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ParticleSystem Class
Particle system component that emit predefined particles.
Inheritance Hierarchy

Namespace:  GeonBit.ECS.Components.Particles
Assembly:  GeonBit (in GeonBit.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public class ParticleSystem : BaseComponent

The ParticleSystem type exposes the following members.

Constructors
  NameDescription
Public methodParticleSystem
Create the new particles system.
Public methodParticleSystem(ParticleType)
Create the new particles system with a base particle type.
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Properties
  NameDescription
Public property_GameObject
Get the game object this component is attached to.
(Inherited from BaseComponent.)
Public propertyEnabled
Is this component currently enabled.
(Inherited from BaseComponent.)
Public propertyName
Get / set the name of this component.
(Inherited from IComponent.)
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Methods
  NameDescription
Public methodAddParticleType
Add particle type to this particles system.
Public methodClone
Clone this component.
(Overrides BaseComponentClone.)
Public methodCollisionEnd
Called when this physical body stop colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionProcess
Called while this physical body is colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionStart
Called when this physical body start colliding with another body.
(Inherited from BaseComponent.)
Public methodDestroy
Destroy this component.
(Inherited from BaseComponent.)
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Public methodFixedUpdate
Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
(Inherited from BaseComponent.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetImplementedFrameBasedEvents
Get a list of frame-based events this component implements.
(Inherited from BaseComponent.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodHasMethodImplemented
Return if this component has a method implemented.
(Inherited from BaseComponent.)
Public methodHeartbeat
An event that triggers every X miliseconds (defined per GameObject instance).
(Inherited from BaseComponent.)
Public methodRemoveFromParent
Remove this component from parent.
(Inherited from BaseComponent.)
Public methodSendMessage
Send message to this component.
(Inherited from BaseComponent.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Public methodUpdate
Update this component (called every frame parent is active).
(Inherited from BaseComponent.)
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Fields
  NameDescription
Public fieldAddParticlesToRoot
If true, will add all particles to root scene node. This is useful for when the particle system moves (and you want it to affect spawning position), but you don't want the movement to move existing particles, only change spawning point.
Public fieldAsDebug
If true, it means this component was added to its parent in debug mode.
(Inherited from BaseComponent.)
Public fieldDestroyParentWhenExpired
If true and tile-to-live expires, will also destroy parent Game Object.
Public fieldInterval
Spawn events intervals. If set, will only spawn particles between these intervals.
Public fieldSpawningSpeedFactor
Speed factor (affect the particle system spawn rates).
Public fieldTimeToLive
If set, will destroy self once time to live expires.
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See Also