of a particle in seconds. More... | |
float | lifetimeMin = 0 |
The minimum life of a particle when using lifetimeValueMethod of RandomBetweenTwoValues. More... | |
float | lifetimeOffset |
The offset of lifetime in this particle system. More... | |
float | lifetimeEmission = 1f |
The emission during lifetime. This will compress the Lifetime Sorting pattern over the total lifetime. This can be used to have particles live longer than the otherwise obvious repeating pattern. More... | |
float | minShurikenLifetime = .08f |
The minimum Shuriken lifetime clamps the lifetime value for each particle. When a Shuriken particle reaches 0 it will result in being removed from screen, where a noticable flicker will occur if the particle has the same birth as death position. Upon using Texture Sheet Animation you may want this to be set to 0 if your particles has a short lifetime (below 1) to get all tiles into the animation. More... | |
bool | applyLifetimeSize = true |
Should lifetime size affect each particle? More... | |
AnimationCurve | lifetimeSize |
The size over lifetime of each particle. More... | |
bool | applyParticleArraySize |
Should particle array size affect each particle? This will multiply the size of each particle depending on its position in the particle array. More... | |
AnimationCurve | particleArraySize |
The size over particle array of each particle. This will multiply the size of each particle depending on its position in the particle array. More... | |
bool | transitionBackToSource = false |
Should the particles transition back to their source position during their lifetime? Use transitionBackToSourceAmount to set the strength by a normalized AnimationCurve. More... | |
AnimationCurve | transitionBackToSourceAmount |
The amount to transition back to the source position by a normalized AnimationCurve. More... | |
bool | onlySourcePositioning = false |
Should the particles only position on their source (and not apply any forces)? More... | |
bool | onlyLifetimePositioning = false |
Should the particles only position by lifetime positioning Vector3AnimationCurves? More... | |
Vector3AnimationCurveC | lifetimePositioning |
The lifetime positioning of particles using a Vector3AnimationCurveC. This will annihilate any forces and only move particles on the X, Y and Z Animation Curves. More... | |
bool | applyLifetimePositioningTimeScale = false |
Should scale over time of lifetime positioning apply? More... | |
bool | applyLifetimePositioningPositionScale = false |
Should scale of position of lifetime positioning apply? More... | |
AnimationCurve | lifetimePositioningTimeScale |
The scale of time for lifetime positioning. More... | |
AnimationCurve | lifetimePositioningPositionScale |
The scale of positioning for lifetime positioning. More... | |
float | lifetimePositioningScale = 1f |
The overall scale of lifetime positioning. More... | |
bool | lifetimePositioningUsesSourceDirection = false |
Should lifetime positioning use the direction normal of the source? More... | |
bool | applyLifetimeVelocity = false |
Should lifetime velocity affect particles? More... | |
Vector3AnimationCurveC | lifetimeVelocity |
The velocity over lifetime of each particle. More... | |
float | lifetimeVelocityScale = 1f |
The lifetime velocity scale. More... | |
bool | applyInitialVelocity = false |
Should initial velocity affect particles? More... | |
Vector3 | initialVelocityMin |
The minimum starting velocity of each particle. More... | |
Vector3 | initialVelocityMax |
The maximum starting velocity of each particle. More... | |
MINMAXVECTOR3METHOD | initialVelocityMethod |
Determines if the value of initial velocity should be rectangular or spherical. More... | |
bool | applyInitialLocalVelocity = false |
Should initial local velocity affect particles? More... | |
Vector3 | initialLocalVelocityMin |
The minimum starting velocity of each particle with normal or transform direction. More... | |
Vector3 | initialLocalVelocityMax |
The maximum starting velocity of each particle with normal or transform direction. More... | |
MINMAXVECTOR3METHOD | initialLocalVelocityMethod |
Determines if the value of initial local velocity should be rectangular or spherical. More... | |
bool | applyInitialVelocityShape = false |
Should the initial velocity shape be applied on particle re/birth? More... | |
Vector3AnimationCurveC | initialVelocityShape |
The amount of velocity to apply of the spawning particle's initial/local velocity in form of a Vector3AnimationCurve. More... | |
float | initialVelocityShapeScale = 1f |
The scale of initial velocity shape. More... | |
bool | applyVelocityBending |
Should bending affect particles velocity? More... | |
Vector3 | velocityBending |
The amount to bend velocity of each particle. More... | |
VELOCITYBENDINGTYPEC | velocityBendingType |
The type of velocity bending. More... | |
Vector3 | gravity |
The constant force towards gravitational vector. More... | |
float | maxVelocity = 100f |
The maximum positive- and negative velocity of each particle. More... | |
PlaygroundAxisConstraintsC | axisConstraints = new PlaygroundAxisConstraintsC() |
The force axis constraints of each particle. More... | |
float | damping |
Particles inertia over time. More... | |
float | velocityScale = 1f |
The overall scale of velocity. More... | |
Gradient | lifetimeColor |
The color over lifetime. More... | |
List< PlaygroundGradientC > | lifetimeColors = new List<PlaygroundGradientC>() |
The colors over lifetime (if Color Source is set to LifetimeColors). More... | |
COLORSOURCEC | colorSource = COLORSOURCEC.Source |
The source to read color from (fallback on Lifetime Color if no source color is available). More... | |
bool | sourceUsesLifetimeAlpha |
Should the source color use alpha from Lifetime Color instead of the source's original alpha? More... | |
COLORMETHOD | colorMethod |
The method to color particles with. Either evaluated by their lifetime or by their position in the ParticleCache array. More... | |
bool | arrayColorUsesAlpha |
Determines if particles should get a secondary alpha applied from the arrayColorAlpha gradient when using colorMethod of COLORMETHOD.ParticleArray. More... | |
Gradient | arrayColorAlpha |
The array color alpha. More... | |
bool | applyLocalSpaceMovementCompensation = true |
Should the movement of the particle system transform when in local simulation space be compensated for? More... | |
bool | applyRandomSizeOnRebirth = true |
Should particles get a new random size upon rebirth? More... | |
bool | applyRandomInitialVelocityOnRebirth = true |
Should particles get a new random velocity upon rebirth? More... | |
bool | applyRandomRotationOnRebirth = true |
Should particles get a new random rotation upon rebirth? More... | |
bool | applyRandomScatterOnRebirth = false |
Should particles get a new scatter position upon rebirth? More... | |
bool | applyInitialColorOnRebirth = false |
Should particles get their initial calculated color upon rebirth? (Can resolve flickering upon rebirth.) More... | |
bool | applyRandomLifetimeOnRebirth = true |
Should particles get a new random lifetime upon rebirth? More... | |
bool | applyDeltaOnRebirth = true |
Should particle birth position be adjusted with the delta time from birth to current? This will make the particles appear linearly. More... | |
bool | calculateManipulatorOnRebirth = false |
Should each birthing particle calculate the local manipulators immediately? More... | |
bool | pauseCalculationWhenInvisible = false |
Should the particle system pause calculation upon becoming invisible? More... | |
bool | calculationTriggerSizeGizmo = false |
Should the calculation trigger size gizmo be visible in Scene View? More... | |
Transform | calculationTriggerTransform |
The calculation trigger transform determines the origin of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. More... | |
Vector3 | calculationTriggerSize = new Vector3(1f,1f,1f) |
The calculation trigger size determines the size of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. More... | |
Vector3 | calculationTriggerOffset = new Vector3() |
The calculation trigger offset determines the offset from the calculationTriggerTransform position. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. More... | |
bool | forceVisibilityWhenOutOfFrustrum = true |
Should the particle system force Play() when GameObject is outside of camera view? (Fix for Shuriken stop rendering.) More... | |
bool | syncPositionsOnMainThread = false |
Should each particle's position be synced with main-threaad? Use this when dealing with moving source objects or if you experience a laggy particle movement. More... | |
bool | applyLockPosition = false |
Should the particle system force itself to remain in lockPosition? More... | |
bool | applyLockRotation = false |
Should the particle system force itself to remain in lockRotation? More... | |
bool | applyLockScale = false |
Should the particle system force itself to remain in lockScale? More... | |
bool | lockPositionIsLocal = false |
The locked position is considered local. More... | |
bool | lockRotationIsLocal = false |
The locked rotation is considered local. More... | |
Vector3 | lockPosition = Vector3.zero |
The locked position. More... | |
Vector3 | lockRotation = Vector3.zero |
The locked rotation. More... | |
Vector3 | lockScale = new Vector3(1f,1f,1f) |
The locked scale. More... | |
bool | applyMovementCompensationLifetimeStrength = false |
Should the movementCompensationLifetimeStrength affect local space movement compensation? More... | |
AnimationCurve | movementCompensationLifetimeStrength |
The strength of movement compensation over particles lifetime More... | |
bool | applyParticleMask |
Determines if masking should be applied to the particles. More... | |
