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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
126 lines
7.2 KiB
XML
126 lines
7.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GPUParticles2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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2D particle emitter.
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</brief_description>
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<description>
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2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate.
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Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
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</description>
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<tutorials>
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<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="capture_rect" qualifiers="const">
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<return type="Rect2" />
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<description>
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Returns a rectangle containing the positions of all existing particles.
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</description>
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</method>
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<method name="emit_particle">
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<return type="void" />
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<argument index="0" name="xform" type="Transform2D" />
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<argument index="1" name="velocity" type="Vector2" />
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<argument index="2" name="color" type="Color" />
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<argument index="3" name="custom" type="Color" />
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<argument index="4" name="flags" type="int" />
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<description>
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Emits a single particle. Whether [code]xform[/code], [code]velocity[/code], [code]color[/code] and [code]custom[/code] are applied depends on the value of [code]flags[/code]. See [enum EmitFlags].
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</description>
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</method>
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<method name="restart">
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<return type="void" />
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<description>
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Restarts all the existing particles.
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</description>
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</method>
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</methods>
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<members>
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<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
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Number of particles emitted in one emission cycle.
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</member>
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<member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="1.0">
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</member>
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<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="1">
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Particle draw order. Uses [enum DrawOrder] values.
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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.
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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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How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
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</member>
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<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
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The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
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</member>
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<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
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If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
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</member>
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<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
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Amount of time each particle will exist.
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</member>
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<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
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If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
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</member>
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<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
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If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
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</member>
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<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
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Particle system starts as if it had already run for this many seconds.
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</member>
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<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
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[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
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</member>
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<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
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Emission lifetime randomness ratio.
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
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</member>
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<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath("")">
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The [NodePath] to the [GPUParticles2D] used for sub-emissions.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Particle texture. If [code]null[/code], particles will be squares.
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</member>
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<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
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</member>
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<member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
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</member>
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<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
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</member>
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<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
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</member>
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<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
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The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
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</member>
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</members>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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</constant>
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<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
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Particles are drawn in order of remaining lifetime.
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</constant>
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<constant name="DRAW_ORDER_REVERSE_LIFETIME" value="2" enum="DrawOrder">
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</constant>
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<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
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Particle starts at the specified position.
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</constant>
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<constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags">
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Particle starts with specified rotation and scale.
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</constant>
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<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
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Particle starts with the specified velocity vector, which defines the emission direction and speed.
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</constant>
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<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
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Particle starts with specified color.
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</constant>
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<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
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Particle starts with specified [code]CUSTOM[/code] data.
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</constant>
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</constants>
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</class>
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