NWengine 0.9
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Represents a particle system component that can be attached to a game object. More...
#include <Components.h>
Public Member Functions | |
ParticleSystem (GameObject *attachedObj) | |
void | Update () |
Updates the particle system. | |
void | UpdateParticle (int index) |
Updates a particle. | |
void | Emit () |
Emits particles. | |
void | Init () |
Initializes the particle system. | |
void | InitParticle () |
Initializes a particle. | |
int | Serialize (std::fstream *data, int offset) override |
Serializes the particle system. | |
int | Deserialize (std::fstream *data, int offset) override |
Deserializes the particle system. | |
Public Member Functions inherited from GameComponent | |
virtual void | Start () |
Start the game component. | |
virtual void | SetGameObject (void *go) |
Set the GameObject associated with the game component. | |
virtual void * | GetGameObject () |
Get the GameObject associated with the game component. | |
virtual | ~GameComponent () |
Destructor for the game component. | |
Public Member Functions inherited from Serialized | |
Serialized () | |
Default constructor for Serialized class. | |
Static Public Member Functions | |
static std::string | GetType () |
Static Public Member Functions inherited from GameComponent | |
static std::string | GetType () |
Get the type of the game component. | |
Public Attributes | |
GameObject * | attachedObj = nullptr |
bool | isActive = true |
std::deque< Particle > | pool |
std::deque< int > | disabled |
std::deque< int > | enabled |
int | maxParticles = 100 |
double | emissionFrequency = 1.0 |
uint16 | emissionQuantity = 1 |
int | initNum = 5 |
ParticleProperties | prop |
bool | recycle = 1 |
std::string | shader = SHADER_PARTICLES_DEFAULT |
std::string | texture = TEXTURE_PARTICLES_DEFAULT |
Static Public Attributes | |
static std::map< GameObject *, ParticleSystem > | componentList |
Represents a particle system component that can be attached to a game object.
Represents a particle system.
Deserializes the particle system.
data | The data stream to deserialize from. |
offset | The offset in the data stream. |
Reimplemented from Serialized.
Serializes the particle system.
data | The data stream to serialize to. |
offset | The offset in the data stream. |
Reimplemented from Serialized.
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virtual |
Updates the particle system.
Reimplemented from GameComponent.
Updates a particle.
index | The index of the particle to update. |
GameObject* ParticleSystem::attachedObj = nullptr |
The attached game object
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static |
The list of particle systems
std::deque<int> ParticleSystem::disabled |
The disabled particles
double ParticleSystem::emissionFrequency = 1.0 |
The emission frequency
uint16 ParticleSystem::emissionQuantity = 1 |
The emission quantity
std::deque<int> ParticleSystem::enabled |
The enabled particles
int ParticleSystem::initNum = 5 |
The initial number of particles
int ParticleSystem::maxParticles = 100 |
The maximum number of particles
std::deque<Particle> ParticleSystem::pool |
The pool of particles
ParticleProperties ParticleSystem::prop |
The properties of the particle system
bool ParticleSystem::recycle = 1 |
Indicates if particles should be recycled
std::string ParticleSystem::shader = SHADER_PARTICLES_DEFAULT |
The shader for the particle system
std::string ParticleSystem::texture = TEXTURE_PARTICLES_DEFAULT |
The texture for the particle system