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Class: effector ​

Script-controlled post-process effector.

Source ​

C++ class effector

Custom Constructor ​

effector

Remarks ​

Subclass it from script and override process. The effector is tied to the actor camera stack.

Extends ​

Constructors ​

Constructor ​

ts
new effector(type: number, time: number): effector;

Parameters ​

ParameterTypeDescription
typenumberUnique post-process effector type id.
timenumberEffector lifetime in seconds.

Returns ​

effector

Remarks ​

Use a stable custom type id. finish removes the active effector by this type.

Overrides ​

EngineBinding.constructor

Methods ​

finish() ​

ts
finish(): void;

Remove the effector from the actor camera stack.

Returns ​

void

Remarks ​

Removes by effector type, so sharing a type id with another active effector can remove the wrong effect.


process() ​

ts
process(params: effector_params): boolean;

Update post-process parameters for the current frame.

Parameters ​

ParameterTypeDescription
paramseffector_paramsMutable post-process parameters.

Returns ​

boolean

Whether the effector should continue running.

Remarks ​

Override this in script. Mutate params for the current frame and return false to stop the effector.


start() ​

ts
start(): void;

Add the effector to the actor camera stack.

Returns ​

void

Remarks ​

Requires an active actor. This is intended for in-game actor post-processing, not menu/editor code.

Properties ​

__name ​

ts
readonly __name: string;

LuaBind instance constructor name.

Inherited from ​

EngineBinding.__name


__name ​

ts
readonly static __name: string;

LuaBind class constructor name.

Inherited from ​

EngineBinding.__name