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÷S,4sJ W: _ W } / origin = choosePointInEntity(game, origin); + if (typeof config.origin === "number") { var origin = config.origin; " // check if origin is an entity 8 var particle = game.instantiatePrefab(config.prefab); + for (var i = 0; i < particleCount; i++) {
O var particleCount = Math.floor(random.inRange(config.qtyMin, config.qtyMax)); # "create": function(game, config) {
*/
e * @param {module:splat-ecs/lib/particles.Config} config The settings to use to create the particles. Y * @param {object} game The game
object that you get in systems and scripts.
* Create between {@link module:splat-ecs/lib/particles.Config#qtyMin qtyMin} and {@link module:splat-ecs/lib/particles.Config#qtyMax qtyMax} particles, and randomize their properties according to config
. /**5_ W4 0<<<<<<< 0588273bc575b19c1808d31565bd985aa49de0095_ $ V W9 ======= /** * Create between {@link module:splat-ecs/lib/particles.Config#qtyMin qtyMin} and {@link module:splat-ecs/lib/particles.Config#qtyMax qtyMax} particles, and randomize their properties according to config. [ * @param {object} game The game
object that you get in systems and scripts. g * @param {module:splat-ecs/lib/particles.Config} config The settings to use to create the particles. */ $ "create": function(game, config) { Q var particleCount = Math.floor(random.inRange(config.qtyMin, config.qtyMax)); - for (var i = 0; i < particleCount; i++) { ; var particle = game.instantiatePrefab(config.prefab); % // check if origin is an entity ! var origin = config.origin; . if (typeof config.origin === "number") { 3 origin = choosePointInEntity(game, origin); } >>>>>>> Tabs to spaces.5