/Dlls/Delta.Rendering.Effects.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0" encoding="utf-8"?>
- <doc>
- <assembly>
- <name>Delta.Rendering.Effects</name>
- </assembly>
- <members>
- <member name="T:Delta.Rendering.Effects.Modifiers.SizeModifier">
- <summary>
- Represents a modifier which will change the size value of the
- particles over the time.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.BaseModifier">
- <summary>
- Base modifier class which only contains the process methods, which are
- implemented in the derived classes if needed.
- TODO: we need a solution to persistent modifiers for effects, maybe Process(emitter) is good enough, but we need to test it. For now the solution is to use Particle.UserData!
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.BaseModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- Process an emitter with this modifier. This method has no base
- implementation and is only virtual because we don't always use a
- modifier for both, emitter and particle. Never call base.Process and
- only override this method if needed.
- </summary>
- <param name="emitter">Emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.BaseModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- Process a particle with this modifier (should be very fast as many more
- particles can be active than emitters). This method has no base
- implementation and is only virtual because we don't always use a
- modifier for both, emitter and particle. Never call base.Process and
- only override this method if needed.
- </summary>
- <param name="particle">Particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.BaseModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Force using the save method in derived classes.
- </summary>
- <param name="writer">
- Writer to write binary data to for this modifier (must be readable again
- with the Load method below).
- </param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.BaseModifier.Load(System.IO.BinaryReader)">
- <summary>
- Force using the load method in derived classes.
- </summary>
- <param name="reader">
- Reader to read modifier data saved out with Save again.
- </param>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.SizeModifier.WidthRange">
- <summary>
- The with range of the particle over time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.SizeModifier.HeightRange">
- <summary>
- The height range of the particle over time.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SizeModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SizeModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the size modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SizeModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the size modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.GravityModifier">
- <summary>
- Represents a modifier that applies a gravity to all particles.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.GravityModifier.Gravity">
- <summary>
- Gravity of the modifier.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.GravityModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- Process the particle.
- </summary>
- <param name="particle">Particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.GravityModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the gravity modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.GravityModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the gravity modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.VelocityModifier">
- <summary>
- Represents a modifier which will change the velocity value of the
- particles over the time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.VelocityModifier.Velocity">
- <summary>
- The velocity that will be set to the particle.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.VelocityModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.VelocityModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the velocity modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.VelocityModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the velocity modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.MaterialModifier">
- <summary>
- Represents a modifier which will change the Emitters material.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.MaterialModifier.Material">
- <summary>
- Material that will be set as the emitters material.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.MaterialModifier.BillboardMode">
- <summary>
- The billboard mode for rendering this material.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.MaterialModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process each emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.MaterialModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the material modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.MaterialModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the material modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.EmitterOffsetModifier">
- <summary>
- Represents a modifier which will change the position value of the
- modifier by the offset.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.EmitterOffsetModifier.Offset">
- <summary>
- The offset added to the Emitter position.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.EmitterOffsetModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process the emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.EmitterOffsetModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the emitter offset modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.EmitterOffsetModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the emitter offset modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier">
- <summary>
- Represents a modifier which will add a random offset to a particle
- spawn position.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier.MinOffset">
- <summary>
- The minimum offset values for the random.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier.MaxOffset">
- <summary>
- The maximum offset values for the random.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the offset modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomSpawnOffsetModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the offset modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.ParticleLifetimeModifier">
- <summary>
- Represents a modifier that sets the particle lifetime of a modifier.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.ParticleLifetimeModifier.ParticleLifetime">
- <summary>
- The particle lifetime of the emitter.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.ParticleLifetimeModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process each emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.ParticleLifetimeModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the particle lifetime modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.ParticleLifetimeModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the particle lifetime modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier">
- <summary>
- Represents a modifier which will change the velocity value of the
- particles at the first tick with a random vector.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier.MinVelocity">
- <summary>
- The minimum velocity values for the random.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier.MaxVelocity">
- <summary>
- The maximum velocity values for the random.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the velocity modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomVelocityModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the velocity modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.TimeRangeModifier">
- <summary>
- Represents a modifier which will change the lifetime of an
- emitter.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.TimeRangeModifier.TimeRange">
- <summary>
- The modified time range.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.TimeRangeModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- Process the emitter and change the time range.
