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- public bool IsVFXAlive
- {
- get { return playing || VFX.aliveParticleCount > 0; }
- }
- void Awake()
- {
- VisualEffectSpawnerCallbacks.OnVFXPlay += OnVFXPlay;
- VisualEffectSpawnerCallbacks.OnVFXStop += OnVFXStop;
- VisualEffectSpawnerCallbacks.OnVFXUpdate += OnVFXUpdate;
- }
- void OnDestroy()
- {
- VisualEffectSpawnerCallbacks.OnVFXPlay -= OnVFXPlay;
- VisualEffectSpawnerCallbacks.OnVFXStop -= OnVFXStop;
- VisualEffectSpawnerCallbacks.OnVFXUpdate -= OnVFXUpdate;
- }
- private void OnVFXPlay(VisualEffect vfxComponent, VFXSpawnerState state, bool isEndSpawner)
- {
- if (vfxComponent.GetInstanceID() != VFX.GetInstanceID())
- return;
- playing = true;
- looping = looping || state.loopState == VFXSpawnerLoopState.Looping;
- }
- private void OnVFXStop(VisualEffect vfxComponent, VFXSpawnerState state, bool isEndSpawner)
- {
- if (vfxComponent.GetInstanceID() == VFX.GetInstanceID() && isEndSpawner)
- playing = false;
- }
- private void OnVFXUpdate(VisualEffect vfxComponent, VFXSpawnerState state, bool isEndSpawner)
- {
- if (vfxComponent.GetInstanceID() != VFX.GetInstanceID())
- return;
- //TODO: do update logic here...
- }
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