public override IEnumerator Stop(float delay, ParticleSystemStopAction stopAction) { yield return(new WaitForSeconds(delay)); switch (stopAction) { case ParticleSystemStopAction.Destroy: Destroy(this.gameObject); break; case ParticleSystemStopAction.Disable: break; } }
protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); ParticleSystem.MainModule uo = (ParticleSystem.MainModule)obj; duration = uo.duration; loop = uo.loop; prewarm = uo.prewarm; startDelay = uo.startDelay; startDelayMultiplier = uo.startDelayMultiplier; startLifetime = uo.startLifetime; startLifetimeMultiplier = uo.startLifetimeMultiplier; startSpeed = uo.startSpeed; startSpeedMultiplier = uo.startSpeedMultiplier; startSize3D = uo.startSize3D; startSize = uo.startSize; startSizeMultiplier = uo.startSizeMultiplier; startSizeX = uo.startSizeX; startSizeXMultiplier = uo.startSizeXMultiplier; startSizeY = uo.startSizeY; startSizeYMultiplier = uo.startSizeYMultiplier; startSizeZ = uo.startSizeZ; startSizeZMultiplier = uo.startSizeZMultiplier; startRotation3D = uo.startRotation3D; startRotation = uo.startRotation; startRotationMultiplier = uo.startRotationMultiplier; startRotationX = uo.startRotationX; startRotationXMultiplier = uo.startRotationXMultiplier; startRotationY = uo.startRotationY; startRotationYMultiplier = uo.startRotationYMultiplier; startRotationZ = uo.startRotationZ; startRotationZMultiplier = uo.startRotationZMultiplier; flipRotation = uo.flipRotation; startColor = uo.startColor; gravityModifier = uo.gravityModifier; gravityModifierMultiplier = uo.gravityModifierMultiplier; simulationSpace = uo.simulationSpace; customSimulationSpace = ToID(uo.customSimulationSpace); simulationSpeed = uo.simulationSpeed; useUnscaledTime = uo.useUnscaledTime; scalingMode = uo.scalingMode; playOnAwake = uo.playOnAwake; maxParticles = uo.maxParticles; emitterVelocityMode = uo.emitterVelocityMode; stopAction = uo.stopAction; cullingMode = uo.cullingMode; ringBufferMode = uo.ringBufferMode; ringBufferLoopRange = uo.ringBufferLoopRange; }
public override IEnumerator Stop(float delay, ParticleSystemStopAction stopAction) { yield return(new WaitForSeconds(delay)); GetComponent <ParticleSystem>().Stop(true, stopBehavior); }
public abstract IEnumerator Stop(float delay, ParticleSystemStopAction stopAction);