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public function GetBursts(bursts: Burst[]): int;
public int GetBursts(Burst[] bursts);


bursts Array of bursts to be filled in.


int The number of bursts in the array.


Get the burst array.

See Also: Burst, ParticleSystem.SetBursts.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 5.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var emission: var = ps.emission;
	emission.enabled = true;
	emission.SetBursts([new ParticleSystem.Burst(0.0f, 100)]);
function Update() {
	var emission: var = ps.emission;
	var bursts: ParticleSystem.Burst[] = new ParticleSystem.Burst[emission.burstCount];
	var main: var = ps.main;
	bursts[0].minCount = bursts[0].maxCount = shorthSliderValue;
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 5.0f, 200.0f);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 5.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var emission = ps.emission; emission.enabled = true; emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 100) }); }

void Update() { var emission = ps.emission; ParticleSystem.Burst[] bursts = new ParticleSystem.Burst[emission.burstCount]; emission.GetBursts(bursts);

var main = ps.main; bursts[0].minCount = bursts[0].maxCount = (short)hSliderValue;

emission.SetBursts(bursts); }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 5.0f, 200.0f); } }

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