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Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs
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62
Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs
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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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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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public float minDuration = 8;
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public float maxDuration = 10;
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private float m_MaxLifetime;
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private bool m_EarlyStop;
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private IEnumerator Start()
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{
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var systems = GetComponentsInChildren<ParticleSystem>();
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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.main.startLifetime.constant, m_MaxLifetime);
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}
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// wait for random duration
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float stopTime = Time.time + Random.Range(minDuration, maxDuration);
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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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// 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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// wait for any remaining particles to expire
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yield return new WaitForSeconds(m_MaxLifetime);
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Destroy(gameObject);
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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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