ParticleSystem3D
Class
Extends RenderComponent
Module: cc
Parent Module: cc
The ParticleSystem3D Component.
Index
Properties
duration
Number
The run time of particle.
capacity
Number
The maximum number of particles that a particle system can generate.
loop
Boolean
Whether the particle system loops.
playOnAwake
Boolean
Whether the particles start playing automatically after loaded.
prewarm
Boolean
When selected, the particle system will start playing after one round has been played (only effective when loop is enabled).
simulationSpace
Space
The coordinate system in which the particle system is located.
...
simulationSpeed
Number
Controlling the update speed of the entire particle system.
startDelay
CurveRange
Delay particle emission time after particle system starts running.
startLifetime
CurveRange
Particle life cycle。
startColor
GradientRange
Particle initial color
scaleSpace
Space
Particle scale space
startSize
CurveRange
Initial particle size
startSpeed
CurveRange
Initial particle speed
startRotation
CurveRange
Particle initial rotation angle
gravityModifier
CurveRange
Gravity coefficient of particles affected by gravity
rateOverTime
CurveRange
Particles emitted per second
rateOverDistance
CurveRange
Number of particles emitted per unit distance moved
bursts
[Burst]
The number of Brusts that emit a specified number of particles at a specified time
shapeModule
ShapeModule
Particle emitter module
colorOverLifetimeModule
ColorOverLifetimeModule
Color control module
sizeOvertimeModule
SizeOvertimeModule
Particle size module
velocityOvertimeModule
VelocityOvertimeModule
Particle speed module
forceOvertimeModule
ForceOvertimeModule
Particle acceleration module
limitVelocityOvertimeModule
LimitVelocityOvertimeModule
Particle limit speed module (only CPU particles are supported)
rotationOvertimeModule
RotationOvertimeModule
Particle rotation module
textureAnimationModule
TextureAnimationModule
Texture Animation Module
trailModule
TrailModule
Particle Trajectory Module
renderMode
RenderMode
Particle generation mode
velocityScale
Number
When the particle generation mode is StrecthedBillboard, in the direction of movement of the particles is stretched by velocity magnitude
lengthScale
Number
When the particle generation method is StrecthedBillboard, the particles are stretched according to the particle size in the direction of motion
mesh
Mesh
Particle model
particleMaterial
Material
Particle material
trailMaterial
Material
Particle trail material
sharedMaterials
[Material]
The materials used by this render component.
__eventTargets
Array
Register all related EventTargets,...
node
Node
The node this component is attached to.
uuid
String
The uuid for editor.
_enabled
Boolean
enabled
Boolean
indicates whether this component is enabled or not.
enabledInHierarchy
Boolean
indicates whether this component is enabled and its node is also active in the hierarchy.
_isOnLoadCalled
Number
Returns a value which used to indicate the onLoad get called or not.
_name
String
_objFlags
Number
name
String
The name of the object.
isValid
Boolean
Indicates whether the object is not yet destroyed.
Methods
play
Playing particle effects
pause
Pause particle effect
stop
Stop particle effect
clear
Remove all particle effect
getMaterial
Get the material by index.
getMaterials
Gets all the materials.
setMaterial
Set the material by index.
update
This is a lifecycle method.
lateUpdate
This is a lifecycle method.
__preload
__preload
is called before every onLoad.
onLoad
When attaching to an active node or its node first activated.
start
Called before all scripts' update if the Component is enabled the first time.
onEnable
This is a lifecycle method.
onDisable
This is a lifecycle method.
onDestroy
This is a lifecycle method.
onFocusInEditor
onLostFocusInEditor
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
addComponent
Adds a component class to the node.
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't....
getComponents
Returns all components of supplied Type in the node.
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply
onRestore
for undo/redo operation.
schedule
Schedules a custom selector....
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
unschedule
Unschedules a custom callback function.
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
destroy
Actual object destruction will delayed until before rendering.