int | particleMask = 0 |
The masked amount of particles. The particleMaskTime will determine if the particles should fade in/out. More... | |
float | particleMaskTime = 0f |
The time it takes to mask in/out particles when using particleMask. More... | |
MASKSORTINGC | particleMaskSorting |
The method to distribute the sorting mask when particleMask is above 0. More... | |
float | stretchSpeed = 1f |
The speed of stretching to reach full effect. More... | |
bool | applyStretchStartDirection = false |
Should the start direction of particle stretching be applied? More... | |
Vector3 | stretchStartDirection = Vector3.zero |
The starting direction of stretching if all initial velocity is zero. More... | |
bool | applyLifetimeStretching = false |
Should lifetime stretching be applied? More... | |
AnimationCurve | stretchLifetime |
The lifetime stretching of stretched particles. More... | |
ThreadMethodLocal | threadMethod |
The multithreading method how this particle system should calculate. Use this to bypass the Playground Manager's threadMethod. More... | |
bool | multithreadedStartup = true |
Determines if multithreading should be used to initialize all caches for the particle system. The tradeoff of sparing the main thread from initializing all caches is that it can result in the particle system taking a couple of frames before it's ready to start emission. More... | |
int | scriptedEmissionIndex |
When using Emit() the index will point to the next particle in pool to emit. More... | |
Vector3 | scriptedEmissionPosition |
When using Emit() the passed in position will determine the position for this particle. More... | |
Vector3 | scriptedEmissionVelocity |
When using Emit() the passed in velocity will determine the speed and direction for this particle. More... | |
Color | scriptedEmissionColor = Color.white |
When using Emit() the passed in color will decide the color for this particle if colorSource is set to COLORSOURCEC.Source. More... | |
bool | collision = false |
Determines if particles can collide. Enable this if you want particles to continuously look for colliders of type collisionType (2D/3D). Particle collision will run on main-thread. More... | |
bool | affectRigidbodies = true |
Should particles affect rigidbodies? The mass determines how much they will affect the rigidobdy. More... | |
bool | inverseRigidbodyCollision = false |
float | mass = .01f |
The mass of a particle (calculated in collision with rigidbodies). More... | |
float | collisionRadius = 1f |
The spherical radius of a particle used upon collision. More... | |
LayerMask | collisionMask |
The layers these particles will collide with. More... | |
List< Transform > | collisionExclusion |
float | lifetimeLoss = 0f |
The amount a particle will loose of its lifetime on collision. More... | |
float | bounciness = .5f |
The amount a particle will bounce on collision. More... | |
Vector3 | bounceRandomMin |
The minimum amount of random bounciness (seen as negative offset from the collided surface's normal direction). More... | |
Vector3 | bounceRandomMax |
The maximum amount of random bounciness (seen as positive offset from the collided surface's normal direction). More... | |
List< PlaygroundColliderC > | colliders |
The Playground Colliders of this particle system. A Playground Collider is an infinite collision plane based on a Transform in the scene. More... | |
COLLISIONTYPEC | collisionType |
The type of collision. This determines if 2D- or 3D raycasting should be used. More... | |
float | minCollisionDepth = 0f |
Minimum collision depth of Raycast2D. More... | |
float | maxCollisionDepth = 0f |
Maximum collision depth of Raycast2D. More... | |
bool | stickyCollisions = false |
Determines if particles should stick to their collided surface. More... | |
float | stickyCollisionsSurfaceOffset = 0 |
The sticky collisions offset from the collided surface normal. More... | |
LayerMask | stickyCollisionsMask = -1 |
bool | collisionPrecision = false |
Determines if collisions should be calculated using Vector3.Distance (if set to true) or Vector3.SqrMagnitude (if set to false). More... | |
bool | forceCollisionCaching = false |
Determines if collisions should be cached even if stickyCollisions isn't set to true. Enable this if you want to extend your scripts upon the collision information for the particles when not using sticky collisions. Having this disabled will minimize transform component lookups during collisions. More... | |
bool | maskedParticlesBypassCollision = true |
List< ParticleStateC > | states = new List<ParticleStateC>() |
The list of States for this PlaygroundParticles. A State is Source data from a texture or mesh which determines where particles will be positioned upon birth. More... | |
List< PlaygroundSpline > | splines |
The splines used as Source. Particle birth positions will populate along the spline using the list of particles as normalized time on the curves of the spline. To offset the time use splineTimeOffset. More... | |
float | splineTimeOffset |
bool | treatAsOneSpline |
WorldObject | worldObject = new WorldObject() |
A mesh as source calculated within the scene. More... | |
SkinnedWorldObject | skinnedWorldObject = new SkinnedWorldObject() |
A skinned mesh as source calculated within the scene. More... | |
bool | forceSkinnedMeshUpdateOnMainThread = false |
Transform | sourceTransform |
A transform calculated within the scene. More... | |
List< PlaygroundTransformC > | sourceTransforms |
bool | treatAsOneTransform |
PlaygroundParticlesC | otherParticleSource |
SOURCEBIRTHMETHOD | otherParticleSourceMethod |
PaintObjectC | paint |
The paint source of this PlaygroundParticles. More... | |
ParticleProjectionC | projection |
The projection source of this PlaygroundParticles. More... | |
List< ManipulatorObjectC > | manipulators |
The list of Local Manipulator Objects handled by this PlaygroundParticlesC object. More... | |
List< PlaygroundEventC > | events |
List of event objects handled by this PlaygroundParticlesC object. More... | |
PlaygroundCache | playgroundCache = new PlaygroundCache() |
Data for each particle. More... | |
ParticleSystem.Particle[] | particleCache |
The particle pool. More... | |
CollisionCache | collisionCache |
List< PlaygroundSave > | snapshots = new List<PlaygroundSave>() |
Saved data of properties (positions, velocities, colors etc.). More... | |
bool | loadFromStart = false |
Should the particle system load stored data from start? More... | |
int | loadFrom = 0 |
Which data should be loaded (if loadFromStart is true). More... | |
bool | loadTransition = false |
Should a transition occur whenever a Load is issued? More... | |
TRANSITIONTYPEC | loadTransitionType |
The type of transition to occur whenever a Load is issued. More... | |
float | loadTransitionTime = 1f |
The time for load transition in seconds. More... | |
PlaygroundCache | snapshotData |
The storage of position data if this is a snapshot. More... | |
float | timeOfSnapshot = 0 |
The global time the snapshot was made. More... | |
bool | isSnapshot = false |
Is this particle system a snapshot? More... | |
ParticleSystem | shurikenParticleSystem |
This ParticleSystem (Shuriken) component. More... | |
int | particleSystemId |
The id of this PlaygroundParticlesC object. More... | |
GameObject | particleSystemGameObject |
The GameObject of a PlaygroundParticlesC object. More... | |
Transform | particleSystemTransform |
The Transform of a PlaygroundParticlesC object. More... | |
Renderer | particleSystemRenderer |
The Renderer of a PlaygroundParticlesC object. More... | |
ParticleSystemRenderer | particleSystemRenderer2 |
The ParticleSystemRenderer of a PlaygroundParticlesC object. More... | |
List< PlaygroundParticlesC > | eventControlledBy = new List<PlaygroundParticlesC>() |
The PlaygroundParticlesC that is controlling this particle system. More... | |
TURBULENCETYPE | turbulenceType = TURBULENCETYPE.None |
The type of turbulence. More... | |
float | turbulenceStrength = 10f |
The turbulence strength. More... | |
float | turbulenceScale = 1f |
The turbulence resolution scale. A higher value will generate a more dense grid. More... | |
float | turbulenceTimeScale = 1f |
The turbulence time scale. More... | |
bool | turbulenceApplyLifetimeStrength = false |
Should Turbulence Lifetime Strength apply? More... | |
AnimationCurve | turbulenceLifetimeStrength |
The Turbulence Lifetime Strength. Use this to control how much turbulence will affect the particle over its lifetime. More... | |
bool | prewarm = false |
float | prewarmTime = 1f |
int | prewarmCycles = 16 |
float | particleTimescale = 1f |
The simulation time scale for all particles within this system. Set time scale to 0 to pause a particle system. More... | |
bool | cameFromNonCalculatedFrame = false |
bool | cameFromNonEmissionFrame = true |
float | localTime = 0f |
float | localDeltaTime = 0f |
int | previousActiveState |
float | simulationStarted |
bool | inPlayback = false |
bool | loopExceeded = false |
int | loopExceededOnParticle |
bool | isReadyForThreadedCalculations = false |
bool | hasActiveParticles = true |
bool | isDoneThread = true |
bool | threadHadNoActiveParticles = false |
Properties | |
bool | IsDoneThread [get, set] |
float | LastTimeUpdated [get, set] |
Gets or sets when this particle system was last time updated. This is done automatically while the particle system is simulated. More... | |
float | LocalDeltaTime [get, set] |
Gets or sets the local delta time of this particle system. This is done automatically while the particle system is simulated. More... | |
The PlaygroundParticlesC class is a Particle Playground system driven by the Playground Manager (PlaygroundC). A Particle Playground system contains settings and data for altering a Shuriken component.
