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32 lines
1.3 KiB
C#
32 lines
1.3 KiB
C#
1 week ago
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using UnityEngine;
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/// <summary>
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/// Used on short-lived graphical-effect prefabs to self-destruct after a fixed amount of time.
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/// Note: this is still safe to use, but is now superceded by SpecialFXGraphic: just set the
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/// AutoShutdownTime of that component and it will perform a timed self-destruct.
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/// </summary>
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/// <remarks>
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/// Note that if you're creating an ActionFX that has ANY chance of being prematurely cancelled
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/// (such as due to the character being stunned or knocked back or killed), you shouldn't use this.
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/// Instead you should use a SpecialFXGraphic component, so the ActionFX can turn off the graphics elegantly.
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/// (This lets us turn off particle emissions and wait for the existing ones to end before Destroy()ing.
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/// If you Destroy() a particle-system that's actively rendering particles, it can look like a bug to players.)
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///
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/// Also, performance note: self-destruction is a convenient idiom but not the most performant one. In games
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/// for mobile devices (and other lower-graphics-power platforms), it's best to use object pooling instead.
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/// </remarks>
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namespace Unity.BossRoom.Utils
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{
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public class TimedSelfDestruct : MonoBehaviour
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{
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[SerializeField]
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private float m_LifespanSeconds;
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private void Start()
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{
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Destroy(gameObject, m_LifespanSeconds);
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}
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}
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}
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