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    Struct ParticleEffectAsset

    Implements
    IEquatable<ParticleEffectAsset>
    Inherited Members
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: GTA
    Assembly: ScriptHookVDotNet3.dll
    Syntax
    public struct ParticleEffectAsset : IEquatable<ParticleEffectAsset>

    Constructors

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    ParticleEffectAsset(String)

    Creates a class used for loading ParticleEffectAssets than can be used to start ParticleEffects from inside the Asset

    Declaration
    public ParticleEffectAsset(string assetName)
    Parameters
    Type Name Description
    String assetName

    The name of the asset file which contains all the ParticleEffects you are wanting to start

    Remarks

    The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the assetName

    Properties

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    AssetName

    Gets the name of the this ParticleEffectAsset file.

    Declaration
    public readonly string AssetName { get; }
    Property Value
    Type Description
    String
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    IsLoaded

    Gets a value indicating whether this ParticleEffectAsset is Loaded

    Declaration
    public readonly bool IsLoaded { get; }
    Property Value
    Type Description
    Boolean
    Remarks

    Use Request() or Request(Int32) to load the asset

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    NonLoopedColor

    Sets the Color for all NonLooped Particle Effects

    Declaration
    public static Color NonLoopedColor { set; }
    Property Value
    Type Description
    Color

    Methods

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    Equals(ParticleEffectAsset)

    Declaration
    public bool Equals(ParticleEffectAsset asset)
    Parameters
    Type Name Description
    ParticleEffectAsset asset
    Returns
    Type Description
    Boolean
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    Equals(Object)

    Declaration
    public override bool Equals(object obj)
    Parameters
    Type Name Description
    Object obj
    Returns
    Type Description
    Boolean
    Overrides
    ValueType.Equals(Object)
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    GetHashCode()

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    Int32
    Overrides
    ValueType.GetHashCode()
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    MarkAsNoLongerNeeded()

    Tells the game we have finished using this ParticleEffectAsset and it can be freed from memory.

    Declaration
    public void MarkAsNoLongerNeeded()
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    Request()

    Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.

    Declaration
    public void Request()
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    Request(Int32)

    Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.

    Declaration
    public bool Request(int timeout)
    Parameters
    Type Name Description
    Int32 timeout

    How long in milliseconds should the game wait while the model hasn't been loaded before giving up

    Returns
    Type Description
    Boolean

    true if the ParticleEffectAsset is Loaded; otherwise, false

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    ToString()

    Declaration
    public override string ToString()
    Returns
    Type Description
    String
    Overrides
    ValueType.ToString()

    Operators

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    Equality(ParticleEffectAsset, ParticleEffectAsset)

    Declaration
    public static bool operator ==(ParticleEffectAsset left, ParticleEffectAsset right)
    Parameters
    Type Name Description
    ParticleEffectAsset left
    ParticleEffectAsset right
    Returns
    Type Description
    Boolean
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    Implicit(ParticleEffectAsset to InputArgument)

    Converts a ParticleEffectAsset to a native input argument.

    Declaration
    public static implicit operator InputArgument(ParticleEffectAsset asset)
    Parameters
    Type Name Description
    ParticleEffectAsset asset
    Returns
    Type Description
    InputArgument
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    Inequality(ParticleEffectAsset, ParticleEffectAsset)

    Declaration
    public static bool operator !=(ParticleEffectAsset left, ParticleEffectAsset right)
    Parameters
    Type Name Description
    ParticleEffectAsset left
    ParticleEffectAsset right
    Returns
    Type Description
    Boolean

    Implements

    System.IEquatable<T>
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