|
static |
Calculates the effect from a Manipulator.
playgroundParticles | Playground particles. |
thisManipulator | This manipulator. |
p | Particle index. |
t | Delta time. |
life | Lifetime. |
particlePosition | Particle position. |
manipulatorPosition | Manipulator position. |
manipulatorDistance | Manipulator distance. |
localSpace | Is calculation in local space? |
void ParticlePlayground.PlaygroundParticlesC.ClearCollisions | ( | ) |
Clears the collisions. Use this if you for example want to toggle between sticky and non-sticky particle behaviors.
void ParticlePlayground.PlaygroundParticlesC.ClearCollisions | ( | int | index | ) |
Clears the collisions at index. Use this if you for example want to toggle between sticky and non-sticky particle behaviors.
|
static |
Calculates particle collisions, this runs automatically if collision is set to true. (Must currently run on main-thread due to the Physics.Raycast dependency.)
playgroundParticles | Particle Playground system. |
void ParticlePlayground.PlaygroundParticlesC.CopySaveDataTo | ( | PlaygroundParticlesC | playgroundParticles | ) |
Copies stored data of Snapshots into a particle system (separated from CopyTo() to solve Save/Load overwrite paradox).
playgroundParticles | Playground particles. |
void ParticlePlayground.PlaygroundParticlesC.CopyTo | ( | PlaygroundParticlesC | playgroundParticles | ) |
Clones the settings of this Particle Playground system into the passed reference. Note that you additionally need to use CopySaveDataTo() if you want to clone the Snapshots.
playgroundParticles | Playground particles. |
|
static |
Creates a Shuriken Particle System.
name | Name. |
position | Position. |
rotation | Rotation. |
particleSize | Particle size. |
material | Material. |
|
static |
Creates a new PlaygroundParticlesC object.
images | Images. |
name | Name. |
position | Position. |
rotation | Rotation. |
offset | Offset. |
particleSize | Particle size. |
scale | Scale. |
material | Material. |
void ParticlePlayground.PlaygroundParticlesC.Emit | ( | bool | setEmission | ) |
Sets emission On or Off.
setEmission | If set to true then emit particles. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | ) |
Emits a single particle at previously set scripted emission position, velocity and color.
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | Vector3 | givePosition | ) |
Emits a single particle at position with previously set scripted emission velocity and color.
givePosition | Position. |
Emits a single particle at position with velocity, the color will be set from the previous scripted emission color.
givePosition | Position. |
giveVelocity | Velocity. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | Vector3 | givePosition, |
Vector3 | giveVelocity, | ||
Color32 | giveColor | ||
) |
Emits a single particle at position with velocity and color (Source Mode SOURCEC.Script will be automatically set).
givePosition | Position. |
giveVelocity | Velocity. |
giveColor | Color. |
void ParticlePlayground.PlaygroundParticlesC.Emit | ( | int | quantity | ) |
Emits number of particles set by quantity. All other values will be set from the previous scripted emission call (or as set in Inspector).
quantity | Quantity. |
void ParticlePlayground.PlaygroundParticlesC.Emit | ( | int | quantity, |
Vector3 | givePosition, | ||
Vector3 | randomVelocityMin, | ||
Vector3 | randomVelocityMax, | ||
Color32 | giveColor | ||
) |
Emits number of particles set by quantity, position and minimum - maximum random velocity.
quantity | Quantity. |
givePosition | Position. |
randomVelocityMin | Random minimum velocity. |
randomVelocityMax | Random maximum velocity. |
giveColor | Color. |
void ParticlePlayground.PlaygroundParticlesC.Emit | ( | int | quantity, |
Vector3 | randomPositionMin, | ||
Vector3 | randomPositionMax, | ||
Vector3 | randomVelocityMin, | ||
Vector3 | randomVelocityMax, | ||
Color32 | giveColor | ||
) |
Emits number of particles set by quantity, minimum - maximum random position and velocity.
quantity | Quantity. |
randomPositionMin | Random position minimum. |
randomPositionMax | Random position max. |
randomVelocityMin | Random velocity minimum. |
randomVelocityMax | Random velocity max. |
giveColor | Color. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | float | giveLifetime | ) |
Emits a single particle with specified lifetime. This will set particle position, velocity and color from previously called emission (as set in the Source tab).
giveLifetime | Lifetime. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | Vector3 | givePosition, |
float | giveLifetime | ||
) |
Emits a single particle with specified lifetime. This will set particle velocity and color from previously called emission (as set in the Source tab).
givePosition | Position. |
giveLifetime | Lifetime. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | Vector3 | givePosition, |
Vector3 | giveVelocity, | ||
float | giveLifetime | ||
) |
Emits a single particle with specified lifetime. This will set particle color from previously called emission (as set in the Source tab).
givePosition | Position. |
giveVelocity | Velocity. |
giveLifetime | Lifetime. |
int ParticlePlayground.PlaygroundParticlesC.Emit | ( | Vector3 | givePosition, |
Vector3 | giveVelocity, | ||
float | giveLifetime, | ||
Color32 | giveColor | ||
) |
Emits a single particle with specified position, velocity, lifetime and color.
givePosition | Position. |
giveVelocity | Velocity. |
giveLifetime | Lifetime. |
giveColor | Color. |
Vector3 ParticlePlayground.PlaygroundParticlesC.GetCollisionNormal | ( | int | index | ) |
Gets the particle collision normal at index.
index | Index. |
Vector3 ParticlePlayground.PlaygroundParticlesC.GetCollisionPosition | ( | int | index | ) |
Gets the particle collision position at index.
index | Index. |
Transform ParticlePlayground.PlaygroundParticlesC.GetCollisionTransform | ( | int | index | ) |
Gets the particle collision transform at index.
index | Index. |
float ParticlePlayground.PlaygroundParticlesC.GetDeltaTime | ( | ) |
Gets the current delta time of a particle system's update loop.
int ParticlePlayground.PlaygroundParticlesC.GetLayer | ( | ) |
Gets the layer this particle system is within. This is safe to call from another thread.
|
static |
Returns the offset as a remainder from a point, constructed for multithreading.
overflow | Overflow by Vector3. |
currentVal | Current value. |
maxVal | Max value. |
|
static |
Returns the offset with direction as a remainder from a point, constructed for multithreading.
overflow | Overflow by Vector3. |
direction | Direction. |
currentVal | Current value. |
maxVal | Max value. |
Vector3 ParticlePlayground.PlaygroundParticlesC.GetParticlePosition | ( | int | p | ) |
Gets the particle position.
p | Particle index. |
SimplexNoise ParticlePlayground.PlaygroundParticlesC.GetSimplex | ( | ) |
Gets the running simplex algorithm.
int ParticlePlayground.PlaygroundParticlesC.GetSplineIndex | ( | ) |
Gets the index of the source spline which currently is read in simulation.
