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

87 lines
3.0 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("Plays particle system with emission rate, color, and lifetime control.")]
public class PlayWithParameters : TargetGameObjectAction
{
[Tooltip("The emission rate override.")]
[SerializeField] protected SharedVariable<float> m_EmissionRate = -1.0f;
[Tooltip("The particle color. Alpha component controls transparency.")]
[SerializeField] protected SharedVariable<Color> m_ParticleColor;
[Tooltip("The particle lifetime multiplier.")]
[SerializeField] protected SharedVariable<float> m_LifetimeMultiplier = 1.0f;
[Tooltip("Whether to play the particle system.")]
[SerializeField] protected SharedVariable<bool> m_Play = true;
private ParticleSystem m_ResolvedParticleSystem;
private ParticleSystem.EmissionModule m_EmissionModule;
private ParticleSystem.MainModule m_MainModule;
/// <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>
/// Updates the particle system.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedParticleSystem == null) {
return TaskStatus.Success;
}
m_EmissionModule = m_ResolvedParticleSystem.emission;
m_MainModule = m_ResolvedParticleSystem.main;
if (m_EmissionRate.Value >= 0.0f) {
m_EmissionModule.rateOverTime = m_EmissionRate.Value;
}
m_MainModule.startColor = m_ParticleColor.Value;
if (m_LifetimeMultiplier.Value > 0.0f) {
m_MainModule.startLifetimeMultiplier = m_LifetimeMultiplier.Value;
}
if (m_Play.Value) {
m_ResolvedParticleSystem.Play();
} else {
m_ResolvedParticleSystem.Stop();
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_EmissionRate = -1.0f;
m_ParticleColor = null;
m_LifetimeMultiplier = 1.0f;
m_Play = true;
}
}
}
#endif