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    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)
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