void SetParticleCount(uint32_t maxParticleCount);
/**
+ * @brief Returns maximum number of particles in the system
+ *
+ * @return Maximum number of particles
+ */
+ uint32_t GetParticleCount();
+
+ /**
* @brief Returns currently used particle emitter domain
*
* @return Handle to the ParticleDomain object
*/
[[nodiscard]] ParticleRenderer GetRenderer() const;
-
/**
* @brief Attaches particle system to an actor
*