Extended from BaseObject Particle¶
Warning
Currently it's recommended to use sprites to make particles/vfx, this class is in experimental state and can change a lot
_____
This class is used for vfx
Properties¶
Vector2 Angle¶
Depending on the value the particles will be more dispersed
TweenInfo Info¶
Is the tween info of the tween which is going to be used to move the particles
boolean TrackLight¶
Warning
Experimental, dont use
boolean CanCollide¶
Warning
Experimental, dont use
boolean Enabled¶
When its enabled new particles can be emitted
number MaxRate¶
Is the maximum amount of particles that can exist at the same time
number Units¶
Is the amount of particles that are existing at this moment
number LightBrightness¶
Warning
Experimental, dont use
number LightRange¶
Warning
Experimental, dont use
number Range¶
Is the distance that can be traveled by each particle
number LifeTime¶
The number of seconds the particle will be active before being destroyed
number Clock¶
Used for internal purposes
number Rate¶
Is the amount of particles which is going to be generated
Character Subject¶
The subject which is going to be the center of emission of the particle, a character, sprite, etc...
table Properties¶
Is a table with the initial properties of the particle which is going to be generated
{
Image: string,
}
table Goals¶
Is a table with the goals of the particles
{
Size: UDim2,
ImageTransparency: number,
}
Methods¶
Particle Constructor(
)¶
void SetSubject(subject: Character
)¶
Sets the subject property
void SetAngle(Angle: Vector2
)¶
Sets the angle property of the particle
void SetMaxRate(maxRate: number
)¶
Sets the maximum amount of particles that can exist at the same time
void Emit(rate: number
)¶
Emits the specified amount of particles, if none is provided then will use as amount the Rate property
Events¶
Name |
Description |
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