Vector3 ParticlePlayground.PlaygroundParticlesC.GetStickyPosition | ( | int | index | ) |
Gets the particle sticky position at index. Note that stickyCollisions must be enabled to return expected values.
index | Index. |
int ParticlePlayground.PlaygroundParticlesC.GetTransformIndex | ( | ) |
Gets the index of the source transform which currently is read in simulation.
bool ParticlePlayground.PlaygroundParticlesC.HasCollided | ( | int | index | ) |
Determines if a particle at specified index has collided during its lifetime.
true
if the particle at index has collided during its lifetime; otherwise, false
.index | Index. |
bool ParticlePlayground.PlaygroundParticlesC.HasCollisionCache | ( | ) |
Determines whether this particle system has an initialized collision cache.
true
if this particle system has a collision cache; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.HasGlobalManipulator | ( | ) |
Determines whether this particle system may be affected by one or more available Global Manipulators.
true
if this particle system will be affected by one or more Global Manipulators; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.HasOverflow | ( | ) |
Determines whether this particle system has overflow set by Overflow Offset.
true
if this particle system has overflow; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.HasSeveralManipulatorEvents | ( | ) |
Determines whether this particle system has several manipulator events.
true
if this particle system has several manipulator events; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.HasTurbulence | ( | ) |
Determines whether this particle system has turbulence active.
true
if this particle system has turbulence; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.Initialized | ( | ) |
Check if the particle system is ready. You should wait for Initialized() to become true before calling any scripted emission.
true
if the particle system is ready; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.InTransition | ( | ) |
Determines if this particle system is in a transition.
true
, if transition is active, false
otherwise.bool ParticlePlayground.PlaygroundParticlesC.IsAlive | ( | ) |
Checks if particles are still in simulation.
true
if this particle system is alive; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsLoading | ( | ) |
Determines whether this particle system is loading a snapshot.
true
if this particle system is loading a snapshot; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsLocalSpace | ( | ) |
Determines whether this particle system is simulated in local space.
true
if this particle system is simulated in local space; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsParticleInsideManipulator | ( | int | particleId, |
ManipulatorObjectC | manipulator | ||
) |
Determines whether a particle is inside the area of a Manipulator.
true
if this particle is inside manipulator; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsPrewarming | ( | ) |
Determines whether this particle system is currently prewarming.
true
if this particle system is prewarming; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsReady | ( | ) |
Check if the particle system is ready. You should wait for IsReady() to become true before calling any scripted emission. This returns the same result as calling Initialized().
true
if the particle system is ready; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsReportingBadUpdateRate | ( | ) |
Determines whether this particle system is reporting bad update rate. You will also see the "P" icon indicator in the Hierarchy turn red in Play Mode whenever this returns true.
true
if this particle system is reporting bad update rate; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsSaving | ( | ) |
Determines whether this particle system is saving a snapshot.
true
if this particle system is saving a snapshot; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsSettingLifetime | ( | ) |
Determines whether this particle system is currently setting the lifetime. As the particle system may run on a second thread this can be used to wait until it is ready to simulate.
true
if this particle system is setting the lifetime; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsSkinnedWorldObjectReady | ( | ) |
Determines whether the skinned world object is ready.
true
if this skinned world object is ready; otherwise, false
.bool ParticlePlayground.PlaygroundParticlesC.IsYieldRefreshing | ( | ) |
Determines whether this particle system is yield refreshing.
true
if this particle system is yield refreshing; otherwise, false
.void ParticlePlayground.PlaygroundParticlesC.Kill | ( | int | p | ) |
Kill the specified particle.
p | Index of particle. |
void ParticlePlayground.PlaygroundParticlesC.KillAndSendManipulatorDeathEvents | ( | int | p | ) |
Kill the specified particle and send death events to all Manipulators tracking particles.
p | Index of particle. |
void ParticlePlayground.PlaygroundParticlesC.Load | ( | int | loadPointer | ) |
Load from a saved data state (Snapshot) using an int.
loadPointer | Load pointer. |
void ParticlePlayground.PlaygroundParticlesC.Load | ( | string | loadName | ) |
Load from a saved data state (Snapshot) using a string.
loadName | Load name. |
void ParticlePlayground.PlaygroundParticlesC.LoadAndApplyMask | ( | int | loadPointer, |
int | loadMask | ||
) |
Load from a saved data state (Snapshot) and apply a mask to hide specified particles. The mask sorting will be determined by the loading snapshot's mask settings.
loadPointer | The Snapshot you wish to load. |
loadMask | The amount of masked particles in the particle array. |
|
static |
Creates a new ManipulatorObject and attach to the Playground Manager.
type | Type. |
affects | Affects. |
manipulatorTransform | Manipulator transform. |
size | Size. |
strength | Strength. |
playgroundParticles | Playground particles. |
|
static |
Creates a new PaintObject.
playgroundParticles | Playground particles. |
|
static |
Creates a new ParticleProjection object.
playgroundParticles | Playground particles. |
|
static |
Creates a new SkinnedWorldObject.
meshTransform | Mesh transform. |
|
static |
Creates a new SkinnedWorldObject with pre-set down resolution.
meshTransform | Mesh transform. |
downResolution | Down resolution. |
|
static |
bool ParticlePlayground.PlaygroundParticlesC.NoForce | ( | int | p | ) |
Determines if the particle have noForce set to true
true
, if force is disabled, false
otherwise.p | Index of particle. |
|
static |
Sets default settings for a PlaygroundParticlesC object.
playgroundParticles | Playground particles. |
void ParticlePlayground.PlaygroundParticlesC.ParticleColor | ( | int | p, |
Color32 | color | ||
) |
Sets the color of the specified particle.
p | Particle index. |
color | Color. |
void ParticlePlayground.PlaygroundParticlesC.ParticlePosition | ( | int | p, |
Vector3 | position | ||
) |
Positions the specified particle.
p | Particle index. |
position | Position. |
void ParticlePlayground.PlaygroundParticlesC.ParticleSize | ( | int | p, |
float | size | ||
) |
Sets the size of the specified particle.
p | Particle index. |
size | Size. |
void ParticlePlayground.PlaygroundParticlesC.ParticleVelocity | ( | int | p, |
Vector3 | velocity | ||
) |
Sets the velocity of the specified particle.
p | Particle index. |
size | Velocity. |
void ParticlePlayground.PlaygroundParticlesC.PositionToInverseTransformPoint | ( | int | p, |
Vector3 | position, | ||
Transform | targetTransform | ||
) |
Positions to inverse transform point.
p | Particle index. |
position | Position. |
targetTransform | Target transform. |
void ParticlePlayground.PlaygroundParticlesC.PositionToTransformPoint | ( | int | p, |
Vector3 | position, | ||
Transform | targetTransform | ||
) |
Positions to transform point.
