| | 1 | | using UnityEngine; |
| | 2 | |
|
| | 3 | | public class DestroyParticlesOnFinish : MonoBehaviour |
| | 4 | | { |
| | 5 | | private const int INDEX_AMOUNT = 10; |
| | 6 | |
|
| | 7 | | [SerializeField] private ParticleSystem particles; |
| | 8 | | private int index; |
| | 9 | |
|
| | 10 | |
|
| | 11 | | private void Awake() |
| | 12 | | { |
| 0 | 13 | | if (particles == null) |
| | 14 | | { |
| 0 | 15 | | Destroy(this); |
| 0 | 16 | | return; |
| | 17 | | } |
| | 18 | |
|
| 0 | 19 | | index = Random.Range(0, INDEX_AMOUNT); |
| 0 | 20 | | } |
| | 21 | |
|
| | 22 | | public void FixedUpdate() |
| | 23 | | { |
| 0 | 24 | | if (Time.frameCount % INDEX_AMOUNT != index) |
| 0 | 25 | | return; |
| | 26 | |
|
| 0 | 27 | | if (particles != null && !particles.IsAlive()) |
| 0 | 28 | | Destroy(gameObject); |
| 0 | 29 | | } |
| | 30 | | } |