#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.ParticlesTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Particles")] [Opsive.Shared.Utility.Description("Sets emission rate with smooth transition.")] public class SetEmissionRate : TargetGameObjectAction { [Tooltip("The target emission rate.")] [SerializeField] protected SharedVariable m_TargetEmissionRate = 10.0f; [Tooltip("The transition duration (0 = instant).")] [SerializeField] protected SharedVariable m_TransitionDuration = 0.0f; private ParticleSystem m_ResolvedParticleSystem; private ParticleSystem.EmissionModule m_EmissionModule; private float m_StartEmissionRate; private float m_ElapsedTime; /// /// Called when the state machine is initialized. /// /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedParticleSystem = m_ResolvedGameObject.GetComponent(); } /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; if (m_ResolvedParticleSystem != null) { m_EmissionModule = m_ResolvedParticleSystem.emission; m_StartEmissionRate = m_EmissionModule.rateOverTime.constant; } } /// /// Updates the emission rate. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedParticleSystem == null) { return TaskStatus.Success; } if (m_TransitionDuration.Value > 0.0f) { m_ElapsedTime += Time.deltaTime; var progress = Mathf.Clamp01(m_ElapsedTime / m_TransitionDuration.Value); var currentRate = Mathf.Lerp(m_StartEmissionRate, m_TargetEmissionRate.Value, progress); m_EmissionModule.rateOverTime = currentRate; } else { m_EmissionModule.rateOverTime = m_TargetEmissionRate.Value; } return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_TargetEmissionRate = 10.0f; m_TransitionDuration = 0.0f; } } } #endif