p | Particle index. |
position | Position. |
targetTransform | Target transform. |
bool ParticlePlayground.PlaygroundParticlesC.PrepareThreadedCalculations | ( | ) |
Prepares all values for calculation which is not thread-safe.
true
, if threaded calculations was prepared, false
otherwise.
|
static |
Calculates the effect from Manipulator's properties.
playgroundParticles | Playground particles. |
thisManipulator | This manipulator. |
thisManipulatorProperty | This manipulator property. |
p | Particle index. |
t | Delta time. |
particlePosition | Particle position. |
manipulatorPosition | Manipulator position. |
localSpace | Is calculation in local space? |
contains | Does the Manipulator contain the particle at index? |
void ParticlePlayground.PlaygroundParticlesC.ProtectParticleFromManipulator | ( | int | particle, |
ManipulatorObjectC | manipulator | ||
) |
Protects the particle from specified manipulator.
particle | Particle index. |
manipulator | Manipulator. |
|
static |
Returns a random range float, adapted for threading.
random | Random. |
min | Minimum. |
max | Max. |
|
static |
Random range Vector3 adapted for threading. This produces a rectangular random position inside min to max. Should you want spherical distribution use RandomRangeSpherical instead.
random | Random. |
min | Minimum. |
max | Max. |
|
static |
Spherical random range Vector3, adapted for threading.
random | Random. |
min | Minimum. |
max | Max. |
void ParticlePlayground.PlaygroundParticlesC.RefreshMaskSorting | ( | ) |
Refreshes the mask sorting. If you're using a particleMaskSorting of MASKSORTINGC.Scrambled you can use this to randomize new mask positions.
void ParticlePlayground.PlaygroundParticlesC.RefreshMaskSorting | ( | int[] | maskSortingArray | ) |
Refresh the mask sorting by sending in a custom int[] array. The passed in maskSortingArray should contain all numbers from 0 to particleCount-1, it will then apply non-linear masking depending on the order of the numbers in releation to the actual particle array.
maskSortingArray | Mask sorting array. |
void ParticlePlayground.PlaygroundParticlesC.RemoveParticleProtection | ( | int | particle | ) |
Removes the particle protection.
particle | Particle index. |
void ParticlePlayground.PlaygroundParticlesC.Save | ( | ) |
Store the current state of a particle system as a Snapshot.
void ParticlePlayground.PlaygroundParticlesC.Save | ( | string | saveName | ) |
Store the current state of a particle system as a Snapshot and name it.
saveName | Save name. |
|
static |
Sends the death events.
playgroundParticles | Playground particles. |
p | Particle index. |
void ParticlePlayground.PlaygroundParticlesC.SetNoForce | ( | int | p, |
bool | noForce | ||
) |
Sets a particle to no longer respond to forces.
p | Index of particle. |
noForce | If set to true then disable force for the particle at index. |
void ParticlePlayground.PlaygroundParticlesC.SetRandomSeed | ( | int | seed | ) |
Sets the random seed for the internal System.Random.
seed | Seed. |
void ParticlePlayground.PlaygroundParticlesC.SetSticky | ( | int | index, |
Vector3 | position, | ||
Vector3 | normal, | ||
float | offset, | ||
Transform | parent | ||
) |
Sets the particle at index to stick onto a parent transform.
index | Index. |
position | Position. |
normal | Normal. |
parent | Parent. |
|
static |
Asynchronous-friendly particle calculation routine.
void ParticlePlayground.PlaygroundParticlesC.ThreadSafeEmit | ( | Vector3 | givePosition, |
Vector3 | giveVelocity, | ||
Color32 | giveColor | ||
) |
Thread-safe version of Emit().
givePosition | Position. |
giveVelocity | Velocity. |
giveColor | Color. |
void ParticlePlayground.PlaygroundParticlesC.Translate | ( | int | p, |
Vector3 | translation | ||
) |
Translate the specified particle
p | Particle index. |
translation | Translation. |
void ParticlePlayground.PlaygroundParticlesC.UpdateShuriken | ( | ) |
Updates the Shuriken component. This sets all particles previously calculated and syncs particle positioning if syncPositionsOnMainThread is true.
void ParticlePlayground.PlaygroundParticlesC.UpdateSticky | ( | int | index | ) |
Updates the sticky particle position.
index | Index. |
bool ParticlePlayground.PlaygroundParticlesC.UpdateSystem | ( | ) |
Updates a PlaygroundParticlesC object (called each calculation step from PlaygroundC).
|
static |
Multiplies two Vector3.
v1 | First Vector3. |
v2 | Second Vector3. |
int ParticlePlayground.PlaygroundParticlesC.activeState |
Current active state (when using state as source).
bool ParticlePlayground.PlaygroundParticlesC.affectRigidbodies = true |
Should particles affect rigidbodies? The mass determines how much they will affect the rigidobdy.
bool ParticlePlayground.PlaygroundParticlesC.applyDeltaOnRebirth = true |
Should particle birth position be adjusted with the delta time from birth to current? This will make the particles appear linearly.
bool ParticlePlayground.PlaygroundParticlesC.applyInitialColorOnRebirth = false |
Should particles get their initial calculated color upon rebirth? (Can resolve flickering upon rebirth.)
bool ParticlePlayground.PlaygroundParticlesC.applyInitialLocalVelocity = false |
Should initial local velocity affect particles?
bool ParticlePlayground.PlaygroundParticlesC.applyInitialVelocity = false |
Should initial velocity affect particles?
bool ParticlePlayground.PlaygroundParticlesC.applyInitialVelocityShape = false |
Should the initial velocity shape be applied on particle re/birth?
bool ParticlePlayground.PlaygroundParticlesC.applyLifetimePositioningPositionScale = false |
Should scale of position of lifetime positioning apply?
bool ParticlePlayground.PlaygroundParticlesC.applyLifetimePositioningTimeScale = false |
Should scale over time of lifetime positioning apply?
bool ParticlePlayground.PlaygroundParticlesC.applyLifetimeSize = true |
Should lifetime size affect each particle?
bool ParticlePlayground.PlaygroundParticlesC.applyLifetimeStretching = false |
Should lifetime stretching be applied?
bool ParticlePlayground.PlaygroundParticlesC.applyLifetimeVelocity = false |
Should lifetime velocity affect particles?
bool ParticlePlayground.PlaygroundParticlesC.applyLocalSpaceMovementCompensation = true |
Should the movement of the particle system transform when in local simulation space be compensated for?
bool ParticlePlayground.PlaygroundParticlesC.applyLockPosition = false |
Should the particle system force itself to remain in lockPosition?
bool ParticlePlayground.PlaygroundParticlesC.applyLockRotation = false |
Should the particle system force itself to remain in lockRotation?
bool ParticlePlayground.PlaygroundParticlesC.applyLockScale = false |
Should the particle system force itself to remain in lockScale?
bool ParticlePlayground.PlaygroundParticlesC.applyMovementCompensationLifetimeStrength = false |
Should the movementCompensationLifetimeStrength affect local space movement compensation?
bool ParticlePlayground.PlaygroundParticlesC.applyParticleArraySize |
Should particle array size affect each particle? This will multiply the size of each particle depending on its position in the particle array.
bool ParticlePlayground.PlaygroundParticlesC.applyParticleMask |
Determines if masking should be applied to the particles.
bool ParticlePlayground.PlaygroundParticlesC.applyRandomInitialVelocityOnRebirth = true |
Should particles get a new random velocity upon rebirth?
bool ParticlePlayground.PlaygroundParticlesC.applyRandomLifetimeOnRebirth = true |
Should particles get a new random lifetime upon rebirth?
bool ParticlePlayground.PlaygroundParticlesC.applyRandomRotationOnRebirth = true |
Should particles get a new random rotation upon rebirth?
bool ParticlePlayground.PlaygroundParticlesC.applyRandomScatterOnRebirth = false |
Should particles get a new scatter position upon rebirth?
bool ParticlePlayground.PlaygroundParticlesC.applyRandomSizeOnRebirth = true |
Should particles get a new random size upon rebirth?
bool ParticlePlayground.PlaygroundParticlesC.applySourceScatter = false |
Should source position scattering be applied?
bool ParticlePlayground.PlaygroundParticlesC.applyStretchStartDirection = false |
Should the start direction of particle stretching be applied?
bool ParticlePlayground.PlaygroundParticlesC.applyVelocityBending |
Should bending affect particles velocity?
