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Pixelpart 1.8.2
Godot Plugin
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A node that plays a Pixelpart effect. More...
Public Member Functions | |
void | set_effect (Ref< PixelpartEffectResource > resource) |
Change the effect resource that is shown. | |
Ref< PixelpartEffectResource > | get_effect () const |
Return the effect resource that is being shown. | |
void | play (bool state) |
Start playing or pause simulation of the effect. | |
void | pause () |
Pause simulation of the effect. | |
void | restart () |
Restart the effect and remove all existing particles. | |
void | reset () |
Restart the effect, but do not remove existing particles. | |
bool | is_playing () const |
Return whether the effect is currently playing or is paused. | |
float | get_time () const |
Return the time in seconds since the effect has started playing. | |
void | set_loop (bool mode) |
Set whether the effect restarts automatically after time loop_time . | |
bool | get_loop () const |
Return whether the effect restarts automatically after time loop_time . | |
void | set_loop_time (float time) |
Set time in seconds after which the effect loops. | |
float | get_loop_time () const |
Return time in seconds after which the effect loops. | |
void | set_warmup_time (float time) |
Set time in seconds the effect is pre-simulated before being rendered. | |
float | get_warmup_time () const |
Return time in seconds the effect is pre-simulated before being rendered. | |
void | set_speed (float sp) |
Set how fast the effect is being played. | |
float | get_speed () const |
Return how fast the effect is being played. | |
void | set_frame_rate (float rate) |
Set at which rate the effect is simulated, in frames per second. | |
float | get_frame_rate () const |
Return at which rate the effect is simulated, in frames per second. | |
void | set_effect_scale (float scale) |
Set multiplier for the size of the effect. | |
float | get_effect_scale () const |
Return multiplier for the size of the effect. | |
void | set_inputs (Dictionary inputs) |
Set dictionary of effect input values. | |
Dictionary | get_inputs () const |
Return dictionary of effect input values. | |
void | set_input_bool (String name, bool value) |
void | set_input_int (String name, int value) |
void | set_input_float (String name, float value) |
void | set_input_float2 (String name, Vector2 value) |
void | set_input_float3 (String name, Vector3 value) |
void | set_input_float4 (String name, Vector4 value) |
bool | get_input_bool (String name) const |
Return value of an effect input. The effect input must be of type bool . | |
int | get_input_int (String name) const |
Return value of an effect input. The effect input must be of type int . | |
float | get_input_float (String name) const |
Return value of an effect input. The effect input must be of type float . | |
Vector2 | get_input_float2 (String name) const |
Return value of an effect input. The effect input must be of type Vector2 . | |
Vector3 | get_input_float3 (String name) const |
Return value of an effect input. The effect input must be of type Vector3 . | |
Vector4 | get_input_float4 (String name) const |
Return value of an effect input. The effect input must be of type Vector4 . | |
int | get_input_type (String name) const |
Return the type of an effect input or -1 if the effect input does not exist. | |
TypedArray< String > | get_input_names () const |
Return names of available effect inputs. | |
void | activate_trigger (String name) |
Activate trigger name . | |
bool | is_trigger_activated (String name) const |
Return whether trigger name was activated. | |
void | spawn_particles (String particleEmitterName, String particleTypeName, int count) |
Generate count particles of the given type from the given emitter. | |
Ref< PixelpartNode > | find_node (String name) const |
Return the node with the given name. | |
Ref< PixelpartNode > | get_node (int id) const |
Return the node with the given ID. | |
Ref< PixelpartNode > | get_node_at_index (int index) const |
Return the node at the given index. | |
Ref< PixelpartParticleType > | find_particle_type (String name) const |
Return the particle type with the given name. | |
Ref< PixelpartParticleType > | get_particle_type (int id) const |
Return the particle type with the given ID. | |
Ref< PixelpartParticleType > | get_particle_type_at_index (int index) const |
Return the particle type at the given index. | |
Ref< PixelpartParticleEmitter > | find_particle_emitter (String name) const |
Return the particle emitter with the given name. | |
Ref< PixelpartForceField > | find_force_field (String name) const |
Return the force field with the given name. | |
Ref< PixelpartCollider > | find_collider (String name) const |
Return the collider with the given name. | |
Ref< PixelpartParticleEmitter > | get_particle_emitter (int id) const |
Return the particle emitter with the given ID. | |
Ref< PixelpartForceField > | get_force_field (int id) const |
Return the force field with the given ID. | |
Ref< PixelpartCollider > | get_collider (int id) const |
Return the collider with the given ID. | |
Ref< PixelpartParticleEmitter > | get_particle_emitter_at_index (int index) const |
Return the particle emitter at the given index. | |
Ref< PixelpartForceField > | get_force_field_at_index (int index) const |
Return the force field at the given index. | |
Ref< PixelpartCollider > | get_collider_at_index (int index) const |
Return the collider at the given index. | |
Public Attributes | |
PixelpartEffectResource | effect |
Effect resource that is shown. | |
bool | playing |
Whether the effect is currently playing or not. | |
bool | loop |
Whether the effect restarts automatically after time loop_time . | |
float | loop_time |
Time in seconds after which the effect loops. | |
float | warmup_time |
Time in seconds the effect is pre-simulated before being rendered. | |
float | speed |
How fast the effect is being played. | |
float | frame_rate |
At which rate the effect is simulated, in frames per second. | |
Dictionary | inputs |
Dictionary of effect input values. | |
float | effect_scale |
Multiplier for the size of the effect. | |
A node that plays a Pixelpart effect.
This class offers methods and properties to change how the effect is simulated and rendered.
void godot::PixelpartEffect::activate_trigger | ( | String | name | ) |
Activate trigger name
.
name | Name of the trigger |
Ref< PixelpartCollider > godot::PixelpartEffect::find_collider | ( | String | name | ) | const |
Return the collider with the given name.
find_node
instead.name | Node name |
null
if no node with this name exists Ref< PixelpartForceField > godot::PixelpartEffect::find_force_field | ( | String | name | ) | const |
Return the force field with the given name.
find_node
instead.name | Node name |
null
if no node with this name exists Ref< PixelpartNode > godot::PixelpartEffect::find_node | ( | String | name | ) | const |
Return the node with the given name.
name | Node name |
null
if no node with this name exists Ref< PixelpartParticleEmitter > godot::PixelpartEffect::find_particle_emitter | ( | String | name | ) | const |
Return the particle emitter with the given name.
find_node
instead.name | Node name |
null
if no node with this name exists Ref< PixelpartParticleType > godot::PixelpartEffect::find_particle_type | ( | String | name | ) | const |
Return the particle type with the given name.
name | Particle type name |
null
if no particle type with this name exists Ref< PixelpartCollider > godot::PixelpartEffect::get_collider | ( | int | id | ) | const |
Return the collider with the given ID.
get_node
instead.id | Node ID |
null
if no node with this ID exists Ref< PixelpartCollider > godot::PixelpartEffect::get_collider_at_index | ( | int | index | ) | const |
Return the collider at the given index.
get_node_at_index
instead.index | Node index |
null
if no node at this index exists Ref< PixelpartEffectResource > godot::PixelpartEffect::get_effect | ( | ) | const |
Return the effect resource that is being shown.
float godot::PixelpartEffect::get_effect_scale | ( | ) | const |
Return multiplier for the size of the effect.
Ref< PixelpartForceField > godot::PixelpartEffect::get_force_field | ( | int | id | ) | const |
Return the force field with the given ID.
get_node
instead.id | Node ID |
null
if no node with this ID exists Ref< PixelpartForceField > godot::PixelpartEffect::get_force_field_at_index | ( | int | index | ) | const |
Return the force field at the given index.
get_node_at_index
instead.index | Node index |
null
if no node at this index exists float godot::PixelpartEffect::get_frame_rate | ( | ) | const |
Return at which rate the effect is simulated, in frames per second.
bool godot::PixelpartEffect::get_input_bool | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type bool
.
name | Name of the effect input |
float godot::PixelpartEffect::get_input_float | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type float
.
name | Name of the effect input |
Vector2 godot::PixelpartEffect::get_input_float2 | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type Vector2
.
name | Name of the effect input |
Vector3 godot::PixelpartEffect::get_input_float3 | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type Vector3
.
name | Name of the effect input |
Vector4 godot::PixelpartEffect::get_input_float4 | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type Vector4
.
name | Name of the effect input |
int godot::PixelpartEffect::get_input_int | ( | String | name | ) | const |
Return value of an effect input. The effect input must be of type int
.
name | Name of the effect input |
TypedArray< String > godot::PixelpartEffect::get_input_names | ( | ) | const |
Return names of available effect inputs.
int godot::PixelpartEffect::get_input_type | ( | String | name | ) | const |
Return the type of an effect input or -1
if the effect input does not exist.
name | Name of the effect input |
Dictionary godot::PixelpartEffect::get_inputs | ( | ) | const |
Return dictionary of effect input values.
Do not use to change effect inputs at runtime, use the set_input
methods instead.
bool godot::PixelpartEffect::get_loop | ( | ) | const |
Return whether the effect restarts automatically after time loop_time
.
float godot::PixelpartEffect::get_loop_time | ( | ) | const |
Return time in seconds after which the effect loops.
