IParticleSystemTimeline.cs 2.3 KB

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  1. using UnityEngine;
  2. namespace Chronos
  3. {
  4. public interface IParticleSystemTimeline : IComponentTimeline<ParticleSystem>
  5. {
  6. /// <summary>
  7. /// 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.
  8. /// </summary>
  9. float playbackSpeed { get; set; }
  10. /// <summary>
  11. /// The playback time of the particle system. Use this property instead of ParticleSystem.time, which will be overwritten by the timeline at runtime.
  12. /// </summary>
  13. float time { get; set; }
  14. /// <summary>
  15. /// Determines whether the particle system should emit. Use this property instead of ParticleSystem.enableEmission, which will be overwritten by the timeline at runtime.
  16. /// </summary>
  17. bool enableEmission { get; set; }
  18. /// <summary>
  19. /// Indicates whether the particle system is playing. Use this property instead of ParticleSystem.isPlaying, which will be overwritten by the timeline at runtime.
  20. /// </summary>
  21. bool isPlaying { get; }
  22. /// <summary>
  23. /// Indicates whether the particle system is paused. Use this property instead of ParticleSystem.isPaused, which will be overwritten by the timeline at runtime.
  24. /// </summary>
  25. bool isPaused { get; }
  26. /// <summary>
  27. /// Indicates whether the particle system is stopped. Use this property instead of ParticleSystem.isStopped, which will be overwritten by the timeline at runtime.
  28. /// </summary>
  29. bool isStopped { get; }
  30. /// <summary>
  31. /// Plays the particle system. Use this method instead of ParticleSystem.Play(), which will be overwritten by the timeline at runtime.
  32. /// </summary>
  33. void Play(bool withChildren = true);
  34. /// <summary>
  35. /// Pauses the particle system. Use this method instead of ParticleSystem.Pause(), which will be overwritten by the timeline at runtime.
  36. /// </summary>
  37. void Pause(bool withChildren = true);
  38. /// <summary>
  39. /// Stops the particle system. Use this method instead of ParticleSystem.Stop(), which will be overwritten by the timeline at runtime.
  40. /// </summary>
  41. void Stop(bool withChildren = true);
  42. /// <summary>
  43. /// Indicates whether the particle system is alive. Use this method instead of ParticleSystem.IsAlive, which will be overwritten by the timeline at runtime.
  44. /// </summary>
  45. bool IsAlive(bool withChildren = true);
  46. }
  47. }