Gradient ParticlePlayground.PlaygroundParticlesC.arrayColorAlpha |
The array color alpha.
bool ParticlePlayground.PlaygroundParticlesC.arrayColorUsesAlpha |
Determines if particles should get a secondary alpha applied from the arrayColorAlpha gradient when using colorMethod of COLORMETHOD.ParticleArray.
PlaygroundAxisConstraintsC ParticlePlayground.PlaygroundParticlesC.axisConstraints = new PlaygroundAxisConstraintsC() |
The force axis constraints of each particle.
Vector3 ParticlePlayground.PlaygroundParticlesC.bounceRandomMax |
The maximum amount of random bounciness (seen as positive offset from the collided surface's normal direction).
Vector3 ParticlePlayground.PlaygroundParticlesC.bounceRandomMin |
The minimum amount of random bounciness (seen as negative offset from the collided surface's normal direction).
float ParticlePlayground.PlaygroundParticlesC.bounciness = .5f |
The amount a particle will bounce on collision.
bool ParticlePlayground.PlaygroundParticlesC.calculate = true |
Determins if this particle system should calculate (can be overrided by PlaygroundC.calculate). This will automatically enable/disable when pauseCalculationWhenInvisible is set to true.
bool ParticlePlayground.PlaygroundParticlesC.calculateDeltaMovement = true |
Calculate the delta movement force of this particle system.
bool ParticlePlayground.PlaygroundParticlesC.calculateManipulatorOnRebirth = false |
Should each birthing particle calculate the local manipulators immediately?
The calculation trigger offset determines the offset from the calculationTriggerTransform position. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true.
The calculation trigger size determines the size of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true.
bool ParticlePlayground.PlaygroundParticlesC.calculationTriggerSizeGizmo = false |
Should the calculation trigger size gizmo be visible in Scene View?
Transform ParticlePlayground.PlaygroundParticlesC.calculationTriggerTransform |
The calculation trigger transform determines the origin of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true.
bool ParticlePlayground.PlaygroundParticlesC.clearParticlesOnEmissionStop = false |
Should particles be removed instantly when you set emit to false?
List<PlaygroundColliderC> ParticlePlayground.PlaygroundParticlesC.colliders |
The Playground Colliders of this particle system. A Playground Collider is an infinite collision plane based on a Transform in the scene.
bool ParticlePlayground.PlaygroundParticlesC.collision = false |
Determines if particles can collide. Enable this if you want particles to continuously look for colliders of type collisionType (2D/3D). Particle collision will run on main-thread.
LayerMask ParticlePlayground.PlaygroundParticlesC.collisionMask |
The layers these particles will collide with.
bool ParticlePlayground.PlaygroundParticlesC.collisionPrecision = false |
Determines if collisions should be calculated using Vector3.Distance (if set to true) or Vector3.SqrMagnitude (if set to false).
float ParticlePlayground.PlaygroundParticlesC.collisionRadius = 1f |
The spherical radius of a particle used upon collision.
COLLISIONTYPEC ParticlePlayground.PlaygroundParticlesC.collisionType |
The type of collision. This determines if 2D- or 3D raycasting should be used.
COLORMETHOD ParticlePlayground.PlaygroundParticlesC.colorMethod |
The method to color particles with. Either evaluated by their lifetime or by their position in the ParticleCache array.
COLORSOURCEC ParticlePlayground.PlaygroundParticlesC.colorSource = COLORSOURCEC.Source |
The source to read color from (fallback on Lifetime Color if no source color is available).
float ParticlePlayground.PlaygroundParticlesC.damping |
Particles inertia over time.
float ParticlePlayground.PlaygroundParticlesC.deltaMovementStrength = 10f |
The strength to multiply delta movement with.
bool ParticlePlayground.PlaygroundParticlesC.disableOnDone = false |
Should the GameObject of this PlaygroundParticlesC disable when not looping?
ONDONE ParticlePlayground.PlaygroundParticlesC.disableOnDoneRoutine |
The routine that should run when particle simulation has ended.
float ParticlePlayground.PlaygroundParticlesC.emissionRate = 1f |
The percentage to emit of particleCount in bursts from this PlaygroundParticles.
bool ParticlePlayground.PlaygroundParticlesC.emit = true |
If emission of particles is active on this PlaygroundParticles.
List<PlaygroundParticlesC> ParticlePlayground.PlaygroundParticlesC.eventControlledBy = new List<PlaygroundParticlesC>() |
The PlaygroundParticlesC that is controlling this particle system.
List<PlaygroundEventC> ParticlePlayground.PlaygroundParticlesC.events |
List of event objects handled by this PlaygroundParticlesC object.
bool ParticlePlayground.PlaygroundParticlesC.forceCollisionCaching = false |
Determines if collisions should be cached even if stickyCollisions isn't set to true. Enable this if you want to extend your scripts upon the collision information for the particles when not using sticky collisions. Having this disabled will minimize transform component lookups during collisions.
bool ParticlePlayground.PlaygroundParticlesC.forceVisibilityWhenOutOfFrustrum = true |
Should the particle system force Play() when GameObject is outside of camera view? (Fix for Shuriken stop rendering.)
Vector3 ParticlePlayground.PlaygroundParticlesC.gravity |
The constant force towards gravitational vector.
Vector3 ParticlePlayground.PlaygroundParticlesC.initialLocalVelocityMax |
The maximum starting velocity of each particle with normal or transform direction.
MINMAXVECTOR3METHOD ParticlePlayground.PlaygroundParticlesC.initialLocalVelocityMethod |
Determines if the value of initial local velocity should be rectangular or spherical.
Vector3 ParticlePlayground.PlaygroundParticlesC.initialLocalVelocityMin |
The minimum starting velocity of each particle with normal or transform direction.
float ParticlePlayground.PlaygroundParticlesC.initialRotationMax |
Maximum initial particle rotation.
float ParticlePlayground.PlaygroundParticlesC.initialRotationMin |
Minimum initial particle rotation.
Vector3 ParticlePlayground.PlaygroundParticlesC.initialVelocityMax |
The maximum starting velocity of each particle.
MINMAXVECTOR3METHOD ParticlePlayground.PlaygroundParticlesC.initialVelocityMethod |
Determines if the value of initial velocity should be rectangular or spherical.
Vector3 ParticlePlayground.PlaygroundParticlesC.initialVelocityMin |
The minimum starting velocity of each particle.
Vector3AnimationCurveC ParticlePlayground.PlaygroundParticlesC.initialVelocityShape |
The amount of velocity to apply of the spawning particle's initial/local velocity in form of a Vector3AnimationCurve.
float ParticlePlayground.PlaygroundParticlesC.initialVelocityShapeScale = 1f |
The scale of initial velocity shape.
bool ParticlePlayground.PlaygroundParticlesC.isSnapshot = false |
Is this particle system a snapshot?
float ParticlePlayground.PlaygroundParticlesC.lifetime |
The maximum life of a particle in seconds.
Gradient ParticlePlayground.PlaygroundParticlesC.lifetimeColor |
The color over lifetime.
