using System; using System.Collections; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Utility { public class ParticleSystemDestroyer : MonoBehaviour { // allows a particle system to exist for a specified duration, // then shuts off emission, and waits for all particles to expire // before destroying the gameObject public float minDuration = 8; public float maxDuration = 10; private float m_MaxLifetime; private bool m_EarlyStop; private IEnumerator Start() { var systems = GetComponentsInChildren(); // find out the maximum lifetime of any particles in this effect foreach (var system in systems) { m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); } // wait for random duration float stopTime = Time.time + Random.Range(minDuration, maxDuration); while (Time.time < stopTime || m_EarlyStop) { yield return null; } Debug.Log("stopping " + name); // turn off emission foreach (var system in systems) { var emission = system.emission; emission.enabled = false; } BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); // wait for any remaining particles to expire yield return new WaitForSeconds(m_MaxLifetime); Destroy(gameObject); } public void Stop() { // stops the particle system early m_EarlyStop = true; } } }