Table of Contents

Enum SpawnerLoopCondition

Namespace
Stride.Particles.Spawners
Assembly
Stride.Particles.dll
public enum SpawnerLoopCondition : byte

Fields

[Display("Looping", null)] Looping = 0

Looping spawner will loop to the beginning of its Delay state when its Duration is over If there is no delay it's indistinguishable from LoopingNoDelay

[Display("Looping, no delay", null)] LoopingNoDelay = 1

LoopingNoDelay spawner will loop to the beginning of its Active state when its Duration is over essentially skipping the Delay state after the first loop If there is no delay it's indistinguishable from Looping

[Display("One shot", null)] OneShot = 2

OneShot particle spawners will not loop and will only be ative for a period of time equal to its Duration