
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
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 emission rate of the Particle System.")]
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public class SetEmissionRate : 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 emission rate of the ParticleSystem")]
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public SharedFloat emissionRate;
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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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#if !(UNITY_5_1 || UNITY_5_2)
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Debug.Log("Warning: SetEmissionRate is not used in Unity 5.3 or later.");
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#else
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particleSystem.emissionRate = emissionRate.Value;
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#endif
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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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emissionRate = 0;
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}
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}
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} |