public void Clear([DefaultValue("true")] bool withChildren) { if (withChildren) { ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this); ParticleSystem[] array = particleSystems; for (int i = 0; i < array.Length; i++) { ParticleSystem particleSystem = array[i]; particleSystem.Internal_Clear(); } } else { this.Internal_Clear(); } }
public void Simulate(float t, [DefaultValue("true")] bool withChildren, [DefaultValue("true")] bool restart) { if (withChildren) { ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this); ParticleSystem[] array = particleSystems; for (int i = 0; i < array.Length; i++) { ParticleSystem particleSystem = array[i]; particleSystem.Internal_Simulate(t, restart); } } else { this.Internal_Simulate(t, restart); } }
public bool IsAlive([DefaultValue("true")] bool withChildren) { if (withChildren) { ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this); ParticleSystem[] array = particleSystems; for (int i = 0; i < array.Length; i++) { ParticleSystem particleSystem = array[i]; if (particleSystem.Internal_IsAlive()) { return(true); } } return(false); } return(this.Internal_IsAlive()); }