axmol/cocos/scripting/lua-bindings/auto/api/ParticleSystem3D.lua

146 lines
4.9 KiB
Lua

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-- @module ParticleSystem3D
-- @extend Node,BlendProtocol
-- @parent_module cc
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--
-- @function [parent=#ParticleSystem3D] setKeepLocal
-- @param self
-- @param #bool keepLocal
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- get particle quota
-- @function [parent=#ParticleSystem3D] getParticleQuota
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
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-- override function
-- @function [parent=#ParticleSystem3D] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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-- set particle quota
-- @function [parent=#ParticleSystem3D] setParticleQuota
-- @param self
-- @param #unsigned int quota
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- particle system play control
-- @function [parent=#ParticleSystem3D] startParticleSystem
-- @param self
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- override function
-- @function [parent=#ParticleSystem3D] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- set particle render, can set your own particle render
-- @function [parent=#ParticleSystem3D] setRender
-- @param self
-- @param #cc.Particle3DRender render
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- is enabled
-- @function [parent=#ParticleSystem3D] isEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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-- stop particle
-- @function [parent=#ParticleSystem3D] stopParticleSystem
-- @param self
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- Enables or disables the system.
-- @function [parent=#ParticleSystem3D] setEnabled
-- @param self
-- @param #bool enabled
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- set emitter for particle system, can set your own particle emitter
-- @function [parent=#ParticleSystem3D] setEmitter
-- @param self
-- @param #cc.Particle3DEmitter emitter
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- remove affector by index
-- @function [parent=#ParticleSystem3D] removeAffector
-- @param self
-- @param #int index
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- pause particle
-- @function [parent=#ParticleSystem3D] pauseParticleSystem
-- @param self
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- resume particle
-- @function [parent=#ParticleSystem3D] resumeParticleSystem
-- @param self
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- get particle playing state
-- @function [parent=#ParticleSystem3D] getState
-- @param self
-- @return int#int ret (return value: int)
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--
-- @function [parent=#ParticleSystem3D] isKeepLocal
-- @param self
-- @return bool#bool ret (return value: bool)
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-- remove all particle affector
-- @function [parent=#ParticleSystem3D] removeAllAffector
-- @param self
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- add particle affector
-- @function [parent=#ParticleSystem3D] addAffector
-- @param self
-- @param #cc.Particle3DAffector affector
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- get alive particles count
-- @function [parent=#ParticleSystem3D] getAliveParticleCount
-- @param self
-- @return int#int ret (return value: int)
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-- override function
-- @function [parent=#ParticleSystem3D] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
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-- override function
-- @function [parent=#ParticleSystem3D] update
-- @param self
-- @param #float delta
-- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D)
return nil