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Class ParticleSystem

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

Private _capacity

_capacity: number = 100

_colorOverLifetimeModule

_colorOverLifetimeModule: ColorOverLifetimeModule | null = null

Private _curWPos

_curWPos: Vec3

Private _customData1

_customData1: Vec2

Private _customData2

_customData2: Vec2

Private _emitRateDistanceCounter

_emitRateDistanceCounter: number

Private _emitRateTimeCounter

_emitRateTimeCounter: number

Private _enabled

_enabled: boolean = true

_forceOvertimeModule

_forceOvertimeModule: ForceOvertimeModule | null = null

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Private _isEmitting

_isEmitting: boolean

Private _isPaused

_isPaused: boolean

Private _isStopped

_isStopped: boolean

_limitVelocityOvertimeModule

_limitVelocityOvertimeModule: LimitVelocityOvertimeModule | null = null

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Private _oldWPos

_oldWPos: Vec3

Private _prewarm

_prewarm: boolean = false

_rotationOvertimeModule

_rotationOvertimeModule: RotationOvertimeModule | null = null

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

_shapeModule

_shapeModule: ShapeModule | null = null

Private _simulationSpace

_simulationSpace: number = Space.Local

_sizeOvertimeModule

_sizeOvertimeModule: SizeOvertimeModule | null = null

Private _subEmitters

_subEmitters: any[]

_textureAnimationModule

_textureAnimationModule: TextureAnimationModule | null = null

Private _time

_time: number

_trailModule

_trailModule: TrailModule | null = null

_velocityOvertimeModule

_velocityOvertimeModule: VelocityOvertimeModule | null = null

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

bursts

bursts: Burst[] = []
zh

设定在指定时间发射指定数量的粒子的 burst 的数量。

duration

duration: number = 5
zh

粒子系统运行时间。

enableCulling

enableCulling: boolean = false

gravityModifier

gravityModifier: CurveRange = new CurveRange()
zh

粒子受重力影响的重力系数。

loop

loop: boolean = true
zh

粒子系统是否循环播放。

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

playOnAwake

playOnAwake: boolean = true
zh

粒子系统加载后是否自动开始播放。

processor

processor: IParticleSystemRenderer = null!

rateOverDistance

rateOverDistance: CurveRange = new CurveRange()
zh

每移动单位距离发射的粒子数。

rateOverTime

rateOverTime: CurveRange = new CurveRange()
zh

每秒发射的粒子数。

renderer

renderer: ParticleSystemRenderer = new ParticleSystemRenderer()

scaleSpace

scaleSpace: number = Space.Local

simulationSpeed

simulationSpeed: number = 1
zh

控制整个粒子系统的更新速度。

startColor

startColor: GradientRange = new GradientRange()
zh

粒子初始颜色。

startDelay

startDelay: CurveRange = new CurveRange()
zh

粒子系统开始运行后,延迟粒子发射的时间。

startLifetime

startLifetime: CurveRange = new CurveRange()
zh

粒子生命周期。

startRotation3D

startRotation3D: boolean = false

startRotationX

startRotationX: CurveRange = new CurveRange()
zh

粒子初始旋转角度。

startRotationY

startRotationY: CurveRange = new CurveRange()
zh

粒子初始旋转角度。

startRotationZ

startRotationZ: CurveRange = new CurveRange()
zh

粒子初始旋转角度。

startSize3D

startSize3D: boolean = false

startSizeX

startSizeX: CurveRange = new CurveRange()
zh

粒子初始大小。

startSizeY

startSizeY: CurveRange = new CurveRange()
zh

粒子初始大小。

startSizeZ

startSizeZ: CurveRange = new CurveRange()
zh

粒子初始大小。

startSpeed

startSpeed: CurveRange = new CurveRange()
zh

粒子初始速度。

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

capacity

  • get capacity(): number
  • set capacity(val: number): void

colorOverLifetimeModule

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

forceOvertimeModule

isEmitting

  • get isEmitting(): boolean

isPaused

  • get isPaused(): boolean

isStopped

  • get isStopped(): boolean

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

limitVelocityOvertimeModule

material

materials

name

  • get name(): string
  • set name(value: string): void

prewarm

  • get prewarm(): boolean
  • set prewarm(val: boolean): void
  • zh

    选中之后,粒子系统会以已播放完一轮之后的状态开始播放(仅当循环播放启用时有效)。

    Returns boolean

  • zh

    选中之后,粒子系统会以已播放完一轮之后的状态开始播放(仅当循环播放启用时有效)。

    Parameters

    • val: boolean

    Returns void

rotationOvertimeModule

shapeModule

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

simulationSpace

  • get simulationSpace(): number
  • set simulationSpace(val: number): void

sizeOvertimeModule

textureAnimationModule

time

  • get time(): number

trailModule

  • get trailModule(): null | TrailModule
  • set trailModule(val: null | TrailModule): void

uuid

  • get uuid(): string

velocityOvertimeModule

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

Optional Private preload

  • __preload(): void
  • __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.

    Returns void

Protected attachToScene

  • _attachToScene(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

Private emit

  • emit(dt: any): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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 store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onBeforeSerialize

  • onBeforeSerialize(props: any): any

onMaterialModified

  • onMaterialModified(index: number, material: Material): void

onPreDestroy

  • _onPreDestroy(): void

onRebuildPSO

  • onRebuildPSO(index: number, material: Material): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

Private prewarmSystem

  • _prewarmSystem(): void

Private resetPosition

  • _resetPosition(): void

Private addBurst

  • addBurst(burst: any): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

Private addSubEmitter

  • addSubEmitter(subEmitter: any): void

bindModule

  • bindModule(): void

clear

  • clear(): void

destroy

  • destroy(): boolean

Private emit

  • emit(count: any, dt: any): void

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getParticleCount

  • getParticleCount(): number

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • 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

    Returns void

Protected onDestroy

  • onDestroy(): void

Protected onDisable

  • onDisable(): void

Protected onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

pause

  • pause(): void

play

  • play(): void

Private removeBurst

  • removeBurst(idx: any): void

Private removeSubEmitter

  • removeSubEmitter(idx: any): void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

setCustomData2

  • setCustomData2(x: any, y: any): void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

Protected Optional start

  • start(): void
  • 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.

    Returns void

stop

  • stop(): void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected update

  • update(dt: number): void

Static deferredDestroy

  • _deferredDestroy(): void

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