using AssetRipper.SourceGenerated.Subclasses.ParticleSystemEmissionBurst; namespace AssetRipper.SourceGenerated.Extensions; public static class ParticleSystemEmissionBurstExtensions { public static void SetValues(this IParticleSystemEmissionBurst burst, UnityVersion version, float time, int minValue, int maxValue) { burst.Time = time; burst.CycleCount_Int32 = 1; burst.CycleCount_UInt32 = 1; burst.RepeatInterval = 0.01f; burst.CountCurve?.SetValues(version, minValue, maxValue); burst.Probability = 1.0f; } }