UxrToggleEmitParticles Class
Component that allows to toggle particle emission enabled state back and forth at random times.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Animation.ParticleSystems.UxrToggleEmitParticles
Namespace: UltimateXR.Animation.ParticleSystems
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrToggleEmitParticles : UxrComponent
The UxrToggleEmitParticles type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrToggleEmitParticles |
Properties
Name | Description | |
---|---|---|
DisabledSecondsMax | The minimum amount of seconds the emission will be disabled when toggled off. | |
DisabledSecondsMin | The minimum amount of seconds the emission will be disabled when toggled off. | |
EnabledSecondsMax | The maximum amount of seconds the emission will be enabled when toggled on. | |
EnabledSecondsMin | The minimum amount of seconds the emission will be enabled when toggled on. | |
TargetParticleSystem | The particle system to toggle. | |
ToggleAdditionalGameObjects | Additional objects whose active state is toggled too. | |
UseUnscaledTime | Whether to use time or unscaledTime for timing. |
Methods
Name | Description | |
---|---|---|
OnEnable | Called each time the component is enabled. Sets up the next toggle time. (Overrides UxrComponent.OnEnable().) |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |