ParticleSpriteRendererclass

Renders particles as 2D sprites - can be static or animated

objectParticleRendererParticleSpriteRenderer
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.ParticleSpriteRenderer : Sandbox.ParticleRenderer

Constructors1

Showing 1 constructors

Methods2

Showing 2 methods

Properties27

Showing 27 properties

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Additive { get; set; }PUBLICVIRTUALGETSET

Whether or not the sprite should be rendered additively.

Returns:bool

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurAmount { get; set; }PUBLICVIRTUALGETSET

Amount of blur applied to the sprite during motion blur.

Returns:float

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurOpacity { get; set; }PUBLICVIRTUALGETSET

Opacity of the blur effect applied to the sprite.

Returns:float

public virtual sealed float Sandbox.ParticleSpriteRenderer.BlurSpacing { get; set; }PUBLICVIRTUALGETSET

Spacing between blur samples in the motion blur effect.

Returns:float

public virtual int Sandbox.ParticleSpriteRenderer.ComponentVersion { get; set; }PUBLICVIRTUALGETSET

Returns:int

public Sandbox.Sprite.Animation Sandbox.ParticleSpriteRenderer.CurrentAnimation { get; set; }PUBLICGETSET

The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations.

Returns:Animation

public virtual sealed float Sandbox.ParticleSpriteRenderer.DepthFeather { get; set; }PUBLICVIRTUALGETSET

Amount of feathering applied to the depth, softening its intersection with geometry.

Returns:float

public virtual sealed bool Sandbox.ParticleSpriteRenderer.FaceVelocity { get; set; }PUBLICVIRTUALGETSET

Aligns the sprite to face its velocity direction.

Returns:bool

public virtual sealed float Sandbox.ParticleSpriteRenderer.FogStrength { get; set; }PUBLICVIRTUALGETSET

The strength of the fog effect applied to the sprite. This determines how much the sprite blends with any fog in the scene.

Returns:float

public bool Sandbox.ParticleSpriteRenderer.IsAnimated { get; set; }PUBLICGETSET

Whether or not the sprite is animated. This is true if the sprite has more than one animation or if the current animation has more than one frame.

Returns:bool

public virtual sealed bool Sandbox.ParticleSpriteRenderer.IsSorted { get; set; }PUBLICVIRTUALGETSET

Interface property to determine if particles should be sorted

Returns:bool

public virtual sealed bool Sandbox.ParticleSpriteRenderer.LeadingTrail { get; set; }PUBLICVIRTUALGETSET

Determines whether the motion blur effect includes a leading trail.

Returns:bool

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Lighting { get; set; }PUBLICVIRTUALGETSET

Whether or not the sprite should be lit by the scene lighting.

Returns:bool

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Opaque { get; set; }PUBLICVIRTUALGETSET

Indicates whether the sprite is opaque, optimizing rendering by skipping sorting.

Returns:bool

public virtual sealed Vector2 Sandbox.ParticleSpriteRenderer.Pivot { get; set; }PUBLICVIRTUALGETSET

The pivot point of the sprite, used for rotation and scaling. This is in normalized coordinates (0 to 1).

Returns:Vector2

public virtual sealed Sandbox.Texture Sandbox.ParticleSpriteRenderer.RenderTexture { get; set; }PUBLICVIRTUALGETSET

Provides texture for rendering - implementation for IBatchedParticleSpriteRenderer

Returns:Texture

public virtual sealed float Sandbox.ParticleSpriteRenderer.RotationOffset { get; set; }PUBLICVIRTUALGETSET

Offset applied to the rotation when facing velocity.

Returns:float

public virtual sealed float Sandbox.ParticleSpriteRenderer.Scale { get; set; }PUBLICVIRTUALGETSET

The scale of the sprite when rendered.

Returns:float

public virtual sealed bool Sandbox.ParticleSpriteRenderer.Shadows { get; set; }PUBLICVIRTUALGETSET

Whether or not the sprite should cast shadows in the scene.

Returns:bool

public string Sandbox.ParticleSpriteRenderer.StartingAnimationName { get; set; }PUBLICGETSET

The animation that this sprite should start playing when the scene starts.

Returns:string

public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleSpriteRenderer.TextureFilter { get; set; }PUBLICVIRTUALGETSET

The texture filtering mode used when rendering the sprite. For pixelated sprites use `Sandbox.Rendering.FilterMode.Point`.

Returns:FilterMode

On this page

Constructorspublic ParticleSpriteRenderer()Methodspublic System.Void SetAnimation(System.Int32 index)public System.Void SetAnimation(System.String name)Propertiespublic virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Additive { get; set; }public virtual sealed Sandbox.ParticleSpriteRenderer.BillboardAlignment Sandbox.ParticleSpriteRenderer.Alignment { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurAmount { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurOpacity { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.BlurSpacing { get; set; }public virtual System.Int32 Sandbox.ParticleSpriteRenderer.ComponentVersion { get; set; }public Sandbox.Sprite.Animation Sandbox.ParticleSpriteRenderer.CurrentAnimation { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.DepthFeather { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.FaceVelocity { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.FogStrength { get; set; }public System.Boolean Sandbox.ParticleSpriteRenderer.IsAnimated { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.IsSorted { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.LeadingTrail { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Lighting { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.MotionBlur { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Opaque { get; set; }public virtual sealed Vector2 Sandbox.ParticleSpriteRenderer.Pivot { get; set; }public System.Single Sandbox.ParticleSpriteRenderer.PlaybackSpeed { get; set; }public virtual sealed Sandbox.Texture Sandbox.ParticleSpriteRenderer.RenderTexture { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.RotationOffset { get; set; }public virtual sealed System.Single Sandbox.ParticleSpriteRenderer.Scale { get; set; }public virtual sealed System.Boolean Sandbox.ParticleSpriteRenderer.Shadows { get; set; }public Sandbox.ParticleSpriteRenderer.ParticleSortMode Sandbox.ParticleSpriteRenderer.SortMode { get; set; }public Sandbox.Sprite Sandbox.ParticleSpriteRenderer.Sprite { get; set; }public System.String Sandbox.ParticleSpriteRenderer.StartingAnimationName { get; set; }public Sandbox.Texture Sandbox.ParticleSpriteRenderer.Texture { get; set; }public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleSpriteRenderer.TextureFilter { get; set; }Metadata