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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem
{
[TaskCategory("Basic/ParticleSystem")]
[TaskDescription("Stores if the Particle System is emitting particles.")]
public class GetEnableEmission : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("Is the Particle System emitting particles?")]
[RequiredField]
public SharedBool storeResult;
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;
}
#if !(UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
storeResult.Value = particleSystem.emission.enabled;
#else
storeResult.Value = particleSystem.enableEmission;
#endif
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeResult = false;
}
}
}
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