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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem
{
[TaskCategory("Basic/ParticleSystem")]
[TaskDescription("Sets the max particles of the Particle System.")]
public class SetMaxParticles : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The max particles of the ParticleSystem")]
public SharedInt maxParticles;
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_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4
particleSystem.maxParticles = maxParticles.Value;
#else
ParticleSystem.MainModule mainParticleSystem = particleSystem.main;
mainParticleSystem.maxParticles = maxParticles.Value;
#endif
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
maxParticles = 0;
}
}
}
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