Struct VisualEffect

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pub struct VisualEffect {
    pub m_Asset: PPtr,
    pub m_Enabled: u8,
    pub m_GameObject: PPtr,
    pub m_PropertySheet: VFXPropertySheetSerializedBase,
    pub m_ResetSeedOnPlay: Enum_bool__u8,
    pub m_StartSeed: u32,
    pub m_AllowInstancing: Option<u8>,
    pub m_InitialEventName: Option<String>,
    pub m_InitialEventNameOverriden: Option<u8>,
}
Expand description

VisualEffect is a class of the Unity engine since version 2018.3.0f2. Exert from Unity’s scripting documentation: The visual effect class that references an VisualEffectAsset instance within the Scene.

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§m_Asset: PPtr

PPtr<VisualEffectAsset>: (2018.3.0f2 - 2022.3.2f1)

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (2018.3.0f2 - 2022.3.2f1)

§m_PropertySheet: VFXPropertySheetSerializedBase§m_ResetSeedOnPlay: Enum_bool__u8

This property controls whether the visual effect generates a new seed for the random number generator with each call to VisualEffect.Play function.

§m_StartSeed: u32

The initial seed used for internal random number generator.

§m_AllowInstancing: Option<u8>

u8: (2022.2.0b1 - 2022.3.2f1)

§m_InitialEventName: Option<String>

The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit. String: (2019.3.0b1 - 2022.3.2f1)

§m_InitialEventNameOverriden: Option<u8>

u8: (2019.3.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for VisualEffect

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for VisualEffect

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for VisualEffect

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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type Output = T

Should always be Self
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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,