EffectUse#
An object's Effect component: the effect it plays while active, the seed of its randomness (the same seed replays the same particles) and whether a finished one-shot removes its object.
public sealed record EffectUse(EffectAsset Effect, int Seed = 0, bool DestroyWhenFinished = false)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Effect | EffectAsset | get; init; | required |
Seed | int | get; init; | 0 |
DestroyWhenFinished | bool | get; init; | false |
Related types#
Source#
- EffectAsset.cs