FiE-Game/Assets/Scripts/Fie/Utility/FieParticlePlaygroundChain.cs

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2018-11-20 20:10:49 +01:00
using ParticlePlayground;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Utility
{
public class FieParticlePlaygroundChain : MonoBehaviour
{
[SerializeField]
private PlaygroundParticlesC source;
[SerializeField]
private List<PlaygroundParticlesC> emitters;
[SerializeField]
private float delay;
private PlaygroundEventC birthEvent;
private bool isStartCoroutine;
private IEnumerator ChainTask(float delay = 0f)
{
yield return (object)new WaitForSeconds(delay);
/*Error: Unable to find new state assignment for yield return*/;
}
private void Awake()
{
if (source != null)
{
birthEvent = PlaygroundC.CreateEvent(source);
birthEvent.broadcastType = EVENTBROADCASTC.EventListeners;
birthEvent.eventType = EVENTTYPEC.Birth;
birthEvent.particleEvent += StartChain;
}
}
private void Start()
{
if (emitters != null && emitters.Count > 0)
{
foreach (PlaygroundParticlesC emitter in emitters)
{
emitter.emit = false;
}
}
}
private void Update()
{
if (isStartCoroutine)
{
StartCoroutine(ChainTask(delay));
isStartCoroutine = false;
}
}
private void StartChain(PlaygroundEventParticle particle)
{
isStartCoroutine = true;
}
}
}