- </summary>
- <param name="emitter">Emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.TimeRangeModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the time range modifier.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.TimeRangeModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the time range modifier.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Effects.Emitter">
- <summary>
- Emitter structure that represents a spawner inside of an effect
- instance.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Emitter.Scale">
- <summary>
- The scale of this emitter, where Width and Height can be changed
- separately.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Emitter.Position">
- <summary>
- The position of this emitter.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Emitter.#ctor(Delta.ContentSystem.Rendering.Helpers.EmitterData,Delta.Rendering.Effects.Effect,System.Int32)">
- <summary>
- Create a new Emitter and set all the default values.
- </summary>
- <param name="setEmitterData">EmitterData to populate from.</param>
- <param name="setParentEffect">Parent effect owner.</param>
- <param name="setIndex">Emitter index.</param>
- </member>
- <member name="P:Delta.Rendering.Effects.Emitter.BillboardMode">
- <summary>
- The billboard mode of this emitter.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Effects.Emitter.Material">
- <summary>
- The material of this emitter.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Effects.Emitter.NumberOfActiveParticles">
- <summary>
- The number of active particles belonging to this emitter.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Effects.Effect">
- <summary>
- Effect class which only exposes the static functionality for spawning,
- stopping and killing effects. No instance will be given to the end user;
- only an id is given with which the user can get information about the
- particle like the number of active particles (for performance reasons).
- <para />
- Note: Effect particles are heavily optimized for speed, you can render
- many thousands particles even on slow platforms. But to make sure your
- game is still fast, make sure to only use as many emitters and
- spawn-rates as needed. Also do not have too many fill bound particles
- (this happens when they get too big and your pixel fill rate is not that
- good, so for big smoke use few simple particles, not many overlapping).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.Spawn(Delta.ContentSystem.Rendering.EffectData,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Spawn an effect at the specified position.
- </summary>
- <param name="template">The data template of the effect.</param>
- <param name="position">Position of the effect.</param>
- <returns>
- Effect Id of the newly spawned effect.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.Spawn(Delta.ContentSystem.Rendering.EffectData,Delta.Utilities.Datatypes.Point)">
- <summary>
- Spawn an effect at the specified position for 2d particle effects.
- </summary>
- <param name="template">The data template of the effect.</param>
- <param name="position">Position of the effect.</param>
- <returns>
- Effect Id of the newly spawned effect.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.Spawn(Delta.ContentSystem.Rendering.EffectData,Delta.Engine.Game.Interfaces.IAttachable)">
- <summary>
- Spawn an effect attached to the specified Attachable.
- </summary>
- <param name="template">The data template of the effect.</param>
- <param name="attachable">Attachable the effect is attached to.</param>
- <returns>
- Effect Id of the newly spawned effect.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.NumberOfActiveParticles(System.Int32)">
- <summary>
- Return the number of active particles that belong to the effect with
- the specified effect Id.
- </summary>
- <param name="effectId">Effect id.</param>
- <returns>
- Number of active particles of the effect.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.Stop(System.Int32)">
- <summary>
- Stop the effect with the specified Id.
- Just stops spawning of the particles but the currently active ones
- phases out.
- </summary>
- <param name="effectId">Id of the effect to stop.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.Kill(System.Int32)">
- <summary>
- Kill the effect with the specified Id.
- Stops and kills everything immediately. Automatically done when
- MaxTotalTime is reached and no active particles are left.
- </summary>
- <param name="effectId">Id of the effect to kill.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.KillAll">
- <summary>
- Kill all effects that are currently active.
- Mostly only used for example for screen transitions, where
- everything has to be gone asap.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.#ctor(Delta.ContentSystem.Rendering.EffectData)">
- <summary>
- Create a new effect.
- </summary>
- <param name="template">The effect data of this effect.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.ToString">
- <summary>
- To String.
- </summary>
- <returns>
- String describing this effect.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Effects.Effect.NumberOfActiveParticles(Delta.Rendering.Effects.Effect)">
- <summary>
- Return the number of active particles that belong to the effect.
