The 36-character identifier string of the Component. The id is unique within the Entity is belongs to. Currently, the same id may be used by another Component on a different Entity.
Whether particles are hidden when inside fog
See this.game.renderer.fog
for more info on fog
The offset from the Entity origin where the particle system should be rendered. The value of the offset is expressed in the local Entity's space unit.
The shape of the particle to be rendered
Whether time
is automatically progressed by delta time each frame
The seed used for any randomness in the system
The number of particles spawned when time
is 0
The length of time in seconds it takes the particle count to go from startNumParticles
to numParticles
The time offset of the system in seconds. This affects both systemLifetime
and lifetime
The type of the Component.
Whether the particle system should be rendered or not.
Gets the Entity the Component is part of. This throws an exception if the Component is not in an Entity. Use the isInEntity property to test for that.
Returns true if the Component is part of an Entity.
Returns true if the Component is part of the Game (via the Entity it belongs to).
Whether the system casts shadows