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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem
- {
- [TaskCategory("Unity/ParticleSystem")]
- [TaskDescription("Enables or disables the Particle System emission.")]
- public class SetEnableEmission : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("Enable the ParticleSystem emissions?")]
- public SharedBool enable;
- private ParticleSystem particleSystem;
- private GameObject prevGameObject;
- public override void OnStart()
- {
- var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
- if (currentGameObject != prevGameObject) {
- particleSystem = currentGameObject.GetComponent<ParticleSystem>();
- prevGameObject = currentGameObject;
- }
- }
- public override TaskStatus OnUpdate()
- {
- if (particleSystem == null) {
- Debug.LogWarning("ParticleSystem is null");
- return TaskStatus.Failure;
- }
- var emission = particleSystem.emission;
- emission.enabled = enable.Value;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- enable = false;
- }
- }
- }
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