Class Effect
Manages activation and destruction of all effect emitters (EffectEmitterBase) that comprise a game effect. Bundling all elements of an effect into one self-contained, reusable package can be make working with effects that contain various components easier, such as audio, particles, haptics, etc.
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Effect
Namespace: Atlas
Assembly: Atlas.Runtime.dll
Syntax
public sealed class Effect : MonoBehaviour
Properties
| Improve this Doc View SourceActivationEvent
When the effect will be activated
Declaration
public Effect.ActivationEventType ActivationEvent { get; }
Property Value
Type | Description |
---|---|
Effect.ActivationEventType |
DestructionEvent
When the effect will be destroyed
Declaration
public Effect.DestructionEventType DestructionEvent { get; }
Property Value
Type | Description |
---|---|
Effect.DestructionEventType |
IsPlaying
Whether or not the effect is currently playing
Declaration
public bool IsPlaying { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Methods
| Improve this Doc View SourcePlay()
Begins playing all child emitters
Declaration
public void Play()
Stop()
Stops all child emitters
Declaration
public void Stop()