ParticleEmitter class abstract base

Decides where a particle starts and which way it is going.

The other half of the split that keeps effects declarative: an emitter says what a burst looks like at the instant it happens, and the affectors say what happens to it afterwards. Between them they cover every effect this game needs without a single field named after a specific one.

Implementers

Constructors

ParticleEmitter()
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

emit(ParticleBirth birth) → void
Places ParticleBirth.particle for a burst at ParticleBirth.origin, in scene space, pointing along ParticleBirth.direction.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
randomDirection(Vector3 out, Random random) → void
A unit vector, uniformly over the sphere.
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited