Unity-WebSocket/Assets/FishNet/Runtime/Plugins/GameKit/Dependencies/Utilities/Particles.cs
2025-06-28 11:28:54 +03:30

109 lines
4.1 KiB
C#

using UnityEngine;
namespace GameKit.Dependencies.Utilities
{
public static class Particles
{
/// <summary>
/// Issues stop on the specified particle systems.
/// </summary>
/// <param name="systems"></param>
public static float StopParticleSystem(ParticleSystem[] systems, bool stopLoopingOnly)
{
return StopParticleSystem(systems, stopLoopingOnly, ParticleSystemStopBehavior.StopEmitting);
}
/// <summary>
/// Issues stop on the specified particle systems while returning the time required to play out.
/// </summary>
/// <param name="systems"></param>
public static float StopParticleSystem(ParticleSystem[] systems, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)
{
return StopParticleSystem(systems, false, stopBehavior);
}
/// <summary>
/// Issues stop on the specified particle systems while returning the time required to play out.
/// </summary>
/// <param name="systems"></param>
public static float StopParticleSystem(ParticleSystem[] systems, bool stopLoopingOnly, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)
{
if (systems == null)
return 0f;
float playOutDuration = 0f;
for (int i = 0; i < systems.Length; i++)
playOutDuration = Mathf.Max(playOutDuration, StopParticleSystem(systems[i], stopLoopingOnly, stopBehavior));
return playOutDuration;
}
/// <summary>
/// Issues stop on the specified particle systems.
/// </summary>
/// <param name="systems"></param>
public static float StopParticleSystem(ParticleSystem system, bool stopLoopingOnly, bool stopChildren = false)
{
return StopParticleSystem(system, stopLoopingOnly, ParticleSystemStopBehavior.StopEmitting, stopChildren);
}
/// <summary>
/// Issues stop on the specified particle systems while returning the time required to play out.
/// </summary>
/// <param name="systems"></param>
public static float StopParticleSystem(ParticleSystem system, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting, bool stopChildren = false)
{
return StopParticleSystem(system, false, stopBehavior, stopChildren);
}
/// <summary>
/// Issues stop on the specified particle system while returning the time required to play out.
/// </summary>
public static float StopParticleSystem(ParticleSystem system, bool stopLoopingOnly, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting, bool stopChildren = false)
{
if (system == null)
return 0f;
if (stopChildren)
{
ParticleSystem[] all = system.GetComponentsInChildren<ParticleSystem>();
StopParticleSystem(all, stopLoopingOnly, stopBehavior);
}
float playOutDuration = 0f;
float timeLeft = system.main.duration - system.time;
playOutDuration = Mathf.Max(playOutDuration, timeLeft);
if (stopLoopingOnly)
{
if (system.main.loop)
system.Stop(false, stopBehavior);
}
else
{
system.Stop(false, stopBehavior);
}
return playOutDuration;
}
/// <summary>
/// Returns the longest time required for all systems to stop.
/// </summary>
/// <param name="systems"></param>
/// <returns></returns>
public static float ReturnLongestCycle(ParticleSystem[] systems)
{
float longestPlayTime = 0f;
for (int i = 0; i < systems.Length; i++)
{
float timeLeft = systems[i].main.duration - systems[i].time;
longestPlayTime = Mathf.Max(longestPlayTime, timeLeft);
}
return longestPlayTime;
}
}
}