List<PlaygroundGradientC> ParticlePlayground.PlaygroundParticlesC.lifetimeColors = new List<PlaygroundGradientC>() |
The colors over lifetime (if Color Source is set to LifetimeColors).
float ParticlePlayground.PlaygroundParticlesC.lifetimeEmission = 1f |
The emission during lifetime. This will compress the Lifetime Sorting pattern over the total lifetime. This can be used to have particles live longer than the otherwise obvious repeating pattern.
float ParticlePlayground.PlaygroundParticlesC.lifetimeLoss = 0f |
The amount a particle will loose of its lifetime on collision.
float ParticlePlayground.PlaygroundParticlesC.lifetimeMin = 0 |
The minimum life of a particle when using lifetimeValueMethod of RandomBetweenTwoValues.
float ParticlePlayground.PlaygroundParticlesC.lifetimeOffset |
The offset of lifetime in this particle system.
Vector3AnimationCurveC ParticlePlayground.PlaygroundParticlesC.lifetimePositioning |
The lifetime positioning of particles using a Vector3AnimationCurveC. This will annihilate any forces and only move particles on the X, Y and Z Animation Curves.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.lifetimePositioningPositionScale |
The scale of positioning for lifetime positioning.
float ParticlePlayground.PlaygroundParticlesC.lifetimePositioningScale = 1f |
The overall scale of lifetime positioning.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.lifetimePositioningTimeScale |
The scale of time for lifetime positioning.
bool ParticlePlayground.PlaygroundParticlesC.lifetimePositioningUsesSourceDirection = false |
Should lifetime positioning use the direction normal of the source?
AnimationCurve ParticlePlayground.PlaygroundParticlesC.lifetimeSize |
The size over lifetime of each particle.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.lifetimeSorting |
Custom sorting for particle lifetime (when sorting is set to Custom).
VALUEMETHOD ParticlePlayground.PlaygroundParticlesC.lifetimeValueMethod |
The method to apply lifetime values.
Vector3AnimationCurveC ParticlePlayground.PlaygroundParticlesC.lifetimeVelocity |
The velocity over lifetime of each particle.
float ParticlePlayground.PlaygroundParticlesC.lifetimeVelocityScale = 1f |
The lifetime velocity scale.
int ParticlePlayground.PlaygroundParticlesC.loadFrom = 0 |
Which data should be loaded (if loadFromStart is true).
bool ParticlePlayground.PlaygroundParticlesC.loadFromStart = false |
Should the particle system load stored data from start?
bool ParticlePlayground.PlaygroundParticlesC.loadTransition = false |
Should a transition occur whenever a Load is issued?
float ParticlePlayground.PlaygroundParticlesC.loadTransitionTime = 1f |
The time for load transition in seconds.
TRANSITIONTYPEC ParticlePlayground.PlaygroundParticlesC.loadTransitionType |
The type of transition to occur whenever a Load is issued.
Vector3 ParticlePlayground.PlaygroundParticlesC.lockPosition = Vector3.zero |
The locked position.
bool ParticlePlayground.PlaygroundParticlesC.lockPositionIsLocal = false |
The locked position is considered local.
Vector3 ParticlePlayground.PlaygroundParticlesC.lockRotation = Vector3.zero |
The locked rotation.
bool ParticlePlayground.PlaygroundParticlesC.lockRotationIsLocal = false |
The locked rotation is considered local.
bool ParticlePlayground.PlaygroundParticlesC.loop = true |
Should a particle re-emit when reaching the end of its lifetime?
List<ManipulatorObjectC> ParticlePlayground.PlaygroundParticlesC.manipulators |
The list of Local Manipulator Objects handled by this PlaygroundParticlesC object.
float ParticlePlayground.PlaygroundParticlesC.mass = .01f |
The mass of a particle (calculated in collision with rigidbodies).
float ParticlePlayground.PlaygroundParticlesC.maxCollisionDepth = 0f |
Maximum collision depth of Raycast2D.
float ParticlePlayground.PlaygroundParticlesC.maxVelocity = 100f |
The maximum positive- and negative velocity of each particle.
float ParticlePlayground.PlaygroundParticlesC.minCollisionDepth = 0f |
Minimum collision depth of Raycast2D.
float ParticlePlayground.PlaygroundParticlesC.minDeltaMovementStrength = 0 |
The minimum strength to multiply delta movement with. This will apply when using deltaMovementStrengthValueMethod of RandomBetweenTwoValues.
float ParticlePlayground.PlaygroundParticlesC.minShurikenLifetime = .08f |
The minimum Shuriken lifetime clamps the lifetime value for each particle. When a Shuriken particle reaches 0 it will result in being removed from screen, where a noticable flicker will occur if the particle has the same birth as death position. Upon using Texture Sheet Animation you may want this to be set to 0 if your particles has a short lifetime (below 1) to get all tiles into the animation.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.movementCompensationLifetimeStrength |
The strength of movement compensation over particles lifetime
bool ParticlePlayground.PlaygroundParticlesC.multithreadedStartup = true |
Determines if multithreading should be used to initialize all caches for the particle system. The tradeoff of sparing the main thread from initializing all caches is that it can result in the particle system taking a couple of frames before it's ready to start emission.
int ParticlePlayground.PlaygroundParticlesC.nearestNeighborOrigin = 0 |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.SourcePoint. This will let you sort the lifetime from a generated particle birth position.
NEARESTNEIGHBORORIGINMETHOD ParticlePlayground.PlaygroundParticlesC.nearestNeighborOriginMethod |
The method to set the Lifetime Sorting: Nearest Neighbor/Reversed with.
Transform ParticlePlayground.PlaygroundParticlesC.nearestNeighborOriginTransform |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Transform. This will let you sort the lifetime from a Transform's position in world space.
Vector3 ParticlePlayground.PlaygroundParticlesC.nearestNeighborOriginVector3 |
The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Vector3. This will let you sort the lifetime from a Vector3 in world space.
bool ParticlePlayground.PlaygroundParticlesC.onlyLifetimePositioning = false |
Should the particles only position by lifetime positioning Vector3AnimationCurves?
bool ParticlePlayground.PlaygroundParticlesC.onlySourcePositioning = false |
Should the particles only position on their source (and not apply any forces)?
OVERFLOWMODEC ParticlePlayground.PlaygroundParticlesC.overflowMode = OVERFLOWMODEC.SourceTransform |
The method to calculate Overflow Offset with.
Vector3 ParticlePlayground.PlaygroundParticlesC.overflowOffset |
The offset direction and magnitude when particle count exceeds source count.
PaintObjectC ParticlePlayground.PlaygroundParticlesC.paint |
The paint source of this PlaygroundParticles.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.particleArraySize |
The size over particle array of each particle. This will multiply the size of each particle depending on its position in the particle array.
ParticleSystem.Particle [] ParticlePlayground.PlaygroundParticlesC.particleCache |
The particle pool.
int ParticlePlayground.PlaygroundParticlesC.particleCount |
The amount of particles within this PlaygroundParticlesC object.
int ParticlePlayground.PlaygroundParticlesC.particleMask = 0 |
The masked amount of particles. The particleMaskTime will determine if the particles should fade in/out.
MASKSORTINGC ParticlePlayground.PlaygroundParticlesC.particleMaskSorting |
The method to distribute the sorting mask when particleMask is above 0.
float ParticlePlayground.PlaygroundParticlesC.particleMaskTime = 0f |
The time it takes to mask in/out particles when using particleMask.
GameObject ParticlePlayground.PlaygroundParticlesC.particleSystemGameObject |
The GameObject of a PlaygroundParticlesC object.
int ParticlePlayground.PlaygroundParticlesC.particleSystemId |
The id of this PlaygroundParticlesC object.
Renderer ParticlePlayground.PlaygroundParticlesC.particleSystemRenderer |
The Renderer of a PlaygroundParticlesC object.
ParticleSystemRenderer ParticlePlayground.PlaygroundParticlesC.particleSystemRenderer2 |
The ParticleSystemRenderer of a PlaygroundParticlesC object.
