Documentation
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Overview ¶
Package VisualShaderNodeParticleRandomness provides methods for working with VisualShaderNodeParticleRandomness object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeParticleRandomness() Instance
- func (self Instance) OpType() gdclass.VisualShaderNodeParticleRandomnessOpType
- func (self Instance) SetOpType(value gdclass.VisualShaderNodeParticleRandomnessOpType)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type OpType
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeParticleRandomness
Randomness node will output pseudo-random values of the given type based on the specified minimum and maximum values.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeParticleRandomness ¶
func (Instance) OpType ¶
func (self Instance) OpType() gdclass.VisualShaderNodeParticleRandomnessOpType
func (Instance) SetOpType ¶
func (self Instance) SetOpType(value gdclass.VisualShaderNodeParticleRandomnessOpType)
func (*Instance) UnsafePointer ¶
type OpType ¶
type OpType = gdclass.VisualShaderNodeParticleRandomnessOpType //gd:VisualShaderNodeParticleRandomness.OpType
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