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EffectEmitter : GameObject

Effect object. Inherited from GameObject.

tip

These properies are useful to identify EffectEmitter object by their key rather than by object name.

Example​

Identifying Syndra Q Gather objects
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).

danger

This function is deprecated. Use GetAttachedObject instead.