Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
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@ -52,6 +52,7 @@ private:
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bool signal_canceled = false;
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bool one_shot = false;
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int amount = 0;
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float amount_ratio = 1.0;
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double lifetime = 0.0;
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double pre_process_time = 0.0;
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real_t explosiveness_ratio = 0.0;
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@ -62,6 +63,8 @@ private:
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int fixed_fps = 0;
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bool fractional_delta = false;
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bool interpolate = true;
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float interp_to_end_factor = 0;
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Vector2 previous_position;
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#ifdef TOOLS_ENABLED
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bool show_visibility_rect = false;
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#endif
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@ -114,6 +117,7 @@ public:
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void set_trail_lifetime(double p_seconds);
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void set_trail_sections(int p_sections);
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void set_trail_section_subdivisions(int p_subdivisions);
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void set_interp_to_end(float p_interp);
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#ifdef TOOLS_ENABLED
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void set_show_visibility_rect(bool p_show_visibility_rect);
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@ -136,6 +140,7 @@ public:
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double get_trail_lifetime() const;
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int get_trail_sections() const;
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int get_trail_section_subdivisions() const;
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float get_interp_to_end() const;
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void set_fixed_fps(int p_count);
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int get_fixed_fps() const;
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@ -152,6 +157,9 @@ public:
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_amount_ratio(float p_ratio);
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float get_amount_ratio() const;
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PackedStringArray get_configuration_warnings() const override;
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void set_sub_emitter(const NodePath &p_path);
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