SplashData

consoledoc.h

Acts as the physical point in space in white a Splash is created from.

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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.

emitter [3]

List of particle emitters to create at the point of this Splash effect.

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.

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.