EffectEmitter : GameObject
Effect object. Inherited from GameObject.
These properies are useful to identify EffectEmitter object by their key rather than by object name.
Example
local SyndraQGatherKey = 3075502988 -- Syndra_Base_Q_2021_aoe_gather, Syndra_Skin01_Q_aoe_gather, etc
local SyndraQGatherLv5Key = 3214691578 -- Syndra_Base_Q_Lv5_aoe_gather
Callback.Bind(CallbackType.OnObjectCreate, function(object)
if not object or not object:IsValid() then return end
if object.type ~= ObjectType.obj_GeneralParticleEmitter then return end
local source = object.effectSourceFirst and object.effectSourceFirst:IsValid() and object.effectSourceFirst
if source and source.isEnemy and (effectKey == SyndraQGatherKey or effectKey == SyndraQGatherLv5Key) then
-- ...
end
end)
Properties
effectKey
: number
Unique effect key. This key is the same for different versions of EffectEmitter object despite the skin and hostility.
effectSourceList
: GameObject[] - std::vector<GameObject>
A list of sources. Apparently each EffectEmitter can have multiple sources.
effectSourceFirst
: GameObject
First source of this EffectEmitter. Added for convenience.
Functions
GetAttachedObject
EffectEmitter:GetAttachedObject()
→ GameObject
Returns attached object (if it has any). Same as previous GetFollowTarget
.
GetAttachedTargetObject
EffectEmitter:GetAttachedTargetObject()
→ GameObject
Returns attached target object (if it has any).
GetFollowTarget (Deprecated)
EffectEmitter:GetFollowTarget()
→ GameObject
Returns followed object (if it follows any).
This function is deprecated. Use GetAttachedObject
instead.