rojo/.cursor/rules/roblox/reference/engine/classes/Sparkles.yaml
2026-02-02 12:08:47 -06:00

180 lines
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YAML

# This file is automatically generated. Please don't edit it manually.
# To submit a bug report on the content, see
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
name: Sparkles
type: class
memory_category: Instances
summary: |
A particle emitter with the visual aesthetic of sparkles.
description: |
Sparkles is one of several particle-emitting classes. Like other particle
emitters of its kind, Sparkles objects emit particles when parented to a
`Class.BasePart` (such as a `Class.Part`) or an `Class.Attachment` within such
a `Class.BasePart`. Compared to the `Class.ParticleEmitter` class, Sparkles
lacks many different customization properties and special methods, such as
`Class.ParticleEmitter.Lifetime` or `Class.ParticleEmitter:Emit()`. It is
useful to create a quick special effect in a pinch; for more detailed work it
is preferable to use a `Class.ParticleEmitter` instead.
When `Class.Sparkles.Enabled` is toggled off, particles emit by this object
will continue to render until their lifetime expires. When a Sparkles object's
`Class.Instance.Parent` is set to `nil` (and/or `Class.Instance:Destroy()`ed),
all particles will instantly disappear. If this effect is not desired, try
hiding the parent object at a far away position, then removing the Sparkles
after a few seconds using `Class.Debris` to give the last particles a chance
to expire. This object does not have a `Class.ParticleEmitter:Clear()` method,
but it is possible to set the `Class.Instance.Parent` to `nil` and back to the
exact same object for the same effect.
Sparkles particles are only emitted from the center of `Class.BasePart` to
which they are parented. Parenting a Sparkles object to an `Class.Attachment`
instead allows customization of the particles' start position.
code_samples:
- Give-Sparkles
inherits:
- Instance
descendants: []
tags: []
deprecation_message: ''
properties:
- name: Sparkles.Color
summary: |
Determines the color of the sparkle particles.
description: |
The Color property determines the color of all the particles emit by a
`Class.Sparkles` object (both existing and future particles). It behaves
similarly to `Class.ParticleEmitter.Color`, except that it is only one
color and not a `Datatype.ColorSequence`. Sparkles have a natural color
sequence applied which is most apparent when this property is set to
white; sparkles very faintly animate between a subtle green and red.
It should be noted that sparkles have a partial
`Class.ParticleEmitter.LightEmission` effect, so dark colors tend to
render more transparent and white colors look very bright.
code_samples:
- Give-Sparkles
type: Color3
tags:
- Hidden
- NotReplicated
deprecation_message: |
This property is deprecated in favor of `Class.Sparkles.SparkleColor`,
which does the exact same thing.
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: false
capabilities:
- Basic
- name: Sparkles.Enabled
summary: |
Determines whether sparkles are emit.
description: |
The Enabled property, much like `Class.ParticleEmitter.Enabled`,
determines whether sparkle particles are emit. Any particles already emit
will continue to render until their lifetime expires. This property is
useful for keeping pre-made sparkle effects off until they are needed
later. Since sparkle particles are destroyed when the `Sparkle` object's
`Class.Instance.Parent` is set to `nil`, this property is useful in
allowing existing particles the opportunity to expire before destroying
the Fire object altogether. See the function below.
```
local Debris = game:GetService("Debris")
local part = script.Parent
function stopSparkling(sparkles)
sparkles.Enabled = false -- No more new particles
Debris:AddItem(sparkles, 4) -- Remove the object after a delay (after existing particles have expired)
end
stopSparkling(part.Sparkles)
```
code_samples:
- Give-Sparkles
type: boolean
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Basic
- name: Sparkles.LocalTransparencyModifier
summary: ''
description: ''
code_samples: []
type: float
tags:
- Hidden
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: false
capabilities:
- Basic
- name: Sparkles.SparkleColor
summary: |
Determines the color of the sparkle particles.
description: |
This property functions identically to `Class.Sparkles.Color`.
The SparkleColor property determines the color of all the particles emit
by a `Class.Sparkles` object (both existing and future particles). It
behaves similarly to `Class.ParticleEmitter.Color`, except that it is only
one color and not a `Datatype.ColorSequence`. Sparkles have a natural
color sequence applied which is most apparent when this property is set to
white; sparkles very faintly animate between a subtle green and red.
It should be noted that sparkles have a partial
`Class.ParticleEmitter.LightEmission` effect, so dark colors tend to
render more transparent and white colors look very bright.
code_samples:
- Give-Sparkles
type: Color3
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Basic
- name: Sparkles.TimeScale
summary: ''
description: ''
code_samples: []
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Basic
methods: []
events: []
callbacks: []