public UnityEngine.ParticleSystem.MinMaxGradient getGradient()
 {
     return(new UnityEngine.ParticleSystem.MinMaxGradient(ValueTypeUtil.GenerateConstGradient(colors.ToArray(), colorRatios.ToArray())));
 }
 public UnityEngine.ParticleSystem.MinMaxGradient getGradient()
 {
     return(new UnityEngine.ParticleSystem.MinMaxGradient(ValueTypeUtil.GenerateConstGradient(new uint[] { color0, color0 }, new float[] { 0.0f, 1.0f }), ValueTypeUtil.GenerateConstGradient(new uint[] { color1, color1 }, new float[] { 0.0f, 1.0f })));
 }