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    SpawnerLoopCondition Enum

    Namespace: Stride.Particles.Spawners
    Assembly: Stride.Particles.dll

    public enum SpawnerLoopCondition : byte

    Fields

    Name Description
    Looping

    Looping spawner will loop to the beginning of its Delay state when its Duration is over If there is no delay it's indistinguishable from LoopingNoDelay

    LoopingNoDelay

    LoopingNoDelay spawner will loop to the beginning of its Active state when its Duration is over essentially skipping the Delay state after the first loop If there is no delay it's indistinguishable from Looping

    OneShot

    OneShot particle spawners will not loop and will only be ative for a period of time equal to its Duration

    Extension Methods

    ComponentBaseExtensions.DisposeBy<SpawnerLoopCondition>(ICollectorHolder)
    ComponentBaseExtensions.RemoveDisposeBy<SpawnerLoopCondition>(ICollectorHolder)
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