Add this class to a ParticleSystem so it auto destroys once it has stopped emitting. Make sure your ParticleSystem isn't looping, otherwise this script will be useless
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bool | DestroyParent = false |
| True if the ParticleSystem should also destroy its parent. More...
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float | DestroyDelay = 0f |
| If for some reason your particles don't get destroyed automatically at the end of the emission, you can force a destroy after a delay. Leave it at zero otherwise. More...
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Add this class to a ParticleSystem so it auto destroys once it has stopped emitting. Make sure your ParticleSystem isn't looping, otherwise this script will be useless
◆ DestroyParticleSystem()
virtual void MoreMountains.Tools.MMAutoDestroyParticleSystem.DestroyParticleSystem |
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Destroys the particle system.
◆ Start()
virtual void MoreMountains.Tools.MMAutoDestroyParticleSystem.Start |
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Initialization, we get the ParticleSystem component
◆ Update()
virtual void MoreMountains.Tools.MMAutoDestroyParticleSystem.Update |
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When the ParticleSystem stops playing, we destroy it.
◆ _particleSystem
ParticleSystem MoreMountains.Tools.MMAutoDestroyParticleSystem._particleSystem |
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◆ _started
bool MoreMountains.Tools.MMAutoDestroyParticleSystem._started = false |
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◆ _startTime
float MoreMountains.Tools.MMAutoDestroyParticleSystem._startTime |
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◆ DestroyDelay
float MoreMountains.Tools.MMAutoDestroyParticleSystem.DestroyDelay = 0f |
If for some reason your particles don't get destroyed automatically at the end of the emission, you can force a destroy after a delay. Leave it at zero otherwise.
◆ DestroyParent
bool MoreMountains.Tools.MMAutoDestroyParticleSystem.DestroyParent = false |
True if the ParticleSystem should also destroy its parent.
The documentation for this class was generated from the following file: