@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { __decorate } from "../../../../tslib.es6.js";
import { RegisterClass } from "../../../../Misc/typeStore.js";
import { NodeParticleBlock } from "../../nodeParticleBlock.js";
import { NodeParticleBlockConnectionPointTypes } from "../../Enums/nodeParticleBlockConnectionPointTypes.js";
import { _ConnectAtTheEnd } from "../../../Queue/executionQueue.js";
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
import { _TriggerSubEmitter } from "./triggerTools.js";
/**
* Block used to trigger a particle system based on a condition.
*/
export class ParticleTriggerBlock extends NodeParticleBlock {
/**
* Create a new ParticleTriggerBlock
* @param name defines the block name
*/
constructor(name) {
super(name);
this._triggerCount = 0;
/**
* Gets or sets the emit rate
*/
this.limit = 5;
/**
* Gets or sets the emit rate
*/
this.delay = 250;
this._previousOne = null;
this.registerInput("input", NodeParticleBlockConnectionPointTypes.Particle);
this.registerInput("condition", NodeParticleBlockConnectionPointTypes.Float, true, 0);
this.registerInput("system", NodeParticleBlockConnectionPointTypes.System);
this.registerOutput("output", NodeParticleBlockConnectionPointTypes.Particle);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "ParticleTriggerBlock";
}
/**
* Gets the input component
*/
get input() {
return this._inputs[0];
}
/**
* Gets the condition input component
*/
get condition() {
return this._inputs[1];
}
/**
* Gets the target system input component
*/
get system() {
return this._inputs[2];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
_build(state) {
this._triggerCount = 0;
const system = this.input.getConnectedValue(state);
const processCondition = (particle) => {
state.particleContext = particle;
state.systemContext = system;
if (this.condition.getConnectedValue(state) !== 0) {
if (this.limit === 0 || this._triggerCount < this.limit) {
const now = new Date().getTime();
if (this._previousOne && now - this._previousOne < this.delay) {
return; // Skip if the delay has not passed
}
this._triggerCount++;
this._previousOne = now;
// Trigger the target particle system
const targetSystem = this.system.getConnectedValue(state);
if (targetSystem) {
const clone = _TriggerSubEmitter(targetSystem, state.scene, particle.position);
clone.onDisposeObservable.addOnce(() => {
this._triggerCount--;
});
system.onDisposeObservable.addOnce(() => {
// Clean up the cloned system when the original system is disposed
clone.dispose();
});
}
}
}
};
const conditionProcessing = {
process: processCondition,
previousItem: null,
nextItem: null,
};
if (system._updateQueueStart) {
_ConnectAtTheEnd(conditionProcessing, system._updateQueueStart);
}
else {
system._updateQueueStart = conditionProcessing;
}
this.output._storedValue = system;
}
serialize() {
const serializationObject = super.serialize();
serializationObject.limit = this.limit;
serializationObject.delay = this.delay;
return serializationObject;
}
_deserialize(serializationObject) {
super._deserialize(serializationObject);
if (serializationObject.limit !== undefined) {
this.limit = serializationObject.limit;
}
if (serializationObject.delay !== undefined) {
this.delay = serializationObject.delay;
}
}
dispose() {
super.dispose();
this._triggerCount = 0;
}
}
__decorate([
editableInPropertyPage("Max simultaneous", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
], ParticleTriggerBlock.prototype, "limit", void 0);
__decorate([
editableInPropertyPage("Delay between calls (ms)", 2 /* PropertyTypeForEdition.Int */, "ADVANCED", { embedded: true, notifiers: { rebuild: true }, min: 0 })
], ParticleTriggerBlock.prototype, "delay", void 0);
RegisterClass("BABYLON.ParticleTriggerBlock", ParticleTriggerBlock);
//# sourceMappingURL=particleTriggerBlock.js.map