更新
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MSFEffectGroupExample : MonoBehaviour
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{
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public List<GameObject> ParticleGroups;
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int CurIndex = 0;
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public GameObject CurParticleGroup;
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private void Start()
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{
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PlayEffects();
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.A))
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{
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CurIndex -= 1;
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UpdateCurIndex();
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}
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if (Input.GetKeyDown(KeyCode.D))
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{
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CurIndex += 1;
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UpdateCurIndex();
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}
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if (Input.GetKeyDown(KeyCode.Space) || (Input.GetMouseButtonDown(0)))
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{
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PlayEffects();
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}
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}
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public void UpdateCurIndex()
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{
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if (CurIndex >= ParticleGroups.Count)
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{
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CurIndex = 0;
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}
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if (CurIndex < 0)
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{
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CurIndex = ParticleGroups.Count - 1;
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}
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PlayEffects();
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}
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public void PlayEffects()
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{
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DisableCurGroup();
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CurParticleGroup = ParticleGroups[CurIndex];
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PlayCurGroup();
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}
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public void PlayCurGroup()
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{
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CurParticleGroup.SetActive(true);
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var pars = CurParticleGroup.GetComponentsInChildren<ParticleSystem>();
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for (int i = 0; i < pars.Length; i++)
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{
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pars[i].Play();
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}
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}
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public void DisableCurGroup()
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{
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if (CurParticleGroup != null)
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{
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CurParticleGroup.SetActive(false);
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}
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}
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}
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