Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Particles/Burst.cs
2026-05-10 11:47:55 -04:00

85 lines
2.7 KiB
C#

#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("Bursts particles with count, cycles, and interval control.")]
public class Burst : TargetGameObjectAction
{
[Tooltip("The number of particles to burst.")]
[SerializeField] protected SharedVariable<int> m_BurstCount = 10;
[Tooltip("The number of burst cycles.")]
[SerializeField] protected SharedVariable<int> m_Cycles = 1;
[Tooltip("The interval between bursts (seconds).")]
[SerializeField] protected SharedVariable<float> m_Interval = 0.0f;
private ParticleSystem m_ResolvedParticleSystem;
private int m_CurrentCycle;
private float m_NextBurstTime;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedParticleSystem = m_ResolvedGameObject.GetComponent<ParticleSystem>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_CurrentCycle = 0;
m_NextBurstTime = 0.0f;
}
/// <summary>
/// Updates the particle burst.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedParticleSystem == null) {
return TaskStatus.Success;
}
if (m_CurrentCycle < m_Cycles.Value && Time.time >= m_NextBurstTime) {
m_ResolvedParticleSystem.Emit(m_BurstCount.Value);
m_CurrentCycle++;
m_NextBurstTime = Time.time + m_Interval.Value;
}
if (m_CurrentCycle >= m_Cycles.Value) {
return TaskStatus.Success;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_BurstCount = 10;
m_Cycles = 1;
m_Interval = 0.0f;
}
}
}
#endif