Documentation
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Overview ¶
Package VisualShaderNodeParticleOutput provides methods for working with VisualShaderNodeParticleOutput 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) AsVisualShaderNodeOutput() VisualShaderNodeOutput.Instance
- func (self Instance) AsVisualShaderNodeParticleOutput() Instance
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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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.VisualShaderNodeParticleOutput
This node defines how particles are emitted. It allows to customize e.g. position and velocity. Available ports are different depending on which function this node is inside (start, process, collision) and whether custom data is enabled.
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) AsVisualShaderNodeOutput ¶
func (self Instance) AsVisualShaderNodeOutput() VisualShaderNodeOutput.Instance
func (Instance) AsVisualShaderNodeParticleOutput ¶
func (*Instance) UnsafePointer ¶
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