Clarifies emitting behavior of 2D and 3D GPU particles
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2 changed files with 16 additions and 8 deletions
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@ -42,7 +42,8 @@
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<method name="restart">
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<return type="void" />
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<description>
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Restarts all the existing particles.
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Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the [signal finished] signal before calling.
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[b]Note:[/b] The [signal finished] signal is only emitted by [member one_shot] emitters.
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</description>
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</method>
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</methods>
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@ -61,7 +62,9 @@
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Particle draw order. Uses [enum DrawOrder] values.
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle unless all active particles have finished processing. Use the [signal finished] signal to be notified once all active particles finish processing.
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[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the [signal finished] signal during which setting this to [code]true[/code] will not restart the emission cycle.
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[b]Tip:[/b] If your [member one_shot] emitter needs to immediately restart emitting particles once [signal finished] signal is received, consider calling [method restart] instead of setting [member emitting].
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
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@ -127,8 +130,9 @@
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
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Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
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[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
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</description>
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</signal>
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</signals>
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@ -47,7 +47,8 @@
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<method name="restart">
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<return type="void" />
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<description>
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Restarts the particle emission, clearing existing particles.
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Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the [signal finished] signal before calling.
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[b]Note:[/b] The [signal finished] signal is only emitted by [member one_shot] emitters.
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</description>
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</method>
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<method name="set_draw_pass_mesh">
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@ -91,7 +92,9 @@
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<member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle unless all active particles have finished processing. Use the [signal finished] signal to be notified once all active particles finish processing.
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[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the [signal finished] signal during which setting this to [code]true[/code] will not restart the emission cycle.
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[b]Tip:[/b] If your [member one_shot] emitter needs to immediately restart emitting particles once [signal finished] signal is received, consider calling [method restart] instead of setting [member emitting].
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
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@ -150,8 +153,9 @@
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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Emitted when all active particles have finished processing. To immediately emit new particles, call [method restart].
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Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
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[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
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</description>
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</signal>
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</signals>
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