44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem
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{
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[TaskCategory("Unity/ParticleSystem")]
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[TaskDescription("Sets the time of the Particle System.")]
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public class SetTime : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("The time of the ParticleSystem")]
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public SharedFloat time;
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private ParticleSystem particleSystem;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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particleSystem = currentGameObject.GetComponent<ParticleSystem>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (particleSystem == null) {
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Debug.LogWarning("ParticleSystem is null");
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return TaskStatus.Failure;
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}
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particleSystem.time = time.Value;
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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time = 0;
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}
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}
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}
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