public sealed class VfxPreviewViewThe effect, running, drawn as the particles it actually has.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The simulation is real and the picture is honest about being a projection. What steps is VfxSystem — the class a game runs, over the VfxCompiledGraph the document just compiled — so what an author is looking at is their graph's behaviour rather than a mock of it. What draws is this control, projecting each particle's position with a fixed orbit camera and filling a disc of its size in its colour.
⚠ A drawn projection rather than the scene viewport, and the reason is doc 20's own. Particles are drawn by a material, the editor's viewport is a tool renderer with no materials, and Phase 7's wiring is what closes that — the same dependency the picking stage and three view modes are waiting on. A preview that borrowed the tool renderer would be a second thing to rewrite when the real one lands and would still not show a textured sprite. Projecting here costs one transform per particle, needs no device, and is therefore the only form of this that a headless test can assert.
⚠ Nothing is allocated per particle per frame. A preview of ten thousand particles at sixty frames a second is the one control in this assembly where that would matter, so the projection writes into a reused array and the discs are drawn straight from it.
Fields and properties (7)
protected override string TagNameThe element name this type answers to when a caller does not choose one.
public VfxSystem? SystemThe system to draw, or for nothing.
public float YawHow the effect is looked at, in radians around Y.
public float PitchAnd how far above it, in radians.
public float DistanceHow far away the camera is, in world units.
public bool IsPlayingWhether the effect is being stepped.
public float ElapsedHow much simulated time has passed since the preview last restarted.
Methods (4)
public void Step(TimeSpan delta)Steps the simulation, if there is one and it is playing.
public void Restart()Starts the effect again from nothing.
protected override void OnDraw(DrawContext context)Draws whatever this element is, beyond what a stylesheet can describe.
public string Readout()What the readout under the preview says.
Used by (1)
- VfxGraphViewVixen.Editor.AssetEditors