70 bool success = pm.IsFinishedAllocating();
76 ParticleProperties pp =
new ParticleProperties(
g_Game.GetPlayer().GetPosition(), ParticlePropertiesFlags.NONE, null,
vector.
Zero, dummy);
79 bool result =
Assert(pm.CreateParticleByPath(particlePath, pp) != null);
80 Debug.
ParticleLog(
"Expecting VME: All particles in pool are already used.",
this,
"TestOwnership");
81 result &=
Assert(pm.CreateParticleByPath(particlePath, pp) == null);
83 result &=
Assert(pm.CreateParticleByPath(particlePath, pp) != null);
class ParticleManagerConstants ParticleManagerSettings(int poolSize, int flags=ParticleManagerSettingsFlags.NONE)
Settings given to ParticleManager on creation (in ctor)
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
static string GetParticleFullPath(int particle_id)
Returns particle's full path (with .ptc suffix) based on its ID.
static const int EXPLOSION_LANDMINE
proto static native int GetStaticActiveCount()
Gets the amount of ParticleSource that are currently existing.
Entity which has the particle instance as an ObjectComponent.