# Set Particle System Force Field End Range

[Miscellaneous](../index.md) / [Particle System Force Field](index.md) / **Set Particle System Force Field End Range**

## Description

Sets the End Range property of Particle System Force Field component

## Parameters

| Name | Description |
| :--- | :---------- |
| Particle System Force Field |  |
| Value |  |

## Code

```cs
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Title("Set Particle System Force Field End Range")]
    [Category("Miscellaneous/Particle System Force Field/End Range")]
    [Description("Sets the End Range property of Particle System Force Field component")]
    
    [Image(typeof(IconParticleSystem), ColorTheme.Type.Teal)]
    
    [Parameter("Particle System Force Field")]
    [Parameter("Value")]
    
    [Serializable]
    public class GenInstructionNumber_ParticleSystemForceField_SetEndRange : Instruction
    {
        [SerializeField] private GetGameObject m_ParticleSystemForceField = new GetGameObject(
            new GenTypeGameObject_ParticleSystemForceField()
        );
        
        [SerializeField] private GetNumber m_Value = new GetNumber();
        
        [SerializeField] private TweenTransition m_Transition = new TweenTransition();
        
        [NonSerialized] private bool m_IsComplete;
        
        protected override string GetTitle(GameObject source)
        {
            string member = TextUtils.ThemeAsKeyword("End Range");
            return $"{this.m_ParticleSystemForceField} {member} = {this.m_Value}{this.m_Transition}";
        }
        
        protected override async Awaitable Run(Args args)
        {
            ParticleSystemForceField component = this.m_ParticleSystemForceField.Get<ParticleSystemForceField>(args);
            if (component == null) return;
            
            bool wait = this.m_Transition.Await;
            this.m_IsComplete = false;
            
            TweenManager.Run(new TweenInstanceInput<float>(
                component,
                "endRange",
                component.endRange,
                (float) this.m_Value.Get(args),
                this.OnUpdate,
                wait ? this.OnFinish : null,
                this.m_Transition.GetDuration(args),
                this.m_Transition.EaseMode,
                this.m_Transition.TimeMode
            ));
            
            if (wait) await this.Until(this.IsComplete);
        }
        
        private void OnUpdate(Component component, float value)
        {
            if (component is not ParticleSystemForceField componentParticleSystemForceField) return;
            componentParticleSystemForceField.endRange = value;
        }
        
        private void OnFinish() => this.m_IsComplete = true;
        
        private bool IsComplete() => this.m_IsComplete;
    }
}


```

