SplashData
Acts as the physical point in space in white a Splash is created from.
Public Attributes
float
Constant acceleration value to place upon the splash effect.
LinearColorF
colors [4]
Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = "0.6 1.0 1.0 0.5".
int
Time to delay, in milliseconds, before actually starting this effect.
int
Time variance for delayMS.
float
Rotational angle to create a splash ring.
float
Frequency in which to emit splash rings.
ExplosionData object to create at the creation position of this splash effect.
float
Height for the splash to reach.
int
Lifetime for this effect, in milliseconds.
int
Time variance for lifetimeMS.
int
Number of ejection points in the splash ring.
float
Lifetime, in milliseconds, for a splash ring.
Point3F
The scale of this splashing effect, defined as the F32 points X, Y, Z.
SFXProfile effect to play.
float
Starting radius size of a splash ring.
float
Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.
filename
texture [2]
Imagemap file to use as the texture for the splash effect.
float
Amount to wrap the texture around the splash ring, 0.0f - 1.0f.
float
times [4]
Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.
float
Velocity for the splash effect to travel.
float
Width for the X and Y coordinates to create this effect within.
Detailed Description
Acts as the physical point in space in white a Splash is created from.
Public Attributes
float acceleration
Constant acceleration value to place upon the splash effect.
LinearColorF colors [4]
Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = "0.6 1.0 1.0 0.5".
int delayMS
Time to delay, in milliseconds, before actually starting this effect.
int delayVariance
Time variance for delayMS.
float ejectionAngle
Rotational angle to create a splash ring.
float ejectionFreq
Frequency in which to emit splash rings.
ParticleEmitterData emitter [3]
List of particle emitters to create at the point of this Splash effect.
ExplosionData Explosion
ExplosionData object to create at the creation position of this splash effect.
float height
Height for the splash to reach.
int lifetimeMS
Lifetime for this effect, in milliseconds.
int lifetimeVariance
Time variance for lifetimeMS.
int numSegments
Number of ejection points in the splash ring.
float ringLifetime
Lifetime, in milliseconds, for a splash ring.
Point3F scale
The scale of this splashing effect, defined as the F32 points X, Y, Z.
SFXProfile soundProfile
SFXProfile effect to play.
float startRadius
Starting radius size of a splash ring.
float texFactor
Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.
filename texture [2]
Imagemap file to use as the texture for the splash effect.
float texWrap
Amount to wrap the texture around the splash ring, 0.0f - 1.0f.
float times [4]
Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.
float velocity
Velocity for the splash effect to travel.
float width
Width for the X and Y coordinates to create this effect within.