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Question by MarcoRobles · Nov 29, 2016 at 01:28 AM · particlesystem

Play/Stop/Pause a Particule syste?

I have a particule system on my Gameobject and when I shoot to it I want to play the particule system. I have the following code but It just play the first time the particule system and then it continues playing without making any pause or stop the particule system effect.

Code:

using UnityEngine; using System.Collections;

[RequireComponent(typeof(AudioSource))] public class EnemyLifeManager : MonoBehaviour {

 public int InitialLife;
     public int Money;
     public int IsBoss;

    private ParticleSystem blood;
    private int CurrentLife;
    private AudioSource sound;

 // Use this for initialization
 void Start () {
     
     CurrentLife = InitialLife;
     blood = GetComponentInChildren<ParticleSystem>() as ParticleSystem;
     blood.Stop();
     blood.Pause();
     sound = GetComponent<AudioSource>();
 }
 
 // Update is called once per frame
 void Update () {
     if (CurrentLife <= 0)
     {
         var resourcesManager = FindObjectOfType(typeof(CreatorTurrets)) as CreatorTurrets;
         resourcesManager.resource += Money;
         if (IsBoss == 1)
         {
             var obj = FindObjectOfType(typeof(SceneChanger)) as SceneChanger;
             obj.BossIsDead();
             //obj.SendMessage("BossIsDead");
         } 
         Destroy(this.gameObject);
     }
 }

 private void OnTriggerStay(Collider other)
 {
     if (other.gameObject.name.ToLower().Contains("bullet"))
     {
         Destroy(other.gameObject);
     }
 }

 private void OnTriggerEnter(Collider other)
 {
     
     var obj = other.gameObject;
     if (obj.name.ToLower().Contains("bullet"))
     {
         sound.Play();
         blood.Play();
         if (obj.name[0] == 'm')
         {
             CurrentLife -= 10;
         }
         else if (obj.name[0] == 'n')
         {
             CurrentLife -= 5;
         }
         else
         {
             CurrentLife -= 15;
         }
     // blood.Stop();
        blood.Pause();
     }
 }

}

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