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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem
{
[TaskCategory("Basic/ParticleSystem")]
[TaskDescription("Sets if the Particle System should loop.")]
public class SetLoop : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("Should the ParticleSystem loop?")]
public SharedBool loop;
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.loop = loop.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
loop = false;
}
}
}
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