341 lines
12 KiB
C#
341 lines
12 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// Implement a particle and/or sound effect when something is hit, damaged or destroyed.
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/// This can include multiple child particle systems and/or an audio source attached to the parent gameobject.
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/// </summary>
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[AddComponentMenu("Sci-Fi Ship Controller/Object Components/Effects Module")]
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[HelpURL("http://scsmmedia.com/ssc-documentation")]
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public class EffectsModule : MonoBehaviour
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{
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#region Public Variables and Properties
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/// <summary>
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/// Whether pooling is used when spawning effects objects of this type.
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/// Currently we don't support changing this at runtime.
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/// </summary>
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public bool usePooling = false;
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/// <summary>
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/// The starting size of the pool.
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/// </summary>
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public int minPoolSize = 5;
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/// <summary>
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/// The maximum allowed size of the pool.
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/// </summary>
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public int maxPoolSize = 100;
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/// <summary>
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/// The effects object will be automatically despawned after this amount of time (in seconds) has elapsed.
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/// </summary>
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public float despawnTime = 3f;
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/// <summary>
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/// If an audio source is included, the volume can be optionally set at runtime to the default volume.
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/// </summary>
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[Range(0f, 1f)] public float defaultVolume = 1f;
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/// <summary>
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/// Does this object get parented to another object when activated? If so,
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/// it will be reparented to the pool transform after use.
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/// </summary>
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public bool isReparented = false;
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/// <summary>
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/// Is the effects module enabled to emit particles and play an audio clip?
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/// See also EnableEffects() and DisableEffects().
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/// </summary>
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public bool IsEffectsModuleEnabled { get { return isEffectsModuleEnabled; } }
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///// <summary>
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///// The ID number for this effects object prefab (as assigned by the Ship Controller Manager in the scene).
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///// This is the index in the SSCManager effectsObjectTemplatesList
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///// [INTERNAL USE ONLY]
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///// </summary>
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//public int effectsObjectPrefabID;
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#endregion
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#region Private Variables
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private AudioSource audioSource = null;
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private AudioClip audioClip = null;
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private List<ParticleSystem> shurikenParticlesList = null;
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private int numShurikenParticles = 0;
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private bool isEffectsModuleEnabled = true;
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private bool isAudioSourcePaused = false;
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/// <summary>
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/// [INTERNAL ONLY]
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/// Used to determine uniqueness
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/// </summary>
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[System.NonSerialized] internal uint itemSequenceNumber;
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/// <summary>
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/// [INTERNAL ONLY]
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/// If isReparented is true, this is the original parent
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/// transform used in the pooling system.
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/// </summary>
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[System.NonSerialized] internal Transform poolParentTrfm;
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#endregion
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#region Internal Static Variables
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internal static uint nextSequenceNumber = 1;
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internal readonly static string destroyMethodName = "DestroyEffectsObject";
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#endregion
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#region Internal Methods
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/// <summary>
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/// [INTERNAL USE ONLY]
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/// Get a reference to the audio source and cache it, if it hasn't already been done.
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/// NOTE: For performance reasons, the audio source must be on the parent gameobject.
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/// </summary>
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/// <returns></returns>
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internal AudioSource GetAudioSource()
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{
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if (audioSource == null) { audioSource = GetComponent<AudioSource>(); }
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return audioSource;
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}
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/// <summary>
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/// [INTERNAL USE ONLY]
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/// Get a reference to the audio clip. Cache the audio source and audio clip if they
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/// are not already cached.
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/// </summary>
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/// <returns></returns>
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internal AudioClip GetAudioClip()
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{
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if (audioSource == null) { audioSource = GetComponent<AudioSource>(); }
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// If the audioClip is not defined, attempt to cache it (if it exists)
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if (audioClip == null && audioSource != null) { audioClip = audioSource.clip; }
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return audioClip;
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}
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/// <summary>
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/// [INTERNAL USE ONLY]
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/// Replace the existing clip with a new one
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/// </summary>
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/// <param name="newAudioClip"></param>
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internal void SetAudioClip(AudioClip newAudioClip)
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{
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if (audioSource != null)
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{
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audioSource.clip = newAudioClip;
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audioClip = audioSource.clip;
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Check to see if the EffectsModule has an AudioSource attached.
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/// </summary>
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/// <returns></returns>
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public bool HasAudioSource()
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{
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if (audioSource != null) { return true; }
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else if (itemSequenceNumber != 0u) { return false; }
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else
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{
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return TryGetComponent(out audioSource);
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}
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}
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/// <summary>
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/// Check to see if the EffectsModule has one or more ParticleSystems
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/// </summary>
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/// <returns></returns>
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public bool HasParticleSystems()
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{
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if (numShurikenParticles > 0) { return true; }
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else if (itemSequenceNumber != 0u) { return false; }
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else
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{
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ParticleSystem[] particleSystems = GetComponentsInChildren<ParticleSystem>();
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return (particleSystems == null ? 0 : particleSystems.Length) > 0f;
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}
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}
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/// <summary>
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/// Initialises the effects object. Play the optional audio clip if there is one.
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/// Returns the unique identifier for this EffectsObject instance.
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/// </summary>
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public uint InitialiseEffectsObject ()
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{
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// Check for an audiosource attached to the same gameobject in the prefab.
