Script interface for the Texture Sheet Animation module.
This module allows you to add animations to your particle textures. This is achieved by authoring flipbook textures, which look like this:
Each numbered region represents a frame of the animation, and must be distributed evenly across the texture.
Select a variable below to see script examples. You may want to use this texture on your particle system with each example, to see how the module works.
See Also: ParticleSystem, ParticleSystem.textureSheetAnimation.
animation | Specifies the animation type. |
cycleCount | Specifies how many times the animation will loop during the lifetime of the particle. |
enabled | Enable/disable the Texture Sheet Animation module. |
flipU | Flip the U coordinate on particles, causing them to appear mirrored horizontally. |
flipV | Flip the V coordinate on particles, causing them to appear mirrored vertically. |
frameOverTime | Curve to control which frame of the texture sheet animation to play. |
frameOverTimeMultiplier | Frame over time mutiplier. |
mode | Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects. |
numTilesX | Defines the tiling of the texture in the X axis. |
numTilesY | Defines the tiling of the texture in the Y axis. |
rowIndex | Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false. |
spriteCount | The total number of sprites. |
startFrame | Define a random starting frame for the texture sheet animation. |
startFrameMultiplier | Starting frame multiplier. |
useRandomRow | Use a random row of the texture sheet for each particle emitted. |
uvChannelMask | Choose which UV channels will receive texture animation. |
AddSprite | Add a new Sprite. |
GetSprite | Get the Sprite at the given index. |
RemoveSprite | Remove a Sprite from the given index in the array. |
SetSprite | Set the Sprite at the given index. |