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ParticleSystem.MainModule.startDelayMultiplier

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public var startDelayMultiplier: float;
public float startDelayMultiplier;

Description

Start delay multiplier in seconds.

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

#pragma strict
private var ps: ParticleSystem;
private var restart: boolean;
public var hSliderValue: float = 0.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
}
function Update() {
	if (restart) {
		ps.Stop();
		ps.Clear();
		var main: var = ps.main;
		main.startDelayMultiplier = hSliderValue;
		ps.Play();
		restart = false;
	}
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 5.0F);
	restart = GUI.Button(new Rect(25, 75, 100, 30), "Restart");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private bool restart; public float hSliderValue = 0.0F;

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

void Update() { if (restart) { ps.Stop(); ps.Clear();

var main = ps.main; main.startDelayMultiplier = hSliderValue;

ps.Play();

restart = false; } }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 5.0F); restart = GUI.Button(new Rect(25, 75, 100, 30), "Restart"); } }
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