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ParticleSystem endParticleSystem; + + float startEmission; + private void OnEnable() + { + castParticleSystem = castParticle.GetComponent(); + loopingParticleSystem = loopingParticle.GetComponent(); + endParticleSystem = endParticle.GetComponent(); + if (!castParticleSystem || !loopingParticleSystem || !endParticleSystem) + { + Debug.LogError("ParticleHandler: Missing particle systems. Ensure they are referenced correctly."); + return; + } + + Cast(); + } + + public void Cast() + { + StartCoroutine(Flow()); + } + + IEnumerator Flow() + { + PlayParticles(castParticleSystem, castFXDuration); + yield return new WaitForSeconds(castFXDuration); + + PlayParticles(loopingParticleSystem, loopDuration); + yield return new WaitForSeconds(loopDuration); + + PlayParticles(endParticleSystem); + yield return WaitUntilParticleSystemStops(endParticleSystem); + } + private IEnumerator WaitUntilParticleSystemStops(ParticleSystem particleSystem) + { + while (particleSystem.IsAlive(true)) + { + yield return null; + } + } + private void PlayParticles(ParticleSystem particleSystem, float duration = 0f) + { + particleSystem.gameObject.SetActive(true); + var particleSystemMain = particleSystem.emission; + + if (startEmission == 0) + startEmission = particleSystemMain.rateOverTimeMultiplier; + + if (particleSystem.main.startLifetime.constantMax == Mathf.Infinity) + 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Text displayName; + + private void Start() + { + foreach (Transform t in this.transform) + { + particles.Add(t.gameObject); + } + PostUpdateLogic(); + particles[currentlyActive].SetActive(true); + } + + void PostUpdateLogic() + { + if (displayName != null) + displayName.text = particles[currentlyActive].name; + if (particles[currentlyActive].TryGetComponent(out ParticleHandler handler)) + { + handler.Cast(); + } + } + + + public void ActivateNext() + { + if (currentlyActive + 1 >= particles.Count) + { + particles[currentlyActive].SetActive(false); + currentlyActive = 0; + particles[currentlyActive].SetActive(true); + } + else + { + particles[currentlyActive].SetActive(false); + currentlyActive++; + particles[currentlyActive].SetActive(true); + } + + PostUpdateLogic(); + } + + public void ActivatePrevious() + { + if (currentlyActive - 1 < 0) + { + particles[currentlyActive].SetActive(false); + currentlyActive = (particles.Count - 1); + particles[currentlyActive].SetActive(true); + } + 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