- </summary>
- <param name="effect">Effect to count the particles for.</param>
- <returns>Number of active effect particles.</returns>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.RotationModifier">
- <summary>
- Represents a modifier which will change the rotation value of the
- particles over the time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RotationModifier.Rotation">
- <summary>
- The rotation that will be added to a particle by the time
- (of its life).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RotationModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RotationModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the rotation modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RotationModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the rotation modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Particle">
- <summary>
- This structure represents a particle in the EffectSystem
- (like smoke, water, fire or even trails) which is spawned by an
- Effect Emitter.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.BlendColor">
- <summary>
- Blend color of the particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.Position">
- <summary>
- Position of the particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.Velocity">
- <summary>
- Velocity of the particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.Rotation">
- <summary>
- Rotation of the particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.Scale">
- <summary>
- Scaling of the particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Particle.PhysicsBody">
- <summary>
- Physics body, if any that process motion of this particle.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Particle.#ctor(System.Int32,System.Int32,System.Single,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@,Delta.Utilities.Datatypes.Size@)">
- <summary>
- Initializes a new instance of the <see cref="T:Delta.Rendering.Effects.Particle" /> struct.
- </summary>
- <param name="setParentEffectId">The set parent effect id.</param>
- <param name="setParentEmitterIndex">Index of the set parent emitter.</param>
- <param name="setMaxLifeTime">The set max life time.</param>
- <param name="setPosition">The set position.</param>
- <param name="setBlendColor">Color of the set blend.</param>
- <param name="setScale">The set scale.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Particle.Kill">
- <summary>
- Kill this particle e.g. set IsDead=true and decrease the number
- of active particles in the emitter this particle belongs to.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Particle.Kill(Delta.Rendering.Effects.Emitter@)">
- <summary>
- Kill this particle e.g. set IsDead=true and decrease the number
- of active particles in the emitter this particle belongs to.
- </summary>
- <param name="emitter">The emitter.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Particle.Run">
- <summary>
- Update this particle.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Effects.Particle.ElapsedLifeTime">
- <summary>
- Elapsed lifetime of the particle in seconds.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Effects.Particle.BlendColorStarted">
- <summary>
- Specifies a blend color which is used for drawing (optionally).
- </summary>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.FadeModifier">
- <summary>
- Represents a modifier which will change the alpha value of the
- particles over the time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.FadeModifier.AlphaFade">
- <summary>
- The definition of the (material) alpha values which will used over
- the time for each particle.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.FadeModifier.AdvancedAlphaFade">
- <summary>
- A more customized definition of the (material) alpha values which will
- used over the time for each particle.
- Note: If not set (= null), the "AlphaFade" value will used instead.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.FadeModifier.RedGraph">
- <summary>
- Multiplier for red value over time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.FadeModifier.GreenGraph">
- <summary>
- Multiplier for blue value over time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.FadeModifier.BlueGraph">
- <summary>
- Multiplier for blue value over time.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.FadeModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.FadeModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the rotation modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.FadeModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the rotation modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.SpawnOnceModifier">
- <summary>
- Represents a modifier which will change the Emitter so it'll always
- spawn new particles.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnOnceModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process each emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnOnceModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the spawn once modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnOnceModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the spawn once modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.SpawnIntervalModifier">
- <summary>
- Represents a modifier which will change the Emitter so it'll always
- spawn new particles.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.SpawnIntervalModifier.SpawnInterval">
- <summary>
- The spawn interval of the emitter.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnIntervalModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process each emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnIntervalModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the spawn interval modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.SpawnIntervalModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the spawn interval modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.AlwaysSpawnModifier">
- <summary>
- Represents a modifier which will change the Emitter so it'll always
- spawn new particles.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.AlwaysSpawnModifier.Process(Delta.Rendering.Effects.Emitter@)">
- <summary>
- The logic which will process each emitter.
- </summary>
- <param name="emitter">The emitter to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.AlwaysSpawnModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the always spawn modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.AlwaysSpawnModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the always spawn modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- <member name="T:Delta.Rendering.Effects.Modifiers.RandomRotationModifier">
- <summary>
- Represents a modifier which will change the rotation value of the
- particles at the first tick with a random range.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Effects.Modifiers.RandomRotationModifier.RotationRange">
- <summary>
- RotationRange to set randomly at the start
- </summary>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomRotationModifier.Process(Delta.Rendering.Effects.Particle@)">
- <summary>
- The logic which will process each particle.
- </summary>
- <param name="particle">The particle to process.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomRotationModifier.Save(System.IO.BinaryWriter)">
- <summary>
- Save the velocity modifier.
- </summary>
- <param name="writer">Binary writer for saving.</param>
- </member>
- <member name="M:Delta.Rendering.Effects.Modifiers.RandomRotationModifier.Load(System.IO.BinaryReader)">
- <summary>
- Load the velocity modifier.
- </summary>
- <param name="reader">Binary reader for loading.</param>
- </member>
- </members>
- </doc>