// Use this for initialization void Start() { transform.name = "ParticleEmitter_" + (int)Time.time; m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_SHOW; fSecStart = 0; }
// Use this for initialization void Start() { transform.name = "ParticleEmitter_"+ (int)Time.time; m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_SHOW; //mShowSecond = 5; fSecStart = Time.time; fSecNow =fSecStart; }
// Update is called once per frame void Update() { fSecStart += Time.deltaTime; if (fSecStart > m_TimeToKeep) { m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_STOP; } if (fSecStart > m_TimeToKill) { m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_DESTROY; } if (m_ParticleStatus == PARTICLE_STATUS.PARTICLE_STATUS_STOP) { ParticleSystem ps = transform.GetComponent <ParticleSystem> (); if (ps) { ps.enableEmission = false; } foreach (Transform child in transform) { ps = child.GetComponent <ParticleSystem> (); if (ps) { ps.enableEmission = false; } } } if (m_ParticleStatus == PARTICLE_STATUS.PARTICLE_STATUS_DESTROY) { //Destroy( this.gameObject , 3.0f); Destroy(this.gameObject); } }
// Update is called once per frame void Update() { fSecStart = Time.time; int nTimeDiff = (int)(fSecStart - fSecNow); //Debug.Log("time:"+nTimeDiff); if( nTimeDiff > 1) m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_STOP; if( nTimeDiff > 5) m_ParticleStatus = PARTICLE_STATUS.PARTICLE_STATUS_DESTROY; if (m_ParticleStatus == PARTICLE_STATUS.PARTICLE_STATUS_STOP) { //Emitter.GetComponent<ParticleEmitter>().enabled = false; transform.GetComponent<ParticleEmitter>().emit= false; } if (m_ParticleStatus == PARTICLE_STATUS.PARTICLE_STATUS_DESTROY) { //Destroy( this.gameObject , 3.0f); Destroy( this.gameObject ); } }