6e8fbca745
match the genesis editor version 1.3.0.653.
276 lines
8.6 KiB
C#
276 lines
8.6 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 粒子系统,控制粒子系统的运行。
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/// </summary>
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public class ParticleSystem : Base
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{
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private ParticleSystem(DummyClass__ dummyObj )
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{
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}
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/// <summary>
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/// 粒子系统构造函数
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/// </summary>
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public ParticleSystem()
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{
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ICall_ParticleSystem_Bind(this);
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}
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~ParticleSystem()
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{
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ICall_ParticleSystem_Release(this);
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}
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/// <summary>
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/// 粒子系统名字的设置和获取.
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/// </summary>
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/// <param value>粒子系统的名字.</param>
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/// <returns>粒子系统的名字.</returns>
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public String Name
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{
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set
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{
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ICall_ParticleSystem_SetName(this, value);
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}
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get
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{
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return ICall_ParticleSystem_GetName(this);
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}
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}
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/// <summary>
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/// 播放粒子.
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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partial.Play();
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}
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}
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@endcode
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*/
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public void Play( )
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{
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ICall_ParticleSystem_Play( this );
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}
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/// <summary>
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/// 暂停粒子.
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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partial.Pause();
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}
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}
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@endcode
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*/
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public void Pause()
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{
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ICall_ParticleSystem_Pause(this);
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}
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/// <summary>
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/// 停止粒子.
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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partial.Stop();
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}
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}
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@endcode
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*/
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public void Stop()
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{
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ICall_ParticleSystem_Stop(this);
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}
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/// <summary>
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/// 当前粒子系统是否在播放.
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/// </summary>
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/// <returns>粒子系统播放与否.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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bool bIsPlaying = partial.IsPlaying;
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}
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}
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@endcode
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*/
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public bool IsPlaying
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{
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get
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{
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return ICall_ParticleSystem_IsPlaying(this);
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}
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}
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/// <summary>
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/// 当前粒子系统是否在暂停.
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/// </summary>
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/// <returns>粒子系统暂停与否.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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bool bIsPaused = partial.IsPaused;
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}
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}
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@endcode
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*/
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public bool IsPaused
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{
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get
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{
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return ICall_ParticleSystem_IsPaused(this);
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}
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}
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/// <summary>
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/// 当前粒子系统是否在停止.
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/// </summary>
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/// <returns>粒子系统停止与否.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ParticleSystem partial = actor.ParticleRender.GetParticleSystem();
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if (null != partial)
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{
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bool bIsStop = partial.IsStop;
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}
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}
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@endcode
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*/
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public bool IsStop
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{
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get
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{
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return ICall_ParticleSystem_IsStop(this);
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}
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}
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/// <summary>
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/// 粒子系统的播放速率.
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/// </summary>
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public float PlayRateScale
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{
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set
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{
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ICall_ParticleSystem_SetPlayRateScale(this, value);
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}
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get
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{
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return ICall_ParticleSystem_GetPlayRateScale(this);
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}
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}
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/// <summary>
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/// 获取与设置粒子系统中的粒子数量
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/// </summary>
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public int ParticleQuato
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{
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set
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{
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ICall_ParticleSystem_SetQuato(this, value);
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}
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get
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{
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return ICall_ParticleSystem_GetQuato(this);
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}
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}
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// - internal call declare
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_Bind(ParticleSystem self);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_Release(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_SetName(ParticleSystem ps, String name);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static string ICall_ParticleSystem_GetName(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_Play(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_Pause(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_Stop(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static bool ICall_ParticleSystem_IsPlaying(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static bool ICall_ParticleSystem_IsPaused(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static bool ICall_ParticleSystem_IsStop(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_SetPlayRateScale(ParticleSystem ps, float rateScale);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static float ICall_ParticleSystem_GetPlayRateScale(ParticleSystem ps);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_ParticleSystem_SetQuato(ParticleSystem ps, int quato);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static int ICall_ParticleSystem_GetQuato(ParticleSystem ps);
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}
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}
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