using System; using System.Collections.Generic; using UnityEngine; namespace MU3 { // Token: 0x02000724 RID: 1828 public class AutoPushToCacheParticle : MonoBehaviour { // Token: 0x06002F4D RID: 12109 RVA: 0x000FC5B4 File Offset: 0x000FC5B4 private void OnEnable() { this.particleSystems_ = EffectListResource.popParticleSystems(); base.GetComponentsInChildren(this.particleSystems_); this.time_ = 0f; } // Token: 0x06002F4E RID: 12110 RVA: 0x000FC5D8 File Offset: 0x000FC5D8 private void OnDisable() { EffectListResource.pushParticleSystems(ref this.particleSystems_); } // Token: 0x06002F4F RID: 12111 RVA: 0x000FC5E8 File Offset: 0x000FC5E8 private void Update() { this.time_ += Time.deltaTime; if (this.time_ < this.duration_) { return; } int num = 0; for (int i = 0; i < this.particleSystems_.Count; i++) { num += this.particleSystems_[i].particleCount; } if (num <= 0) { if (this.objectCache_ == null) { UnityEngine.Object.Destroy(base.gameObject); } else { this.objectCache_.push(base.gameObject); } } } // Token: 0x040054CC RID: 21708 [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")] [SerializeField] private float duration_; // Token: 0x040054CD RID: 21709 public ObjectCache objectCache_; // Token: 0x040054CE RID: 21710 private float time_; // Token: 0x040054CF RID: 21711 private List particleSystems_; } }