EPOK RUNTIME
epok::effects::Component
Struct
Struct
Struct declared by the particle-effect-service module for runtime effects and their deterministic playback state.
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "particle_effect_service.hpp"
epok::effects::Component& value = /* obtain a valid instance from your game */;Fields and constants
assetExposes `asset` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldautomaticExposes `automatic` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldbindingsExposes `bindings` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldenabledExposes `enabled` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldinitializeExposes `initialize` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldownerExposes `owner` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldplaybackExposes `playback` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldseedExposes `seed` on `epok::effects::Component` for runtime effects and their deterministic playback state.FieldstartedExposes `started` on `epok::effects::Component` for runtime effects and their deterministic playback state.Field