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ParticleSystem.TrailModule.lifetimeMultiplier

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public var lifetimeMultiplier: float;
public float lifetimeMultiplier;

Description

Change the lifetime multiplier.

This is more efficient than accessing the whole curve, if you only want to change the overall lifetime multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueLifetime: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = 0.1f;
	main.startLifetime = 1.5f;
	var trails: var = ps.trails;
	trails.enabled = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var trails: var = ps.trails;
	trails.lifetimeMultiplier = hSliderValueLifetime;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Lifetime");
	hSliderValueLifetime = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueLifetime, 0.0f, 1.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueLifetime = 1.0f;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 1.5f;

var trails = ps.trails; trails.enabled = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }

void Update() { var trails = ps.trails; trails.lifetimeMultiplier = hSliderValueLifetime; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Lifetime");

hSliderValueLifetime = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueLifetime, 0.0f, 1.0f); } }

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