using UnityEngine; namespace Chronos { public interface IParticleSystemTimeline : IComponentTimeline { /// /// The playback speed that is applied to the particle system before time effects. Use this property instead of ParticleSystem.playbackSpeed, which will be overwritten by the timeline at runtime. /// float playbackSpeed { get; set; } /// /// The playback time of the particle system. Use this property instead of ParticleSystem.time, which will be overwritten by the timeline at runtime. /// float time { get; set; } /// /// Determines whether the particle system should emit. Use this property instead of ParticleSystem.enableEmission, which will be overwritten by the timeline at runtime. /// bool enableEmission { get; set; } /// /// Indicates whether the particle system is playing. Use this property instead of ParticleSystem.isPlaying, which will be overwritten by the timeline at runtime. /// bool isPlaying { get; } /// /// Indicates whether the particle system is paused. Use this property instead of ParticleSystem.isPaused, which will be overwritten by the timeline at runtime. /// bool isPaused { get; } /// /// Indicates whether the particle system is stopped. Use this property instead of ParticleSystem.isStopped, which will be overwritten by the timeline at runtime. /// bool isStopped { get; } /// /// Plays the particle system. Use this method instead of ParticleSystem.Play(), which will be overwritten by the timeline at runtime. /// void Play(bool withChildren = true); /// /// Pauses the particle system. Use this method instead of ParticleSystem.Pause(), which will be overwritten by the timeline at runtime. /// void Pause(bool withChildren = true); /// /// Stops the particle system. Use this method instead of ParticleSystem.Stop(), which will be overwritten by the timeline at runtime. /// void Stop(bool withChildren = true); /// /// Indicates whether the particle system is alive. Use this method instead of ParticleSystem.IsAlive, which will be overwritten by the timeline at runtime. /// bool IsAlive(bool withChildren = true); } }