An FX group is a wrapper for a collection of effects. It abstracts the effects themselves, so it's possible to have any number of effects assigned to a group, or none. A group holds collections for particle emmiters, lights, and sound. All are executed when the effect is on. FX Groups are used by Parts, since the number or position of effect nodes is unknown. Instead of handling the effects themselves, the parts handle FXGroups
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void | begin (AudioSource audioRef) |
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void | Burst () |
| Will do a single burst of all particle emmiters in the group More...
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| FXGroup (string groupID) |
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void | setActive (bool value) |
| controls whether the effect is continuously active or not. More...
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void | setActiveWithAudioFade (bool value, float audioFadeLength) |
| Set this fx group active or inactive, fading the audio source in audioFadeLength time More...
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void | SetLatch (bool latch) |
| Sets the active group active state to true, but not to false. Use when effects are assigned to multiple conflicting groups. Don't forget to unlatch them. More...
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void | SetPower (float pwr) |
| Sets the active group power to the given value. More...
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void | SetPowerLatch (float pwr) |
| Sets the active group power to the given value, only if the given value is higher than the current one. Use to solve conflicts. More...
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void | SetVisualMinMax (float min, float max) |
| Sets the FX visual min and max range for this FXGroup More...
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void | Unlatch () |
| Deactivates the group, if it's been activated with SetLatch. Also resets all power latches More...
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An FX group is a wrapper for a collection of effects. It abstracts the effects themselves, so it's possible to have any number of effects assigned to a group, or none. A group holds collections for particle emmiters, lights, and sound. All are executed when the effect is on. FX Groups are used by Parts, since the number or position of effect nodes is unknown. Instead of handling the effects themselves, the parts handle FXGroups
FXGroup.FXGroup |
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string |
groupID | ) |
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inline |
void FXGroup.begin |
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AudioSource |
audioRef | ) |
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inline |
Will do a single burst of all particle emmiters in the group
void FXGroup.setActive |
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bool |
value | ) |
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inline |
controls whether the effect is continuously active or not.
void FXGroup.setActiveWithAudioFade |
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bool |
value, |
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float |
audioFadeLength |
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inline |
Set this fx group active or inactive, fading the audio source in audioFadeLength time
- Parameters
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void FXGroup.SetLatch |
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bool |
latch | ) |
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inline |
Sets the active group active state to true, but not to false. Use when effects are assigned to multiple conflicting groups. Don't forget to unlatch them.
- Parameters
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void FXGroup.SetPower |
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float |
pwr | ) |
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inline |
Sets the active group power to the given value.
- Parameters
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void FXGroup.SetPowerLatch |
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float |
pwr | ) |
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inline |
Sets the active group power to the given value, only if the given value is higher than the current one. Use to solve conflicts.
- Parameters
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void FXGroup.SetVisualMinMax |
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float |
min, |
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float |
max |
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inline |
Sets the FX visual min and max range for this FXGroup
- Parameters
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Deactivates the group, if it's been activated with SetLatch. Also resets all power latches
AudioSource FXGroup.audio = null |
bool FXGroup.clampVisualPower = false |
This will be set true ONLY if SetVisualMinMax if called or minVisualPower or maxVisualPower are set.
List<ParticleSystem> FXGroup.fxEmittersNewSystem = new List<ParticleSystem>() |
A collection of gameObjects with particle emmiters
A collection of gameObjects with Light Components
float FXGroup.powerVariation = 0f |
AudioClip FXGroup.sfx = null |
float FXGroup.maxVisualPower |
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getset |
The max visual power the FX is clamped between (default is 1)
float FXGroup.minVisualPower |
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getset |
The min visual power the FX is clamped between (default is 0)
controls the overall size of the effects.
The documentation for this class was generated from the following file: