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ParticleSystem.lua
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---@meta Ravenscript
---*Unity Type*
---
---[RS Docs](http://ravenfieldgame.com/ravenscript/api/ParticleSystem.html)
---@class ParticleSystem: Component
---@overload fun():ParticleSystem
---@operator call:ParticleSystem
---**Const**
---@field gameObject GameObject
---**Const**
---@field isEmitting bool
---**Const**
---@field isPaused bool
---**Const**
---@field isPlaying bool
---**Const**
---@field isStopped bool
---@field name string
---**Const**
---@field particleCount int
---**Const**
---@field proceduralSimulationSupported bool
---@field randomSeed UInt32
---@field tag string
---@field time float
---**Const**
---@field transform Transform
---@field useAutoRandomSeed bool
ParticleSystem = {
AllocateAxisOfRotationAttribute = function() end,
AllocateMeshIndexAttribute = function() end,
---@param withChildren? bool
Clear = function(withChildren) end,
---@param count int
Emit = function(count) end,
---@param withChildren? bool
---@return bool
IsAlive = function(withChildren) end,
---@param withChildren? bool
Pause = function(withChildren) end,
---@param withChildren? bool
Play = function(withChildren) end,
---@param t float
---@param withChildren? bool
---@param restart? bool
---@param fixedTimeStep? bool
Simulate = function(t, withChildren, restart, fixedTimeStep) end,
---@param withChildren? bool
Stop = function(withChildren) end,
---@param subEmitterIndex int
TriggerSubEmitter = function(subEmitterIndex) end,
ResetPreMappedBufferMemory = function() end,
---@param vertexBuffersCount int
---@param indexBuffersCount int
SetMaximumPreMappedBufferCounts = function(vertexBuffersCount, indexBuffersCount) end,
}