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Pixelpart 1.8.2
Unity Plugin
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Force field that accelerates particles towards a given direction. More...
Public Member Functions | |
PixelpartAccelerationField (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartAccelerationField. | |
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PixelpartForceField (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartForceField. | |
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PixelpartNode (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartNode. | |
Properties | |
PixelpartAnimatedPropertyFloat3 | AccelerationDirection [get] |
Direction in which particles are accelerated, in degrees. | |
PixelpartAnimatedPropertyFloat | AccelerationDirectionVariance [get] |
How much the force direction varies between cells of the grid. | |
PixelpartAnimatedPropertyFloat | AccelerationStrengthVariance [get] |
How much the force strength varies between cells of the grid. | |
Vector3Int | AccelerationGridSize [get, set] |
Number of cells in each dimension of the force field grid. | |
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bool | Infinite [get, set] |
Whether the force field has an infinite area of effect. | |
PixelpartAnimatedPropertyFloat | Strength [get] |
How strongly particles are affected by the force field. | |
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uint | Id [get] |
ID of the node. | |
uint | ParentId [get] |
ID of the node's parent. | |
string | Name [get] |
Name of the node. | |
float | LifetimeStart [get, set] |
Time in seconds until the node becomes active. | |
float | LifetimeDuration [get, set] |
How long the node stays active in seconds. | |
bool | Repeat [get, set] |
Wether the node repeats its behavior after its lifetime is over. | |
bool | Active [get] |
Whether the node is active at the current point in time. | |
float | LocalTime [get] |
Time fraction the node has been active for, in range 0.0 (0%) to 1.0 (100%). | |
PixelpartAnimatedPropertyFloat3 | Position [get] |
Position of the node. | |
PixelpartAnimatedPropertyFloat3 | Rotation [get] |
Rotation of the node in degrees. | |
PixelpartAnimatedPropertyFloat3 | Scale [get] |
Size of the node. | |
Force field that accelerates particles towards a given direction.
Acceleration fields also allow you to subdivide the force area with a grid, where each grid cell has a different force direction and strength. This can be useful for organic looking particle motion.
PixelpartAccelerationField | ( | IntPtr | effectRuntimePtr, |
uint | id ) |
Construct PixelpartAccelerationField.
effectRuntimePtr | Effect runtime |
id | Node ID |
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get |
Direction in which particles are accelerated, in degrees.
For 3D effects, the direction is composed of roll, yaw and pitch.
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getset |
Number of cells in each dimension of the force field grid.
Each cell of the grid varies in direction and strength determined by the direction and strength variance values.