ParticleSystem
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public sealed class ParticleSystem : ComponentNamespace NodeWorld.Flux.
A Particle System of the world. The server has none.
Properties
isPlaying
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public bool isPlaying { get; }The system is playing.
isEmitting
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public bool isEmitting { get; }The system emits new particles.
particleCount
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public int particleCount { get; }Particles alive now.
main
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public MainModule main { get; }The main module: color, size, speed and lifetime of the new particles, simulation speed, gravity, loop, most particles.
emission
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public EmissionModule emission { get; }The emission module: on or off, and its rate.
Methods
Play
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public void Play(bool withChildren = true)Plays the system, and its child systems if withChildren.
Stop
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public void Stop(bool withChildren = true, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)Stops the system, and its child systems if withChildren; stopBehavior says what happens to the particles alive.
Pause
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public void Pause(bool withChildren = true)Pauses the system, and its child systems if withChildren.
Clear
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public void Clear(bool withChildren = true)Removes every particle alive, in the child systems too if withChildren.
Emit
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public void Emit(int count)Emits count particles now.
Simulate
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public void Simulate(float time, bool withChildren = true, bool restart = true)Moves the system time seconds forward (from its start if restart), then pauses it, as Unity's Simulate.
