Ejemplo n.º 1
0
        public void UnspawnParticle(GameObject gameObject)
        {
            //check has ParticleClip
            ParticleClip particleClip = gameObject.GetComponent <ParticleClip>();

            if (particleClip != null)
            {
                gameObject.SetActive(false);
                particleClip.Reset();

                //remove the particle from the active list
                m_ActiveParticle.Remove(particleClip);
            }
            else
            {
                Debug.LogError("The object to be unspawned doesn't have ParticleClip component");
            }
        }
Ejemplo n.º 2
0
        /**
         * Create the prefabs for the pool
         */
        GameObject SpawnForPool(GameObject prefab, List <ParticleClip> pool)
        {
            GameObject instance = Instantiate(prefab);

            //disable this at the moment
            instance.SetActive(false);

            //add the ParticleClip so it can accessed by this ParticleManager
            ParticleClip particleClip = instance.GetComponent <ParticleClip>();

            pool.Add(particleClip);

            //set the parent to this (ParticleManager's) game object
            //so our hierarchy looks clean
            instance.transform.parent = this.gameObject.transform;



            return(instance);
        }
Ejemplo n.º 3
0
        /**
         * Spawn the object, set the position, and let it die after some seconds
         */
        public GameObject Spawn(string particleName, Vector3 position, float dieAfterSecond)
        {
            if (m_IsPause)
            {
                return(null);
            }

            //get the Particle info from dictionary
            ParticlePool particle;

            if (m_ParticleDictionary.TryGetValue(particleName, out particle))
            {
                //get the list from the pool dictionary
                List <ParticleClip> pool;
                GameObject          spawnObject = null;
                if (m_ParticlePool.TryGetValue(particleName, out pool))
                {
                    //search the inactive game object
                    bool found = false;
                    int  i     = 0;
                    while (!found && i < pool.Count)
                    {
                        GameObject currentGameObject = pool[i].gameObject;
                        if (!currentGameObject.activeInHierarchy)
                        {
                            spawnObject = currentGameObject;
                            found       = true;
                        }
                        i++;
                    }

                    //check the game object available
                    if (spawnObject != null)
                    {
                        //set position if exist
                        spawnObject.transform.position = position;

                        ParticleClip pc = spawnObject.GetComponent <ParticleClip>();
                        pc.Reset();

                        //set the die time
                        if (pc.DieTime <= 0)
                        {
                            pc.DieTime = dieAfterSecond;
                        }

                        //set the GameObject active
                        spawnObject.SetActive(true);

                        //add the spawned object to our active list
                        m_ActiveParticle.Add(pc);

                        //return the succeedly found object. YAY!
                        return(spawnObject);
                    }
                    else
                    {
                        //create new object for particle pool
                        if (particle.isExpanding)
                        {
                            GameObject go = SpawnForPool(particle.particlePrefab, pool);
                            return(go);
                        }
                        else
                        {
                            Debug.LogError("No inactive gameobjects for " + particleName);

                            return(null);
                        }
                    }
                }
                else
                {
                    Debug.LogError("No prefabs called " + particleName + " in particle pool dictionary");
                    return(null);
                }
            }
            else
            {
                Debug.LogError("No prefabs called " + particleName + " in dictionary");
                return(null);
            }
        }