Property | Type | Description | |
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AutoPlay | bool | ||
Camera | Camera | ||
Duration | float | ||
Infinite | bool | ||
Invisible | bool | ||
ParticleBlocksize | int | ||
ParticleThreshold | int | ||
PauseAfterTimeWarp | bool | ||
Persistent | bool | ||
PersistentAtlas | bool | ||
SingleShot | bool | ||
TexturePadding | int | ||
TimeWarp | float | ||
TimeWarpStepSize | float |
Method | Description | |
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AddAnchor ( ) : MBAnchor, |
Creates a new empty anchor
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AddAnchor ( MBAnchor, source, MBObject, parent ) : MBAnchor, |
Creates a clone of an existing anchor and adds it as a child of source
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AddAnchor ( MBObject, parent ) : MBAnchor, |
Creates a new empty anchor as a child of parent
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AddEmitter ( ) : MBEmitter |
Creates a new empty child emitter
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AddEmitter ( MBEmitter source, MBObject, parent ) : MBEmitter |
Creates a clone of an existing emitter and adds it as a child of source
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AddEmitter ( MBObject, parent ) : MBEmitter |
Creates a new empty emitter as a child of parent
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AddLayer ( Material mat ) : MBLayer, | ||
Clear ( ) : void |
Clears all particles
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FindLayer ( Material forMaterial ) : MBLayer, |
Return a layer with matching material or null
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FindLayer ( string shaderName ) : MBLayer, |
Return a layer with matching shader
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GenerateTextureMap ( ) : void |
Generate a texture atlas containing all textures our emitters need
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GenerateTextureMap ( bool forceRebuild ) : void |
Generate a texture atlas containing all textures our emitters need
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GetTextureUV ( |
Gets the UV of the corresponding texture
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Halt ( ) : void |
Stops all emitters and destroys all particles immediately
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LateUpdate ( ) : void | ||
Pause ( ) : void |
Freezes the particle system
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Play ( ) : void |
Starts playing
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Play ( bool pauseAfterTimewarp ) : void |
Starts playing
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Purge ( ) : void | ||
Reset ( ) : void | ||
SetTextureAtlas ( string path ) : void |
Set the filename that this particle system uses to write it's texture atlas
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Start ( ) : void | ||
Stop ( ) : void |
Stops all emitters, but continues rendering until all particles died
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Update ( ) : void | ||
mbAddIdleParticles ( int count ) : void | ||
mbBuildDictionary ( bool reload ) : void | ||
mbCalculateRuntime ( ) : void | ||
mbGetParticle ( ) : MBParticle, | ||
mbIdleParticle ( IEnumerable |
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mbIdleParticle ( MBParticle, particle ) : void | ||
mbLayerTextures ( MBLayer, lyr ) : List |
Gets all textures used by an layer of this particlesystem
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mbReloadHierarchy ( ) : void | ||
mbRender ( ) : void | ||
mbResetBuffers ( ) : void | ||
mbUpdate ( ) : void | ||
mbUpdateStep ( bool render ) : void |
Method | Description | |
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OnDisable ( ) : void | ||
OnEnable ( ) : void |
public AddAnchor ( MBAnchor, source, MBObject, parent ) : MBAnchor, | ||
source | MBAnchor, | the anchor to be cloned |
parent | MBObject, | the new parent of the clone |
return | MBAnchor, |
public AddAnchor ( MBObject, parent ) : MBAnchor, | ||
parent | MBObject, | the parent of the new anchor |
return | MBAnchor, |
public AddEmitter ( MBEmitter source, MBObject, parent ) : MBEmitter | ||
source | MBEmitter | the emitter to be cloned |
parent | MBObject, | the parent of the new emitter |
return | MBEmitter |
public AddEmitter ( MBObject, parent ) : MBEmitter | ||
parent | MBObject, | the parent of the new emitter |
return | MBEmitter |
public FindLayer ( Material forMaterial ) : MBLayer, | ||
forMaterial | Material | the Material the layer needs to use |
return | MBLayer, |
public FindLayer ( string shaderName ) : MBLayer, | ||
shaderName | string | the shader the layer needs to use |
return | MBLayer, |
public GenerateTextureMap ( bool forceRebuild ) : void | ||
forceRebuild | bool | if set to false, atlas will only be built if a texture is missing |
return | void |
public GetTextureUV ( |
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texture | a Texture from MBImage | |
return | Rect |
public Play ( bool pauseAfterTimewarp ) : void | ||
pauseAfterTimewarp | bool | true to play until Timewarp and then pause |
return | void |
public SetTextureAtlas ( string path ) : void | ||
path | string | path to a .png file, e.g. "assets/myparticlesys.png" |
return | void |
public mbAddIdleParticles ( int count ) : void | ||
count | int | |
return | void |
public mbBuildDictionary ( bool reload ) : void | ||
reload | bool | |
return | void |
public mbIdleParticle ( IEnumerable |
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particles | IEnumerable |
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return | void |
public mbIdleParticle ( MBParticle, particle ) : void | ||
particle | MBParticle, | |
return | void |
public mbLayerTextures ( MBLayer, lyr ) : List |
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lyr | MBLayer, | |
return | List |