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Question by souperdavecdn · Jan 28, 2013 at 02:55 AM · particle systemeventsystemshuriken

Determine completion of Particle System without polling?

Is an event fired when the Shuriken Partical System has completed? I'd rather override an event than have to poll.

Thanks!

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Answer by souperdavecdn · Feb 06, 2013 at 08:49 AM

SOLUTION - How to monitor a Particle System without polling

The Particle System's ParticleSystem.duration property set from the inspector is used for the interval in the following script. Once the time is elapsed the script messages and voila! you know your Particle System is done.

// ***************************** START Snippet Timer.js ************************************** #pragma strict

     // Timer.js
     // Dave Brace / souperdavecdn
     // 2/6/2013
     
     // Uses a co-routine to notify of elapsed time
     // Default interval corresponds to length of animation clip
     // Uses Unity Messaging 
     
     var interval    :float                = 2.35;
     var debugOn        :System.Boolean     = false;
     
     private var        myNumber : int;
     
     // Dummy for debug only
     var        myExNumber : int;
     
     function _SetMyNumber(num:int){
         // Set by instantiating code
         myNumber = num;
         myExNumber = num;
     
     }
     
     function _Start(){
     
         if(debugOn){
             print (transform.name + ": Starting " + Time.time);
         }
         
         yield WaitUntilInterval();
         
     }
     
     function WaitUntilInterval() {
     
         // suspend execution for interval seconds
         yield WaitForSeconds (interval);
         
         if(debugOn){
             print (transform.name + ": Completed "+ Time.time);
         }
         
         _OnCompleted();
         
     }
     
     function _OnCompleted(){
     
         SendMessageUpwards("_ItemAvail",myNumber,SendMessageOptions.DontRequireReceiver);
     
     }
     // ***************************** END Timer.js **************************************
 

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