static int IsAlive(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem)); bool o = obj.IsAlive(); LuaDLL.lua_pushboolean(L, o); return(1); } else if (count == 2) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem)); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); bool o = obj.IsAlive(arg0); LuaDLL.lua_pushboolean(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.IsAlive")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Update() { if (!particleSystem.IsAlive()) { PoolManager.DestroyObject(this); } }
static public int IsAlive(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); var ret = self.IsAlive(); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 2) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); var ret = self.IsAlive(a1); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
IEnumerator CleanupExplosion(ParticleSystem explosion) { while (explosion.IsAlive()) { yield return new WaitForEndOfFrame (); } Destroy (explosion.gameObject); }
static int QPYX_IsAlive_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 1) { UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem)); bool QPYX_o_YXQP = QPYX_obj_YXQP.IsAlive(); LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 2) { UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem)); bool QPYX_arg0_YXQP = LuaDLL.luaL_checkboolean(L_YXQP, 2); bool QPYX_o_YXQP = QPYX_obj_YXQP.IsAlive(QPYX_arg0_YXQP); LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP); return(1); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystem.IsAlive")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
IEnumerator CheckIfAlive() { UnityEngine.ParticleSystem ps = this.GetComponent <UnityEngine.ParticleSystem>(); while (true && ps != null) { yield return(new WaitForSeconds(0.5f)); if (!ps.IsAlive(true)) { if (OnlyDeactivate) { #if UNITY_3_5 this.gameObject.SetActiveRecursively(false); #else this.gameObject.SetActive(false); #endif } else { GameObject.Destroy(this.gameObject); } break; } } }
static public int IsAlive(IntPtr l) { try{ if (matchType(l, 2)) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean ret = self.IsAlive(); pushValue(l, ret); return(1); } else if (matchType(l, 2, typeof(bool))) { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); System.Boolean ret = self.IsAlive(a1); pushValue(l, ret); return(1); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int IsAlive(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); var ret = self.IsAlive(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static int _m_IsAlive(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.ParticleSystem __cl_gen_to_be_invoked = (UnityEngine.ParticleSystem)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 1) { bool __cl_gen_ret = __cl_gen_to_be_invoked.IsAlive( ); LuaAPI.lua_pushboolean(L, __cl_gen_ret); return(1); } if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2)) { bool withChildren = LuaAPI.lua_toboolean(L, 2); bool __cl_gen_ret = __cl_gen_to_be_invoked.IsAlive(withChildren); LuaAPI.lua_pushboolean(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.ParticleSystem.IsAlive!")); }
static public int IsAlive__Boolean(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); var ret = self.IsAlive(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public IEnumerator AutoReleaseParticle(string prefabName, ParticleSystem particle, PrefabPoolAgent agent) { yield return new WaitForSeconds(particle.startDelay + 0.25f); GameObject go = particle.gameObject; while (particle.IsAlive(true) && go.activeInHierarchy) { yield return null; } if (go.activeInHierarchy) { Despawn(prefabName, agent); particle.Clear(true); } }
static int IsAlive(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem))) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); bool o; try { o = obj.IsAlive(); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } LuaDLL.lua_pushboolean(L, o); return(1); } else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem), typeof(bool))) { UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1); bool arg0 = LuaDLL.lua_toboolean(L, 2); bool o; try { o = obj.IsAlive(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } LuaDLL.lua_pushboolean(L, o); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.ParticleSystem.IsAlive"); } return(0); }
static public int IsAlive(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if(argc==1){ UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l); var ret=self.IsAlive(); pushValue(l,true); pushValue(l,ret); return 2; } else if(argc==2){ UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l); System.Boolean a1; checkType(l,2,out a1); var ret=self.IsAlive(a1); pushValue(l,true); pushValue(l,ret); return 2; } pushValue(l,false); LuaDLL.lua_pushstring(l,"No matched override function IsAlive to call"); return 2; } catch(Exception e) { return error(l,e); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
protected IEnumerator ListenToDespawn(ParticleSystem emitter) { // Wait for the delay time to complete // Waiting the extra frame seems to be more stable and means at least one // frame will always pass yield return new WaitForSeconds(emitter.startDelay + 0.25f); while (emitter.IsAlive(true)) { if (!emitter.gameObject.activeInHierarchy) { emitter.Clear(true); yield break; // Do nothing, already despawned. Quit. } yield return null; } // Turn off emit before despawning InstanceManager.Despawn(this.poolName, emitter.transform); }
private IEnumerator ListenForEmitDespawn(ParticleSystem emitter) { yield return new WaitForSeconds(emitter.startDelay + 0.25f); float safetimer = 0; GameObject emitterGO = emitter.gameObject; while (emitter.IsAlive(true) && emitterGO.activeInHierarchy) { safetimer += Time.deltaTime; if (safetimer > MaxParticleDespawnTime) { Debug.LogWarning ( string.Format ( "SpawnPool {0}: " + "Timed out while listening for all particles to die. " + "Waited for {1}sec.", PoolName, MaxParticleDespawnTime ) ); } yield return null; } if (emitterGO.activeInHierarchy) { Despawn(emitter.transform); emitter.Clear(true); } }
void Awake() { PS = GetComponent<ParticleSystem>(); PS.IsAlive(); }
private IEnumerator Destroy_Particle_System_When_Done( ParticleSystem particle_system ) { while( particle_system.IsAlive() ) { yield return new WaitForSeconds( 1f ); } Object.Destroy( particle_system.gameObject ); }