Struct ParticleEffectAsset
Implements
System.IEquatable<ParticleEffectAsset>
Inherited Members
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetType()
Namespace: GTA
Assembly: ScriptHookVDotNet3.dll
Syntax
public struct ParticleEffectAsset : IEquatable<ParticleEffectAsset>
Constructors
| Name | Description |
|---|---|
| ParticleEffectAsset(String) | Creates a class used for loading ParticleEffectAssets than can be used to start ParticleEffects from inside the Asset |
Properties
| Name | Description |
|---|---|
| AssetName | Gets the name of the this ParticleEffectAsset file. |
| IsLoaded | Gets a value indicating whether this ParticleEffectAsset is Loaded |
| NonLoopedColor | Sets the System.Drawing.Color for all NonLooped Particle Effects |
Methods
| Name | Description |
|---|---|
| Equals(ParticleEffectAsset) | |
| Equals(Object) | |
| GetHashCode() | |
| MarkAsNoLongerNeeded() | Tells the game we have finished using this ParticleEffectAsset and it can be freed from memory. |
| Request() | Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects. |
| Request(Int32) | Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects. |
| ToString() |
Operators
| Name | Description |
|---|---|
| Equality(ParticleEffectAsset, ParticleEffectAsset) | |
| Implicit(ParticleEffectAsset to InputArgument) | Converts a ParticleEffectAsset to a native input argument. |
| Inequality(ParticleEffectAsset, ParticleEffectAsset) |