| 
    Impact CFX API 1.5.5
    
   Comprehensive API documentation for Impact CFX - Collision Effects System 
   | 
 
Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool. More...
  
Public Member Functions | |
| virtual int | GetPoolID () | 
| Gets an ID for this object's object pool.  | |
| virtual void | SetParentPoolGameObject (GameObject parentPoolGameObject) | 
| Sets this object's parent pool so that it can be returned to it.   | |
| virtual bool | IsAvailable () | 
| Is the object available?   | |
| virtual void | RetrieveFromPool (float priority, long contactPointID) | 
| Retrieves this object from the pool.   | |
| virtual void | UpdatePooledObject () | 
| Run any necessary update logic for the pooled object, such as checking if it should be returned to its pool.   | |
| virtual void | ReturnToPool () | 
| Returns this object to its parent pool.   | |
| virtual void | Destroy () | 
| Disposes of this poolable object.   | |
Protected Member Functions | |
| void | attach (CollisionResultData collisionResultData) | 
| void | detach () | 
Properties | |
| ObjectPoolConfig | ObjectPoolConfig [get] | 
| Object pool configuration for this object when used as a template.  | |
| EffectAttachMode | EffectAttachMode [get, set] | 
| Behavior for attaching this effect to one of the colliding objects that triggered the effect.  | |
| int | LastRetrievedFrame [get, protected set] | 
| The last frame at which this object was retrieved.   | |
| float | Priority [get, protected set] | 
| The current priority of the object.   | |
| long | ContactPointID [get, protected set] | 
| The contact point ID associated with this object.   | |
| bool | NeedsUpdate [get, protected set] | 
| Does this object need to be updated?   | |
Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool.
      
  | 
  virtual | 
Disposes of this poolable object.
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  virtual | 
Is the object available?
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  virtual | 
Retrieves this object from the pool.
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  virtual | 
Returns this object to its parent pool.
Implements ImpactCFX.Pooling.IPoolable.
Reimplemented in ImpactCFX.Audio.ImpactAudioSourceBase.
      
  | 
  virtual | 
Sets this object's parent pool so that it can be returned to it.
| parentPoolGameObject | The game object for the object pool. | 
      
  | 
  virtual | 
Run any necessary update logic for the pooled object, such as checking if it should be returned to its pool.
Implements ImpactCFX.Pooling.IPoolable.
Reimplemented in ImpactCFX.Audio.ImpactAudioSourceBase, ImpactCFX.Decals.ImpactDecalBase, and ImpactCFX.Particles.ImpactParticlesBase.
      
  | 
  getprotected set | 
The contact point ID associated with this object.
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  getprotected set | 
The last frame at which this object was retrieved.
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  getprotected set | 
Does this object need to be updated?
Implements ImpactCFX.Pooling.IPoolable.
      
  | 
  getprotected set | 
The current priority of the object.
Implements ImpactCFX.Pooling.IPoolable.