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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MU3
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{
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// Token: 0x02000724 RID: 1828
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public class AutoPushToCacheParticle : MonoBehaviour
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{
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// Token: 0x06002F4D RID: 12109 RVA: 0x000FC5B4 File Offset: 0x000FC5B4
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private void OnEnable()
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{
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this.particleSystems_ = EffectListResource.popParticleSystems();
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base.GetComponentsInChildren<ParticleSystem>(this.particleSystems_);
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this.time_ = 0f;
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}
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// Token: 0x06002F4E RID: 12110 RVA: 0x000FC5D8 File Offset: 0x000FC5D8
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private void OnDisable()
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{
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EffectListResource.pushParticleSystems(ref this.particleSystems_);
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}
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// Token: 0x06002F4F RID: 12111 RVA: 0x000FC5E8 File Offset: 0x000FC5E8
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private void Update()
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{
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this.time_ += Time.deltaTime;
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if (this.time_ < this.duration_)
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{
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return;
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}
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int num = 0;
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for (int i = 0; i < this.particleSystems_.Count; i++)
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{
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num += this.particleSystems_[i].particleCount;
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}
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if (num <= 0)
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{
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if (this.objectCache_ == null)
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{
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UnityEngine.Object.Destroy(base.gameObject);
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}
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else
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{
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this.objectCache_.push(base.gameObject);
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}
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}
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}
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// Token: 0x040054CC RID: 21708
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[Header("↓時間後に、パーティクル個数が0個になるとGameObjectを消滅させます")]
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[SerializeField]
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private float duration_;
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// Token: 0x040054CD RID: 21709
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public ObjectCache objectCache_;
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// Token: 0x040054CE RID: 21710
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private float time_;
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// Token: 0x040054CF RID: 21711
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private List<ParticleSystem> particleSystems_;
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}
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}
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