C# 클래스 UnityEngine.ParticleSystem

상속: Component
파일 보기 프로젝트 열기: randomize/VimConfig 1 사용 예제들

Private Properties

프로퍼티 타입 설명
Clear void
GetDirectParticleSystemChildrenRecursive void
GetParticleSystems UnityEngine.ParticleSystem[]
GetParticles int
INTERNAL_CALL_Emit void
INTERNAL_get_startColor void
INTERNAL_set_startColor void
Internal_Clear void
Internal_Emit void
Internal_IsAlive bool
Internal_Pause void
Internal_Play void
Internal_Simulate void
Internal_Stop void
IsAlive bool
Pause void
Play void
SetParticles void
SetupDefaultType void
Simulate void
Simulate void
Stop void

공개 메소드들

메소드 설명
Clear ( [ withChildren ) : void
Clear ( bool withChildren ) : void
Emit ( Particle particle ) : void
Emit ( Vector3 position, Vector3 velocity, float size, float lifetime, Color32 color ) : void
Emit ( int count ) : void
IsAlive ( [ withChildren ) : bool
IsAlive ( bool withChildren ) : bool
ParticleSystem ( )
Pause ( [ withChildren ) : void
Pause ( bool withChildren ) : void
Play ( [ withChildren ) : void
Play ( bool withChildren ) : void
Simulate ( float t, [ withChildren, [ restart ) : void
Simulate ( float t, bool withChildren, bool restart ) : void
Stop ( [ withChildren ) : void
Stop ( bool withChildren ) : void

비공개 메소드들

메소드 설명
Clear ( ) : void
GetDirectParticleSystemChildrenRecursive ( Transform transform, List particleSystems ) : void
GetParticleSystems ( ParticleSystem root ) : UnityEngine.ParticleSystem[]
GetParticles ( Particle particles ) : int
INTERNAL_CALL_Emit ( ParticleSystem self, int count ) : void
INTERNAL_get_startColor ( Color &value ) : void
INTERNAL_set_startColor ( Color &value ) : void
Internal_Clear ( ) : void
Internal_Emit ( Particle &particle ) : void
Internal_IsAlive ( ) : bool
Internal_Pause ( ) : void
Internal_Play ( ) : void
Internal_Simulate ( float t, bool restart ) : void
Internal_Stop ( ) : void
IsAlive ( ) : bool
Pause ( ) : void
Play ( ) : void
SetParticles ( Particle particles, int size ) : void
SetupDefaultType ( int type ) : void
Simulate ( float t ) : void
Simulate ( float t, bool withChildren ) : void
Stop ( ) : void

메소드 상세

Clear() 공개 메소드

public Clear ( [ withChildren ) : void
withChildren [
리턴 void

Clear() 공개 메소드

public Clear ( bool withChildren ) : void
withChildren bool
리턴 void

Emit() 공개 메소드

public Emit ( Particle particle ) : void
particle Particle
리턴 void

Emit() 공개 메소드

public Emit ( Vector3 position, Vector3 velocity, float size, float lifetime, Color32 color ) : void
position Vector3
velocity Vector3
size float
lifetime float
color Color32
리턴 void

Emit() 공개 메소드

public Emit ( int count ) : void
count int
리턴 void

IsAlive() 공개 메소드

public IsAlive ( [ withChildren ) : bool
withChildren [
리턴 bool

IsAlive() 공개 메소드

public IsAlive ( bool withChildren ) : bool
withChildren bool
리턴 bool

ParticleSystem() 공개 메소드

public ParticleSystem ( )

Pause() 공개 메소드

public Pause ( [ withChildren ) : void
withChildren [
리턴 void

Pause() 공개 메소드

public Pause ( bool withChildren ) : void
withChildren bool
리턴 void

Play() 공개 메소드

public Play ( [ withChildren ) : void
withChildren [
리턴 void

Play() 공개 메소드

public Play ( bool withChildren ) : void
withChildren bool
리턴 void

Simulate() 공개 메소드

public Simulate ( float t, [ withChildren, [ restart ) : void
t float
withChildren [
restart [
리턴 void

Simulate() 공개 메소드

public Simulate ( float t, bool withChildren, bool restart ) : void
t float
withChildren bool
restart bool
리턴 void

Stop() 공개 메소드

public Stop ( [ withChildren ) : void
withChildren [
리턴 void

Stop() 공개 메소드

public Stop ( bool withChildren ) : void
withChildren bool
리턴 void