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using UnityEngine;
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using System.Collections;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this class to a ParticleSystem so it auto destroys once it has stopped emitting.
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/// Make sure your ParticleSystem isn't looping, otherwise this script will be useless
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Particles/MMAutoDestroyParticleSystem")]
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public class MMAutoDestroyParticleSystem : MonoBehaviour
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{
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/// True if the ParticleSystem should also destroy its parent
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public bool DestroyParent = false;
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/// If for some reason your particles don't get destroyed automatically at the end of the emission, you can force a destroy after a delay. Leave it at zero otherwise.
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public float DestroyDelay = 0f;
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protected ParticleSystem _particleSystem;
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protected float _startTime;
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protected bool _started = false;
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/// <summary>
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/// Initialization, we get the ParticleSystem component
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/// </summary>
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protected virtual void Start()
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{
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_started = false;
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_particleSystem = GetComponent<ParticleSystem>();
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if (DestroyDelay != 0)
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{
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_startTime = Time.time;
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}
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}
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/// <summary>
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/// When the ParticleSystem stops playing, we destroy it.
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/// </summary>
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protected virtual void Update()
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{
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if ( (DestroyDelay != 0) && (Time.time - _startTime > DestroyDelay) )
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{
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DestroyParticleSystem();
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}
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if (_particleSystem.isPlaying)
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{
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_started = true;
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return;
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}
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DestroyParticleSystem();
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}
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/// <summary>
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/// Destroys the particle system.
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/// </summary>
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protected virtual void DestroyParticleSystem()
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{
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if (!_started)
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{
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return;
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}
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if (transform.parent!=null)
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{
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if(DestroyParent)
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{
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Destroy(transform.parent.gameObject);
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}
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}
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Destroy (gameObject);
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}
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}
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}
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