Ref< PixelpartNode > godot::PixelpartEffect::get_node | ( | int | id | ) | const |
Return the node with the given ID.
id | Node ID |
null
if no node with this ID exists Ref< PixelpartNode > godot::PixelpartEffect::get_node_at_index | ( | int | index | ) | const |
Return the node at the given index.
index | Node index, starting from 0 |
null
if no node at this index exists Ref< PixelpartParticleEmitter > godot::PixelpartEffect::get_particle_emitter | ( | int | id | ) | const |
Return the particle emitter with the given ID.
get_node
instead.id | Node ID |
null
if no node with this ID exists Ref< PixelpartParticleEmitter > godot::PixelpartEffect::get_particle_emitter_at_index | ( | int | index | ) | const |
Return the particle emitter at the given index.
get_node_at_index
instead.index | Node index |
null
if no node at this index exists Ref< PixelpartParticleType > godot::PixelpartEffect::get_particle_type | ( | int | id | ) | const |
Return the particle type with the given ID.
id | Particle type ID |
null
if no particle type with this ID exists Ref< PixelpartParticleType > godot::PixelpartEffect::get_particle_type_at_index | ( | int | index | ) | const |
Return the particle type at the given index.
index | Particle type index |
null
if no particle type at this index exists float godot::PixelpartEffect::get_speed | ( | ) | const |
Return how fast the effect is being played.
float godot::PixelpartEffect::get_time | ( | ) | const |
Return the time in seconds since the effect has started playing.
float godot::PixelpartEffect::get_warmup_time | ( | ) | const |
Return time in seconds the effect is pre-simulated before being rendered.
bool godot::PixelpartEffect::is_playing | ( | ) | const |
Return whether the effect is currently playing or is paused.
bool godot::PixelpartEffect::is_trigger_activated | ( | String | name | ) | const |
Return whether trigger name
was activated.
name | Name of the trigger |
true
if the trigger was activated void godot::PixelpartEffect::pause | ( | ) |
Pause simulation of the effect.
If paused, the effect is still rendered but freezed in time.
void godot::PixelpartEffect::play | ( | bool | state | ) |
Start playing or pause simulation of the effect.
If paused, the effect is still rendered but freezed in time.
state | Whether to play or pause the effect. |
void godot::PixelpartEffect::set_effect | ( | Ref< PixelpartEffectResource > | resource | ) |
Change the effect resource that is shown.
resource | Effect resource to show |
void godot::PixelpartEffect::set_effect_scale | ( | float | scale | ) |
Set multiplier for the size of the effect.
Adjust this value if the effect appears too small or too large in the scene.
scale | Effect scale |
void godot::PixelpartEffect::set_frame_rate | ( | float | rate | ) |
Set at which rate the effect is simulated, in frames per second.
rate | Frame rate, in frames per second |
void godot::PixelpartEffect::set_input_bool | ( | String | name, |
bool | value ) |
Set the effect input name
to the given value. The effect input must be of type bool
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_input_float | ( | String | name, |
float | value ) |
Set the effect input name
to the given value. The effect input must be of type float
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_input_float2 | ( | String | name, |
Vector2 | value ) |
Set the effect input name
to the given value. The effect input must be of type Vector2
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_input_float3 | ( | String | name, |
Vector3 | value ) |
Set the effect input name
to the given value. The effect input must be of type Vector3
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_input_float4 | ( | String | name, |
Vector4 | value ) |
Set the effect input name
to the given value. The effect input must be of type Vector4
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_input_int | ( | String | name, |
int | value ) |
Set the effect input name
to the given value. The effect input must be of type int
.
name | Name of the effect input |
value | New value |
void godot::PixelpartEffect::set_inputs | ( | Dictionary | inputs | ) |
Set dictionary of effect input values.
Do not use to change effect inputs at runtime, use the set_input
methods instead.
inputs | Effect input values |
void godot::PixelpartEffect::set_loop | ( | bool | mode | ) |
Set whether the effect restarts automatically after time loop_time
.
mode | Loop mode |
void godot::PixelpartEffect::set_loop_time | ( | float | time | ) |
Set time in seconds after which the effect loops.
Only effective if loop = true
.
time | Loop time in seconds |
void godot::PixelpartEffect::set_speed | ( | float | sp | ) |
Set how fast the effect is being played.
sp | Speed multiplier |
void godot::PixelpartEffect::set_warmup_time | ( | float | time | ) |
Set time in seconds the effect is pre-simulated before being rendered.
This value impacts performance and should be kept as low as possible.
time | Warmup time in seconds |
void godot::PixelpartEffect::spawn_particles | ( | String | particleEmitterName, |
String | particleTypeName, | ||
int | count ) |
Generate count
particles of the given type from the given emitter.
particleEmitterName | Name of the particle emitter |
particleTypeName | Name of the particle type |
count | Number of particles to generate |
float godot::PixelpartEffect::effect_scale |
Multiplier for the size of the effect.
Adjust this value if the effect appears too small or too large in the scene.
Dictionary godot::PixelpartEffect::inputs |
Dictionary of effect input values.
Do not use to change effect inputs at runtime, use the set_input
methods instead.
float godot::PixelpartEffect::loop_time |
Time in seconds after which the effect loops.
Only effective if loop = true
.
float godot::PixelpartEffect::warmup_time |
Time in seconds the effect is pre-simulated before being rendered.
This value impacts performance and should be kept as low as possible.