diff --git a/Source/Engine/Particles/ParticleEffect.cpp b/Source/Engine/Particles/ParticleEffect.cpp index 2e76ea65b..04fd6eedb 100644 --- a/Source/Engine/Particles/ParticleEffect.cpp +++ b/Source/Engine/Particles/ParticleEffect.cpp @@ -253,6 +253,11 @@ int32 ParticleEffect::GetParticlesCount() const return Instance.GetParticlesCount(); } +bool ParticleEffect::GetIsPlaying() const +{ + return _isPlaying; +} + void ParticleEffect::ResetSimulation() { Instance.ClearState(); @@ -278,7 +283,7 @@ void ParticleEffect::UpdateSimulation(bool singleFrame) void ParticleEffect::Play(bool reset) { _play = true; - IsPlaying = true; + _isPlaying = true; if (reset) ResetSimulation(); @@ -289,13 +294,13 @@ void ParticleEffect::Play(bool reset) void ParticleEffect::Pause() { _play = false; - IsPlaying = false; + _isPlaying = false; } void ParticleEffect::Stop() { _play = false; - IsPlaying = false; + _isPlaying = false; ResetSimulation(); } diff --git a/Source/Engine/Particles/ParticleEffect.h b/Source/Engine/Particles/ParticleEffect.h index 832327935..5a4bae771 100644 --- a/Source/Engine/Particles/ParticleEffect.h +++ b/Source/Engine/Particles/ParticleEffect.h @@ -185,6 +185,7 @@ private: Array _parameters; // Cached for scripting API Array _parametersOverrides; // Cached parameter modifications to be applied to the parameters bool _play = false; + bool _isPlaying = false; public: /// @@ -241,12 +242,6 @@ public: API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), DefaultValue(true), EditorOrder(60)") bool PlayOnStart = true; - /// - /// If true, the particle effect is playing. - /// - API_FIELD() - bool IsPlaying = false; - /// /// If true, the particle simulation will be updated even when an actor cannot be seen by any camera. Otherwise, the simulation will stop running when the actor is off-screen. /// @@ -339,6 +334,11 @@ public: /// API_PROPERTY() int32 GetParticlesCount() const; + /// + /// Gets whether or not the particle effect is playing. + /// + API_PROPERTY(Attributes="NoSerialize, HideInEditor") bool GetIsPlaying() const; + /// /// Resets the particles simulation state (clears the instance state data but preserves the instance parameters values). ///