Transform ParticlePlayground.PlaygroundParticlesC.particleSystemTransform |
The Transform of a PlaygroundParticlesC object.
float ParticlePlayground.PlaygroundParticlesC.particleTimescale = 1f |
The simulation time scale for all particles within this system. Set time scale to 0 to pause a particle system.
bool ParticlePlayground.PlaygroundParticlesC.pauseCalculationWhenInvisible = false |
Should the particle system pause calculation upon becoming invisible?
PlaygroundCache ParticlePlayground.PlaygroundParticlesC.playgroundCache = new PlaygroundCache() |
Data for each particle.
ParticleProjectionC ParticlePlayground.PlaygroundParticlesC.projection |
The projection source of this PlaygroundParticles.
bool ParticlePlayground.PlaygroundParticlesC.rotateTowardsDirection = false |
Should the particles rotate towards their movement direction. The rotationNormal will determine from which angle the rotation is based on.
Vector3 ParticlePlayground.PlaygroundParticlesC.rotationNormal = -Vector3.forward |
The rotation direction normal when rotating towards direction (always normalized value).
float ParticlePlayground.PlaygroundParticlesC.rotationSpeedMax |
Maximum amount to rotate a particle over time.
float ParticlePlayground.PlaygroundParticlesC.rotationSpeedMin |
Minimum amount to rotate a particle over time.
float ParticlePlayground.PlaygroundParticlesC.scale = 1f |
The scale of minimum and maximum particle size.
The scale of source scatter. This can be changed over time to move the scattering seamlessly.
Color ParticlePlayground.PlaygroundParticlesC.scriptedEmissionColor = Color.white |
When using Emit() the passed in color will decide the color for this particle if colorSource is set to COLORSOURCEC.Source.
int ParticlePlayground.PlaygroundParticlesC.scriptedEmissionIndex |
When using Emit() the index will point to the next particle in pool to emit.
Vector3 ParticlePlayground.PlaygroundParticlesC.scriptedEmissionPosition |
When using Emit() the passed in position will determine the position for this particle.
Vector3 ParticlePlayground.PlaygroundParticlesC.scriptedEmissionVelocity |
When using Emit() the passed in velocity will determine the speed and direction for this particle.
ParticleSystem ParticlePlayground.PlaygroundParticlesC.shurikenParticleSystem |
This ParticleSystem (Shuriken) component.
float ParticlePlayground.PlaygroundParticlesC.sizeMax = 1f |
Maximum size of particles.
float ParticlePlayground.PlaygroundParticlesC.sizeMin = 1f |
Minimum size of particles.
SkinnedWorldObject ParticlePlayground.PlaygroundParticlesC.skinnedWorldObject = new SkinnedWorldObject() |
A skinned mesh as source calculated within the scene.
PlaygroundCache ParticlePlayground.PlaygroundParticlesC.snapshotData |
The storage of position data if this is a snapshot.
List<PlaygroundSave> ParticlePlayground.PlaygroundParticlesC.snapshots = new List<PlaygroundSave>() |
Saved data of properties (positions, velocities, colors etc.).
SORTINGC ParticlePlayground.PlaygroundParticlesC.sorting = SORTINGC.Scrambled |
Sort mode for particle lifetime.
SOURCEC ParticlePlayground.PlaygroundParticlesC.source |
The particle source method for distributing particles upon birth.
Vector3 ParticlePlayground.PlaygroundParticlesC.sourceScatterMax |
The maximum spread of source position scattering.
Vector3 ParticlePlayground.PlaygroundParticlesC.sourceScatterMin |
The minimum spread of source position scattering.
Transform ParticlePlayground.PlaygroundParticlesC.sourceTransform |
A transform calculated within the scene.
bool ParticlePlayground.PlaygroundParticlesC.sourceUsesLifetimeAlpha |
Should the source color use alpha from Lifetime Color instead of the source's original alpha?
List<PlaygroundSpline> ParticlePlayground.PlaygroundParticlesC.splines |
The splines used as Source. Particle birth positions will populate along the spline using the list of particles as normalized time on the curves of the spline. To offset the time use splineTimeOffset.
List<ParticleStateC> ParticlePlayground.PlaygroundParticlesC.states = new List<ParticleStateC>() |
The list of States for this PlaygroundParticles. A State is Source data from a texture or mesh which determines where particles will be positioned upon birth.
bool ParticlePlayground.PlaygroundParticlesC.stickyCollisions = false |
Determines if particles should stick to their collided surface.
float ParticlePlayground.PlaygroundParticlesC.stickyCollisionsSurfaceOffset = 0 |
The sticky collisions offset from the collided surface normal.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.stretchLifetime |
The lifetime stretching of stretched particles.
float ParticlePlayground.PlaygroundParticlesC.stretchSpeed = 1f |
The speed of stretching to reach full effect.
Vector3 ParticlePlayground.PlaygroundParticlesC.stretchStartDirection = Vector3.zero |
The starting direction of stretching if all initial velocity is zero.
bool ParticlePlayground.PlaygroundParticlesC.syncPositionsOnMainThread = false |
Should each particle's position be synced with main-threaad? Use this when dealing with moving source objects or if you experience a laggy particle movement.
ThreadMethodLocal ParticlePlayground.PlaygroundParticlesC.threadMethod |
The multithreading method how this particle system should calculate. Use this to bypass the Playground Manager's threadMethod.
float ParticlePlayground.PlaygroundParticlesC.timeOfSnapshot = 0 |
The global time the snapshot was made.
bool ParticlePlayground.PlaygroundParticlesC.transitionBackToSource = false |
Should the particles transition back to their source position during their lifetime? Use transitionBackToSourceAmount to set the strength by a normalized AnimationCurve.
AnimationCurve ParticlePlayground.PlaygroundParticlesC.transitionBackToSourceAmount |
The amount to transition back to the source position by a normalized AnimationCurve.
bool ParticlePlayground.PlaygroundParticlesC.turbulenceApplyLifetimeStrength = false |
Should Turbulence Lifetime Strength apply?
AnimationCurve ParticlePlayground.PlaygroundParticlesC.turbulenceLifetimeStrength |
The Turbulence Lifetime Strength. Use this to control how much turbulence will affect the particle over its lifetime.
float ParticlePlayground.PlaygroundParticlesC.turbulenceScale = 1f |
The turbulence resolution scale. A higher value will generate a more dense grid.
float ParticlePlayground.PlaygroundParticlesC.turbulenceStrength = 10f |
The turbulence strength.
float ParticlePlayground.PlaygroundParticlesC.turbulenceTimeScale = 1f |
The turbulence time scale.
TURBULENCETYPE ParticlePlayground.PlaygroundParticlesC.turbulenceType = TURBULENCETYPE.None |
The type of turbulence.
int ParticlePlayground.PlaygroundParticlesC.updateRate = 1 |
The rate to update this PlaygroundParticles.
Vector3 ParticlePlayground.PlaygroundParticlesC.velocityBending |
The amount to bend velocity of each particle.
VELOCITYBENDINGTYPEC ParticlePlayground.PlaygroundParticlesC.velocityBendingType |
The type of velocity bending.
float ParticlePlayground.PlaygroundParticlesC.velocityScale = 1f |
The overall scale of velocity.
WorldObject ParticlePlayground.PlaygroundParticlesC.worldObject = new WorldObject() |
A mesh as source calculated within the scene.
bool ParticlePlayground.PlaygroundParticlesC.worldObjectUpdateNormals = false |
The current world object will change its normals over time. This produces memory garbage with quantity based upon the mesh normals.
bool ParticlePlayground.PlaygroundParticlesC.worldObjectUpdateVertices = false |
The current world object will change its vertices over time. This produces memory garbage with quantity based upon the mesh vertices.
|
getset |
Gets or sets when this particle system was last time updated. This is done automatically while the particle system is simulated.
The last time updated.
|
getset |
Gets or sets the local delta time of this particle system. This is done automatically while the particle system is simulated.
The local delta time.