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// For performance reasons, don't search child objects.
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if (audioSource == null) { audioSource = GetComponent<AudioSource>(); }
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// If the audioClip is not defined, attempt to cache it (if it exists)
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if (audioClip == null && audioSource != null) { audioClip = audioSource.clip; }
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// If there is a valid clip, play it.
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if (audioClip != null && audioSource.isActiveAndEnabled && !audioSource.isPlaying) { audioSource.Play(); }
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isAudioSourcePaused = false;
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IncrementSequenceNumber();
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if (usePooling)
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{
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if (isReparented) { poolParentTrfm = transform.parent; }
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// If pooling, cache the list of particle systems for this effect
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if (shurikenParticlesList == null)
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{
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shurikenParticlesList = new List<ParticleSystem>();
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shurikenParticlesList.AddRange(GetComponentsInChildren<ParticleSystem>());
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numShurikenParticles = shurikenParticlesList == null ? 0 : shurikenParticlesList.Count;
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}
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ParticleSystem particleSystem = null;
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// Start all particle systems that haven't started automatically on awake
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for (int spIdx = 0; spIdx < numShurikenParticles; spIdx++)
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{
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particleSystem = shurikenParticlesList[spIdx];
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if (particleSystem != null && !particleSystem.isPlaying) { particleSystem.Play(true); }
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}
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}
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// After a given amount of time, automatically destroy this effects object
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Invoke(destroyMethodName, despawnTime);
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return itemSequenceNumber;
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// Makes this EffectsModule unique from all others that have gone before them.
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/// This is called every time the effect is Initialised.
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/// </summary>
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internal void IncrementSequenceNumber()
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{
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itemSequenceNumber = nextSequenceNumber++;
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// if sequence number needs to be wrapped, do so to a high-ish number that is unlikely to be in use
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if (nextSequenceNumber > uint.MaxValue - 100) { nextSequenceNumber = 100000; }
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}
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/// <summary>
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/// Removes the effects object. How this is done depends on what system is being used (i.e. pooling etc.).
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/// If pooling is enabled, and there is an audio clip still playing, stop it.
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/// </summary>
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internal void DestroyEffectsObject()
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{
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//Debug.Log("[DEBUG] EffectsModule.DestroyEffectsObject T: " + Time.time);
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if (usePooling)
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{
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// If there is a clip and it is still playing, stop it
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if (audioClip != null && audioSource.isActiveAndEnabled && audioSource.isPlaying)
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{
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audioSource.Stop();
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isAudioSourcePaused = false;
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}
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ParticleSystem particleSystem = null;
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// Stop all particle systems
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for (int spIdx = 0; spIdx < numShurikenParticles; spIdx++)
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{
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particleSystem = shurikenParticlesList[spIdx];
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if (particleSystem != null && particleSystem.isPlaying) { shurikenParticlesList[spIdx].Stop(true); }
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}
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// Deactivate the effects object
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gameObject.SetActive(false);
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if (isReparented && poolParentTrfm != null)
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{
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//Debug.Log("[DEBUG] EffectsModule.DestroyEffectsObject and reparent " + name + " T: " + Time.time);
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transform.SetParent(poolParentTrfm);
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}
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}
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else
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{
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// Destroy the effects object
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Destroy(gameObject);
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}
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}
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#endregion
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#region Public API Methods
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/// <summary>
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/// Re-enable an Effect after it has been disabled with
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/// DisableEffects(). See also SSCManager.ResumeEffectsObjects().
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/// NOTE: Only takes action if IsEffectsModuleEnabled is false.
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/// </summary>
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public void EnableEffects()
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{
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if (!isEffectsModuleEnabled)
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{
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// If there is a clip and it is still playing, unpause it
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if (audioClip != null && audioSource.isActiveAndEnabled && isAudioSourcePaused)
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{
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audioSource.UnPause();
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isAudioSourcePaused = false;
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}
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ParticleSystem particleSystem = null;
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// Play (resume) all paused particle systems
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for (int spIdx = 0; spIdx < numShurikenParticles; spIdx++)
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{
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particleSystem = shurikenParticlesList[spIdx];
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if (particleSystem != null && particleSystem.isPaused) { shurikenParticlesList[spIdx].Play(true); }
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}
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isEffectsModuleEnabled = true;
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}
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}
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/// <summary>
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/// Useful when you want to pause the action in a game.
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/// Should always be called BEFORE setting Time.timeScale to 0.
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/// See also SSCManager.PauseEffectsObjects().
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/// NOTE: Only takes action if IsEffectsModuleEnabled is true.
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/// </summary>
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public void DisableEffects()
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{
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if (isEffectsModuleEnabled)
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{
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// If there is a clip and it is still playing, pause it
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if (audioClip != null && audioSource.isActiveAndEnabled && audioSource.isPlaying)
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{
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audioSource.Pause();
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isAudioSourcePaused = true;
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}
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ParticleSystem particleSystem = null;
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// Pause all particle systems
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for (int spIdx = 0; spIdx < numShurikenParticles; spIdx++)
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{
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particleSystem = shurikenParticlesList[spIdx];
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if (particleSystem != null && particleSystem.isPlaying) { shurikenParticlesList[spIdx].Pause(true); }
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}
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isEffectsModuleEnabled = false;
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}
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}
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#endregion
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}
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}
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