Struct ParticleEffectAsset
Namespace: GTA
Assembly: ScriptHookVDotNet3.dll
Syntax
public struct ParticleEffectAsset : IEquatable<ParticleEffectAsset>
Constructors
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ParticleEffectAsset(String)
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
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Remarks
Properties
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AssetName
Declaration
public readonly string AssetName { get; }
Property Value
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IsLoaded
Declaration
public readonly bool IsLoaded { get; }
Property Value
Remarks
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NonLoopedColor
Sets the Color for all NonLooped Particle Effects
Declaration
public static Color NonLoopedColor { set; }
Property Value
Methods
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Equals(ParticleEffectAsset)
Declaration
public bool Equals(ParticleEffectAsset asset)
Parameters
Returns
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Equals(Object)
Declaration
public override bool Equals(object obj)
Parameters
Type |
Name |
Description |
Object |
obj |
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Returns
Overrides
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GetHashCode()
Declaration
public override int GetHashCode()
Returns
Overrides
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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()
Declaration
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Request(Int32)
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
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Returns
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ToString()
Declaration
public override string ToString()
Returns
Overrides
Operators
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Equality(ParticleEffectAsset, ParticleEffectAsset)
Declaration
public static bool operator ==(ParticleEffectAsset left, ParticleEffectAsset right)
Parameters
Returns
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Implicit(ParticleEffectAsset to InputArgument)
Declaration
public static implicit operator InputArgument(ParticleEffectAsset asset)
Parameters
Returns
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Inequality(ParticleEffectAsset, ParticleEffectAsset)
Declaration
public static bool operator !=(ParticleEffectAsset left, ParticleEffectAsset right)
Parameters
Returns
Implements