deserializeParticleSystem function
ParticleSystem
deserializeParticleSystem(
- Map data, {
- ParticleSystem? particleSystem,
- SpriteTexture? texture,
Creates a particle system from a json serialization.
Implementation
ParticleSystem deserializeParticleSystem(
Map data, {
ParticleSystem? particleSystem,
SpriteTexture? texture,
}) {
particleSystem ??= ParticleSystem(texture: texture!);
particleSystem.life = data['life'];
particleSystem.lifeVar = data['lifeVar'];
particleSystem.posVar = _deserializeOffset(data['posVar'].cast<double>());
particleSystem.startSize = data['startSize'];
particleSystem.startSizeVar = data['startSizeVar'];
particleSystem.endSize = data['endSize'];
particleSystem.endSizeVar = data['endSizeVar'];
particleSystem.startRotation = data['startRotation'];
particleSystem.startRotationVar = data['startRotationVar'];
particleSystem.endRotation = data['endRotation'];
particleSystem.endRotationVar = data['endRotationVar'];
particleSystem.rotateToMovement = data['rotateToMovement'];
particleSystem.direction = data['direction'];
particleSystem.directionVar = data['directionVar'];
particleSystem.speed = data['speed'];
particleSystem.speedVar = data['speedVar'];
particleSystem.radialAcceleration = data['radialAcceleration'];
particleSystem.radialAccelerationVar = data['radialAccelerationVar'];
particleSystem.tangentialAcceleration = data['tangentialAcceleration'];
particleSystem.tangentialAccelerationVar = data['tangentialAccelerationVar'];
particleSystem.maxParticles = data['maxParticles'];
particleSystem.emissionRate = data['emissionRate'];
particleSystem.colorSequence =
_deserializeColorSequence(data['colorSequence']);
particleSystem.alphaVar = data['alphaVar'];
particleSystem.redVar = data['redVar'];
particleSystem.greenVar = data['greenVar'];
particleSystem.blueVar = data['blueVar'];
particleSystem.numParticlesToEmit = data['numParticlesToEmit'];
particleSystem.autoRemoveOnFinish = data['autoRemoveOnFinish'];
particleSystem.gravity = _deserializeOffset(data['gravity'].cast<double>());
if (data['blendMode'] != null) {
particleSystem.blendMode = _deserializeBlendMode(data['blendMode']);
} else {
particleSystem.blendMode = BlendMode.plus;
}
return particleSystem;
}