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@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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/** This file must only contain pure code and pure imports */ import { NodeParticleBlock } from "../../nodeParticleBlock.js"; import { type NodeParticleConnectionPoint } from "../../nodeParticleBlockConnectionPoint.js"; import { type NodeParticleBuildState } from "../../nodeParticleBuildState.js"; /** * Block used as configure the sprite sheet for particles */ export declare class SetupSpriteSheetBlock extends NodeParticleBlock { /** * Gets or sets the start cell of the sprite sheet */ start: number; /** * Gets or sets the end cell of the sprite sheet */ end: number; /** * Gets or sets the width of the sprite sheet */ width: number; /** * Gets or sets the height of the sprite sheet */ height: number; /** * Gets or sets the speed of the cell change */ spriteCellChangeSpeed: number; /** * Gets or sets a boolean indicating if the sprite sheet should loop */ loop: boolean; /** * Gets or sets a boolean indicating if the sprite sheet should start at a random cell */ randomStartCell: boolean; /** * Creates a new SetupSpriteSheetBlock * @param name defines the block name */ constructor(name: string); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the particle component */ get particle(): NodeParticleConnectionPoint; /** * Gets the output component */ get output(): NodeParticleConnectionPoint; _build(state: NodeParticleBuildState): void; serialize(): any; _deserialize(serializationObject: any): void; } /** * Register side effects for setupSpriteSheetBlock. * Safe to call multiple times; only the first call has an effect. */ export declare function RegisterSetupSpriteSheetBlock(): void;