SimParticleSystem
SimParticleSystem
Description
This pre-simulates a particle system so it doesn't start at zero when the game begins
Functions
new
Description
Creating SimParticleSystem
Definition
new(integer name)
Arguments
| integer | name | node id |
|---|
Return Values
| integer | instance | Instance of object |
|---|
Code
function SimParticleSystem.new(name)
local self = setmetatable( { } , SimParticleSystem _mt)
self.id = name
local particleSystem = nil
if getHasClassId( self.id, ClassIds.SHAPE) then
local geometry = getGeometry( self.id)
if geometry ~ = 0 then
if getHasClassId(geometry, ClassIds.PRECIPITATION) then
particleSystem = geometry
end
end
end
if particleSystem ~ = nil then
local lifespan = getParticleSystemLifespan(particleSystem)
addParticleSystemSimulationTime(particleSystem, lifespan)
end
return self
end
onCreate
Description
Creating SimParticleSystem
Definition
onCreate(integer id)
Arguments
| integer | id | node id |
|---|
Code
function SimParticleSystem:onCreate(id)
g_currentMission:addNonUpdateable( SimParticleSystem.new(id))
end