static int Stop(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 1) { ParticleSystem obj = (ParticleSystem)LuaScriptMgr.GetUnityObjectSelf(L, 1, "ParticleSystem"); obj.Stop(); return(0); } else if (count == 2) { ParticleSystem obj = (ParticleSystem)LuaScriptMgr.GetUnityObjectSelf(L, 1, "ParticleSystem"); bool arg0 = LuaScriptMgr.GetBoolean(L, 2); obj.Stop(arg0); return(0); } else if (count == 3) { ParticleSystem obj = (ParticleSystem)LuaScriptMgr.GetUnityObjectSelf(L, 1, "ParticleSystem"); bool arg0 = LuaScriptMgr.GetBoolean(L, 2); ParticleSystemStopBehavior arg1 = (ParticleSystemStopBehavior)LuaScriptMgr.GetNetObject(L, 3, typeof(ParticleSystemStopBehavior)); obj.Stop(arg0, arg1); return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: ParticleSystem.Stop"); } return(0); }
protected IEnumerator PlayForLimitedTimeEnumerator(TEnum effect, float duration, ParticleSystemStopBehavior stopBehaviour) { Play(effect); yield return(new WaitForSecondsRealtime(duration)); Stop(effect, stopBehaviour); }
override public void StopVFX(ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting) { trail.enabled = false; trailParticle.Stop(true, stopBehavior); fire.Stop(true, stopBehavior); smoke.Stop(true, stopBehavior); }
protected override void StopInternal(VisualEffectStopMethod stopMethod) { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_0029: Unknown result type (might be due to invalid IL or missing references) //IL_002e: Unknown result type (might be due to invalid IL or missing references) //IL_0032: Unknown result type (might be due to invalid IL or missing references) //IL_0044: Unknown result type (might be due to invalid IL or missing references) List <ParticleSystem> particleSystems = m_particleSystems; ParticleSystemStopBehavior val = stopMethod; int count = particleSystems.Count; for (int i = 0; i < count; i++) { ParticleSystem val2 = particleSystems[i]; if (null != val2) { MainModule main = val2.get_main(); if ((int)main.get_ringBufferMode() != 0) { main.set_ringBufferMode(0); } val2.Stop(false, val); } } }
/// <summary> Stops the target ParticleSystem from emitting any further particles using the given stopBehavior </summary> /// <param name="stopBehavior"> Behavior applied when stopping </param> public void Stop(ParticleSystemStopBehavior stopBehavior) { if (ParticleSystem == null) { return; } ParticleSystem.Stop(true, stopBehavior); }
public override void Stop(NpcCharacterEffect effect, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting) { switch (effect) { case NpcCharacterEffect.NoMeatBought: NoMeatBoughtScaleOutTween.Play(() => NoMeatBoughtScaleOutTween.gameObject.SetActive(false)); break; } }
/// <summary> Resets this instance to the default values </summary> public void Reset() { Behavior = DEFAULT_BEHAVIOR; StopBehavior = DEFAULT_STOP_BEHAVIOR; AutoSort = DEFAULT_AUTO_SORT; SortingSteps = DEFAULT_SORTING_STEPS; CustomSortingLayer = DEFAULT_SORTING_LAYER; CustomSortingOrder = DEFAULT_SORTING_ORDER; }
public override void PlayForLimitedTime(VehicleEffect effect, float duration, ParticleSystemStopBehavior stopBehaviour) { switch (effect) { case VehicleEffect.TiresSmoke: if (!leftTireSmoke.isPlaying || !rightTireSmoke.isPlaying) { StartCoroutine(PlayForLimitedTimeEnumerator(effect, duration, stopBehaviour)); } break; } }
public override void Stop(PlayerVehicleEffect effect, ParticleSystemStopBehavior stopBehavior) { switch (effect) { case PlayerVehicleEffect.GatheringSmoke: gatheringSmoke.Stop(true, stopBehavior); break; case PlayerVehicleEffect.GatheringFinishedSuccessfully: gatheringFinishedSuccessfully.Stop(true, stopBehavior); break; } }
public override void Stop(VehicleEffect effect, ParticleSystemStopBehavior stopBehavior) { switch (effect) { case VehicleEffect.TiresSmoke: if (leftTireSmoke.isPlaying) { leftTireSmoke.Stop(true, stopBehavior); } if (rightTireSmoke.isPlaying) { rightTireSmoke.Stop(true, stopBehavior); } break; } }
public void Deactivate(bool clearEmissions = true) { ParticleSystemStopBehavior stopBehavior = (clearEmissions ? ParticleSystemStopBehavior.StopEmittingAndClear : ParticleSystemStopBehavior.StopEmitting); mainParticleSystem.Stop(true, stopBehavior); }
extern public void Stop(bool withChildren, ParticleSystemStopBehavior stopBehavior);
public static void ClusterStop(this UnityEngine.ParticleSystem ps, bool withChildren, ParticleSystemStopBehavior stopBehavior) { var observer = validateCheck(ps); if (observer == null) { return; } ps.Stop(withChildren, stopBehavior); FduParticleSystemOP op = new FduParticleSystemOP(); op.operation = FduParticleSystemOP.Operation.stop; op.paras = new object[2]; op.paras[0] = withChildren; op.paras[1] = (byte)stopBehavior; observer.addOperation(op); }
override public void StopVFX(ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting) { gatherParticle.Stop(true, stopBehavior); ring.Stop(true, stopBehavior); }
public override void PlayForLimitedTime(NpcCharacterEffect effect, float duration, ParticleSystemStopBehavior stopBehaviour = ParticleSystemStopBehavior.StopEmitting) { StartCoroutine(PlayForLimitedTimeEnumerator(effect, duration, stopBehaviour)); }
virtual public void StopVFX(ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting) { mainPtc.Stop(true, stopBehavior); }
public override void PlayForLimitedTime(PlayerVehicleEffect effect, float duration, ParticleSystemStopBehavior stopBehaviour) { throw new System.NotImplementedException(); }
public virtual void Stop(ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting) { this.main.Stop(); PoolingManager.instance?.Stow(this); }
public abstract void Stop(TEnum effect, ParticleSystemStopBehavior stopBehavior);
extern public void Stop([DefaultValue("true")] bool withChildren, [DefaultValue("ParticleSystemStopBehavior.StopEmitting")] ParticleSystemStopBehavior stopBehavior);
public virtual void PlayForLimitedTime(TEnum effect, float duration, ParticleSystemStopBehavior stopBehaviour) { StartCoroutine(PlayForLimitedTimeEnumerator(effect, duration, stopBehaviour)); }