diff options
Diffstat (limited to 'doc/classes/GPUParticles2D.xml')
| -rw-r--r-- | doc/classes/GPUParticles2D.xml | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index c4193a5b01..2928215c3e 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -18,6 +18,7 @@ <return type="Rect2" /> <description> Returns a rectangle containing the positions of all existing particles. + [b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance. </description> </method> <method name="emit_particle"> @@ -49,7 +50,7 @@ Particle draw order. Uses [enum DrawOrder] values. </member> <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true"> - If [code]true[/code], particles are being emitted. + If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing. </member> <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0"> How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. @@ -108,6 +109,14 @@ Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool. </member> </members> + <signals> + <signal name="finished"> + <description> + Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted. + [b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted. + </description> + </signal> + </signals> <constants> <constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder"> Particles are drawn in the order emitted. |
