Class SpecialEffectManager
- Namespace
- VoxelPlayground.VFX
- Assembly
- GamePlay.dll
public class SpecialEffectManager : Singleton<SpecialEffectManager>
- Inheritance
-
objectSpecialEffectManager
- Inherited Members
- Extension Methods
Fields
acidTexture
public Texture2D acidTexture
Field Value
blastMarkTexture
public Texture2D blastMarkTexture
Field Value
bloodTextures
public Texture2D[] bloodTextures
Field Value
FxNameToTrsSettings
[ShowInInspector]
public static Dictionary<string, SpecialEffectManager.FxTrsSetting> FxNameToTrsSettings
Field Value
- Dictionary<string, SpecialEffectManager.FxTrsSetting>
gunShotFlashLight
public Light gunShotFlashLight
Field Value
gunShotFlashLightTime
public float gunShotFlashLightTime
Field Value
- float
highlightMaterial
public Material highlightMaterial
Field Value
PreviewMaterial
public Material PreviewMaterial
Field Value
ProjectileFxName
public static Dictionary<ProjectileType, string> ProjectileFxName
Field Value
- Dictionary<ProjectileType, string>
Properties
AcidTextureData
public NativeArray<Color32> AcidTextureData { get; }
Property Value
AcidTextureHeight
public int AcidTextureHeight { get; }
Property Value
- int
BlaskMarkTextureHeight
public int BlaskMarkTextureHeight { get; }
Property Value
- int
BlastMarkTextureData
public NativeArray<Color32> BlastMarkTextureData { get; }
Property Value
BloodTextureData
public NativeArray<Color32> BloodTextureData { get; }
Property Value
BloodTextureHeight
public int BloodTextureHeight { get; }
Property Value
- int
highlightColor
public Color highlightColor { get; set; }
Property Value
Methods
DestroyWorkaround(GameObject)
public void DestroyWorkaround(GameObject particleGameobject)
Parameters
particleGameobjectGameObject
FlashAt(Vector3)
public void FlashAt(Vector3 pos)
Parameters
posVector3
GetBulletHoleColor(float, float, float, out float3)
[BurstCompile]
public static void GetBulletHoleColor(float i, float j, float k, out float3 outColor)
Parameters
ifloatjfloatkfloatoutColorfloat3
GetBulletHoleColor(float3, out float3)
[BurstCompile]
public static void GetBulletHoleColor(float3 p, out float3 outColor)
Parameters
pfloat3outColorfloat3
GetPool(string)
public Pool GetPool(string name)
Parameters
namestring
Returns
Play(string, Vector3, float, bool)
Play an Fx by name. This method will use fx pool and setup default scale and duration.
public GameObject Play(string name, Vector3 position, float duration = -1, bool activeOnPlay = true)
Parameters
namestringFx prefab name
positionVector3Fx play position
durationfloatFx play duration, if fx name is in SpecialEffectManager.FxNameToTrsSettings record, this param will be ignored
activeOnPlaybool
Returns
PlayByMaterialId(uint, Vector3, VisualEffectType)
public GameObject PlayByMaterialId(uint Id, Vector3 position, VisualEffectType type = VisualEffectType.Destruct)
Parameters
IduintpositionVector3typeVisualEffectType
Returns
ProjectSplatter(Vector3, Vector3, float, int, NativeArray<Color32>, int, SplatType)
public void ProjectSplatter(Vector3 hitPt, Vector3 hitDirection, float radius, int textureHeight, NativeArray<Color32> projectTexture, int layerMask, SplatType splatType = SplatType.Blood)
Parameters
hitPtVector3hitDirectionVector3radiusfloattextureHeightintprojectTextureNativeArray<Color32>layerMaskintsplatTypeSplatType
Recycle(GameObject)
public void Recycle(GameObject gameObject)
Parameters
gameObjectGameObject
SetPoolSize(string, int)
public void SetPoolSize(string name, int size)
Parameters
namestringsizeint
SetPreviewColor(Color)
public void SetPreviewColor(Color color)
Parameters
colorColor