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Question by Dumoria · May 14, 2016 at 01:20 PM · c#particlesscripting beginnerbulletweapon

How to create a link between particle and script C#

Hi everyone!

I would like that when a bullet is shot, an explosion to be created at the entry of the weapon. So I created a particule system, linked to a prefab and a SpecialEffects script. But now I would like to do something like "if bullet shot -> explosion" "else -> do nothing" but I don't know how to translate that in a C# language... I'm totally novice in scripting...

These are my WeaponScript and my SpecialEffectsHelper (sorry for the french comments, but they have no big importance ^^) :

using UnityEngine;

public class WeaponScript : MonoBehaviour {

 public Transform shotPrefab;

   
 public float shootingRate = 0.25f;

 private float shootCooldown;

 void Start()
 {
     shootCooldown = 0f;
 }

 void Update()
 {
     if (shootCooldown > 0)
     {
         shootCooldown -= Time.deltaTime;
     }
 }

   
 public void Attack(bool isEnemy)
 {
     if (CanAttack)
     {
         shootCooldown = shootingRate;

         
         var shotTransform = Instantiate(shotPrefab) as Transform;

        
         shotTransform.position = transform.position;

       
         ShotScript shot = shotTransform.gameObject.GetComponent<ShotScript>();
         if (shot != null)
         {
             shot.isEnemyShot = isEnemy;
         }

        
         MoveScript move = shotTransform.gameObject.GetComponent<MoveScript>();
         if (move != null)
         {
             move.direction = this.transform.right; // ici la droite sera le devant de notre objet
         }
     }
 }

 public bool CanAttack
 {
     get
     {
         return shootCooldown <= 0f;
     }
 }

}

using UnityEngine;

/// /// Effets de particules sans efforts /// public class SpecialEffectsHelper : MonoBehaviour { ///

/// Singleton /// public static SpecialEffectsHelper Instance;

 public ParticleSystem explosionEffect;

 void Awake()
 {
     // On garde une référence du singleton
     if (Instance != null)
     {
         Debug.LogError("Multiple instances of SpecialEffectsHelper!");
     }

     Instance = this;
 }

 /// <summary>
 /// Création d'une explosion à l'endroit indiqué
 /// </summary>
 /// <param name="position"></param>
 public void Explosion(Vector3 position)
 {
     instantiate(explosionEffect, position);
 }

 /// <summary>
 /// Création d'un effet de particule depuis un prefab
 /// </summary>
 /// <param name="prefab"></param>
 /// <returns></returns>
 private ParticleSystem instantiate(ParticleSystem prefab, Vector3 position)
 {
     ParticleSystem newParticleSystem = Instantiate(
       prefab,
       position,
       Quaternion.identity
     ) as ParticleSystem;

     // Destruction programmée
     Destroy(
       newParticleSystem.gameObject,
       newParticleSystem.startLifetime
     );

     return newParticleSystem;
 }

}

I would be nice if someone could help me :)

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Answer by JedBeryll · May 14, 2016 at 01:28 PM

Create a particle system, save it as a prefab and set it to play on awake. In the script create a reference to the prefab, assign it in inspector then when you need it instantiate the prefab and move it to where you want it. (Just instantiate it as gameobject, the particle system will know what to do).

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