_destruct
Clear all references in the instance.
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object.
_deserialize
Init this object from the custom serialized data.
Details
Properties
duration
The run time of particle.
capacity
The maximum number of particles that a particle system can generate.
loop
Whether the particle system loops.
playOnAwake
Whether the particles start playing automatically after loaded.
prewarm
When selected, the particle system will start playing after one round has been played (only effective when loop is enabled).
simulationSpace
The coordinate system in which the particle system is located.
World coordinates (does not change when the position of other objects changes)
Local coordinates (moving as the position of the parent node changes)
Custom coordinates (moving with the position of a custom node)
simulationSpeed
Controlling the update speed of the entire particle system.
startDelay
Delay particle emission time after particle system starts running.
startLifetime
Particle life cycle。
startColor
Particle initial color
scaleSpace
Particle scale space
startSize
Initial particle size
startSpeed
Initial particle speed
startRotation
Particle initial rotation angle
gravityModifier
Gravity coefficient of particles affected by gravity
rateOverTime
Particles emitted per second
rateOverDistance
Number of particles emitted per unit distance moved
bursts
The number of Brusts that emit a specified number of particles at a specified time
shapeModule
Particle emitter module
colorOverLifetimeModule
Color control module
sizeOvertimeModule
Particle size module
velocityOvertimeModule
Particle speed module
forceOvertimeModule
Particle acceleration module
limitVelocityOvertimeModule
Particle limit speed module (only CPU particles are supported)
rotationOvertimeModule
Particle rotation module
textureAnimationModule
Texture Animation Module
trailModule
Particle Trajectory Module
renderMode
Particle generation mode
velocityScale
When the particle generation mode is StrecthedBillboard, in the direction of movement of the particles is stretched by velocity magnitude
lengthScale
When the particle generation method is StrecthedBillboard, the particles are stretched according to the particle size in the direction of motion
mesh
Particle model
particleMaterial
Particle material
trailMaterial
Particle trail material
sharedMaterials
The materials used by this render component.
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy
is called, it is actually destroyed after the end of this frame.
So isValid
will return false from the next frame, while isValid
in the current frame will still be true.
If you want to determine whether the current frame has called destroy
, use cc.isValid(obj, true)
,
but this is often caused by a particular logical requirements, which is not normally required.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
play
Playing particle effects
pause
Pause particle effect
stop
Stop particle effect
clear
Remove all particle effect
getMaterial
Get the material by index.
Parameters
getMaterials
Gets all the materials.
setMaterial
Set the material by index.
Parameters
update
Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
Parameters
dt
Number the delta time in seconds it took to complete the last frame
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
Parameters
dt
Number the delta time in seconds it took to complete the last frame
__preload
__preload
is called before every onLoad.
It is used to initialize the builtin components internally,
to avoid checking whether onLoad is called before every public method calls.
This method should be removed if script priority is supported.
onLoad
When attaching to an active node or its node first activated.
onLoad is always called before any start functions, this allows you to order initialization of scripts.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
start
Called before all scripts' update if the Component is enabled the first time.
Usually used to initialize some logic which need to be called after all components' onload
methods called.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onEnable
Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDisable
Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDestroy
Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onFocusInEditor
onLostFocusInEditor
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
Parameters
typeOrClassName
Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply
a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
Parameters
out_rect
Rect the Rect to receive the bounding box
onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
callback
function The callback function
interval
Number Tick interval in seconds. 0 means tick every frame.
repeat
Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
delay
Number The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
Parameters
callback
function A function wrapped as a selector
delay
Number The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
Parameters
callback_fn
function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
Examples
obj.destroy();
_destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.
You can override the _destruct method if you need, for example:
_destruct: function () {
for (var key in this) {
if (this.hasOwnProperty(key)) {
switch (typeof this[key]) {
case 'string':
this[key] = '';
break;
case 'object':
case 'function':
this[key] = null;
break;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data
Object the serialized json data
ctx
_Deserializer