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@@ -48,7 +48,8 @@
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<method name="restart">
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<return type="void" />
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<description>
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- Restarts the particle emission, clearing existing particles.
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+ Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the [signal finished] signal before calling.
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+ [b]Note:[/b] The [signal finished] signal is only emitted by [member one_shot] emitters.
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</description>
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</method>
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<method name="set_draw_pass_mesh">
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@@ -95,7 +96,9 @@
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<member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
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</member>
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<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
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- If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
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+ If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle unless all active particles have finished processing. Use the [signal finished] signal to be notified once all active particles finish processing.
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+ [b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the [signal finished] signal during which setting this to [code]true[/code] will not restart the emission cycle.
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+ [b]Tip:[/b] If your [member one_shot] emitter needs to immediately restart emitting particles once [signal finished] signal is received, consider calling [method restart] instead of setting [member emitting].
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</member>
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<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
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Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
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@@ -157,8 +160,9 @@
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<signals>
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<signal name="finished">
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<description>
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- Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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- [b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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+ Emitted when all active particles have finished processing. To immediately emit new particles, call [method restart].
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+ Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
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+ [b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
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</description>
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</signal>
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</signals>
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