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Class to create custom particle types. Mostly for internal use, you can use Particles.registerParticleType instead

Hierarchy

  • ParticleType

Index

Constructors

  • new ParticleType(textureName: string, minU: number, minV: number, maxU: number, maxV: number, textureCountHorizontal: number, textureCountVertical: number, isUsingBlockLight: boolean): Particles.ParticleType
  • new ParticleType(locationName: string, isUsingBlockLight: boolean, uv: number[], textureCountHorizontal: number, textureCountVertical: number): Particles.ParticleType
  • new ParticleType(descriptor: ParticleDescription): Particles.ParticleType

Methods

  • getId(): number
  • setAnimator(name: "color" | "size" | "icon" | "alpha", animator: ParticleAnimator): void
  • setCollisionParams(collision: boolean, keepVelocityAfterImpact: boolean, addLifetimeAfterImpact: number): void
  • Parameters

    • collision: boolean
    • keepVelocityAfterImpact: boolean
    • addLifetimeAfterImpact: number

    Returns void

  • setColor(r: number, g: number, b: number, a: number): void
  • setColor(r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number, a2: number): void
  • Parameters

    • r: number
    • g: number
    • b: number
    • a: number

    Returns void

  • Parameters

    • r: number
    • g: number
    • b: number
    • a: number
    • r2: number
    • g2: number
    • b2: number
    • a2: number

    Returns void

  • setDefaultAcceleration(x: number, y: number, z: number): void
  • setDefaultVelocity(x: number, y: number, z: number): void
  • setFriction(air: number, block: number): void
  • setLifetime(min: number, max: number): void
  • setRebuildDelay(delay: number): void
  • setRenderType(renderType: 0 | 2 | 1): void
  • setSize(min: number, max: number): void

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