63 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
| using System;
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| using System.Collections;
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| using UnityEngine;
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| using Random = UnityEngine.Random;
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| 
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| namespace UnityStandardAssets.Utility
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| {
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|     public class ParticleSystemDestroyer : MonoBehaviour
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|     {
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|         // allows a particle system to exist for a specified duration,
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|         // then shuts off emission, and waits for all particles to expire
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|         // before destroying the gameObject
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| 
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|         public float minDuration = 8;
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|         public float maxDuration = 10;
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| 
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|         private float m_MaxLifetime;
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|         private bool m_EarlyStop;
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| 
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| 
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|         private IEnumerator Start()
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|         {
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|             var systems = GetComponentsInChildren<ParticleSystem>();
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| 
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|             // find out the maximum lifetime of any particles in this effect
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|             foreach (var system in systems)
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|             {
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|                 m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime);
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|             }
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| 
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|             // wait for random duration
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| 
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|             float stopTime = Time.time + Random.Range(minDuration, maxDuration);
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| 
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|             while (Time.time < stopTime || m_EarlyStop)
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|             {
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|                 yield return null;
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|             }
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|             Debug.Log("stopping " + name);
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| 
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|             // turn off emission
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|             foreach (var system in systems)
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|             {
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|                 var emission = system.emission;
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|                 emission.enabled = false;
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|             }
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|             BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver);
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| 
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|             // wait for any remaining particles to expire
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|             yield return new WaitForSeconds(m_MaxLifetime);
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| 
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|             Destroy(gameObject);
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|         }
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| 
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| 
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|         public void Stop()
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|         {
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|             // stops the particle system early
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|             m_EarlyStop = true;
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|         }
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|     }
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| }
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