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CrowdControl/Assets/Feel/MMTools/Tools/MMParticles/MMAutoDestroyParticleSystem.cs

74 lines
1.8 KiB
C#

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