public void StopSmoothly(float fadeTime) { mStopped = true; emitter.StopEmit(); for (int i = 0; i < MaxENodes; i++) { EffectNode node = ActiveENodes[i]; if (node == null) { continue; } if (!IsNodeLifeLoop && node.GetLifeTime() < fadeTime) { fadeTime = node.GetLifeTime() - node.GetElapsedTime(); } node.Fade(fadeTime); } }