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Api
Classes
ParticleSpriteRenderer
chevron_left
Classes
class
ParticleSpriteRenderer
Constructors
functions
ParticleSpriteRenderer
Properties
data_object
Additive
data_object
Alignment
data_object
BlurAmount
data_object
BlurOpacity
data_object
BlurSpacing
data_object
ComponentVersion
data_object
CurrentAnimation
data_object
DepthFeather
data_object
FaceVelocity
data_object
FogStrength
data_object
IsAnimated
data_object
IsSorted
data_object
LeadingTrail
data_object
Lighting
data_object
MotionBlur
data_object
Opaque
data_object
Pivot
data_object
PlaybackSpeed
data_object
RenderTexture
data_object
RotationOffset
data_object
Scale
data_object
Shadows
data_object
SortMode
data_object
Sprite
data_object
StartingAnimationName
data_object
Texture
data_object
TextureFilter
Methods
functions
SetAnimation
ParticleSpriteRenderer
Renders particles as 2D sprites - can be static or animated
class
Sandbox
.
account_tree
extends
ParticleRenderer
sealed
Sandbox.Engine
build
Constructors
1
ParticleSpriteRenderer
(
)
data_object
Properties
27
Additive
bool
Whether or not the sprite should be rendered additively.
Alignment
BillboardAlignment
Alignment mode for the sprite's billboard behavior.
BlurAmount
float
Amount of blur applied to the sprite during motion blur.
BlurOpacity
float
Opacity of the blur effect applied to the sprite.
BlurSpacing
float
Spacing between blur samples in the motion blur effect.
ComponentVersion
int
CurrentAnimation
Animation
The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations.
DepthFeather
float
Amount of feathering applied to the depth, softening its intersection with geometry.
FaceVelocity
bool
Aligns the sprite to face its velocity direction.
FogStrength
float
The strength of the fog effect applied to the sprite. This determines how much the sprite blends with any fog in the scene.
IsAnimated
bool
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.
IsSorted
bool
Interface property to determine if particles should be sorted
LeadingTrail
bool
Determines whether the motion blur effect includes a leading trail.
Lighting
bool
Whether or not the sprite should be lit by the scene lighting.
MotionBlur
bool
Enables motion blur effects for the sprite.
Opaque
bool
Indicates whether the sprite is opaque, optimizing rendering by skipping sorting.
Pivot
Vector2
The pivot point of the sprite, used for rotation and scaling. This is in normalized coordinates (0 to 1).
PlaybackSpeed
float
RenderTexture
Texture
Provides texture for rendering - implementation for IBatchedParticleSpriteRenderer
RotationOffset
float
Offset applied to the rotation when facing velocity.
Scale
float
The scale of the sprite when rendered.
Shadows
bool
Whether or not the sprite should cast shadows in the scene.
SortMode
ParticleSortMode
Sorting mode used for rendering particles.
Sprite
Sprite
The sprite resource to render. This can be completely static or contain animation(s).
StartingAnimationName
string
The animation that this sprite should start playing when the scene starts.
Texture
Texture
The texture being displayed from the sprite given the current frame/animation.
TextureFilter
FilterMode
The texture filtering mode used when rendering the sprite. For pixelated sprites use Sandbox.Rendering.FilterMode.Point.
functions
Methods
1
SetAnimation
(
index
)
Set the animation by index (the first animation is index 0).
Inheritance
Component
Renderer
ParticleRenderer
ParticleSpriteRenderer
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