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