diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/ParticleSystem/SetStartDelay.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/ParticleSystem/SetStartDelay.cs | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/ParticleSystem/SetStartDelay.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/ParticleSystem/SetStartDelay.cs new file mode 100644 index 00000000..f814e540 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/ParticleSystem/SetStartDelay.cs @@ -0,0 +1,44 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem
+{
+ [TaskCategory("Basic/ParticleSystem")]
+ [TaskDescription("Sets the start delay of the Particle System.")]
+ public class SetStartDelay : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The start delay of the ParticleSystem")]
+ public SharedFloat startDelay;
+
+ 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;
+ }
+ ParticleSystem.MainModule main = particleSystem.main;
+ main.startDelayMultiplier = startDelay.Value;
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ startDelay = 0;
+ }
+ }
+}
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