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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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refactor: fix package structure
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259
Runtime/UIParticleAttractor.cs
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259
Runtime/UIParticleAttractor.cs
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using System;
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using Coffee.UIParticleExtensions;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Coffee.UIExtensions
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{
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[ExecuteAlways]
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public class UIParticleAttractor : MonoBehaviour
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{
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public enum Movement
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{
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Linear,
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Smooth,
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Sphere
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}
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public enum UpdateMode
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{
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Normal,
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UnscaledTime
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}
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[SerializeField]
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private ParticleSystem m_ParticleSystem;
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[Range(0.1f, 10f)]
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[SerializeField]
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private float m_DestinationRadius = 1;
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[Range(0f, 0.95f)]
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[SerializeField]
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private float m_DelayRate;
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[Range(0.001f, 100f)]
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[SerializeField]
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private float m_MaxSpeed = 1;
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[SerializeField]
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private Movement m_Movement;
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[SerializeField]
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private UpdateMode m_UpdateMode;
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[SerializeField]
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private UnityEvent m_OnAttracted;
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private UIParticle _uiParticle;
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public float destinationRadius
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{
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get { return m_DestinationRadius; }
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set { m_DestinationRadius = Mathf.Clamp(value, 0.1f, 10f); }
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}
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public float delay
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{
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get { return m_DelayRate; }
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set { m_DelayRate = value; }
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}
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public float maxSpeed
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{
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get { return m_MaxSpeed; }
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set { m_MaxSpeed = value; }
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}
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public Movement movement
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{
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get { return m_Movement; }
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set { m_Movement = value; }
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}
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public UpdateMode updateMode
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{
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get { return m_UpdateMode; }
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set { m_UpdateMode = value; }
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}
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public UnityEvent onAttracted
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{
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get { return m_OnAttracted; }
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set { m_OnAttracted = value; }
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}
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#if UNITY_EDITOR
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public new ParticleSystem particleSystem
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#else
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public ParticleSystem particleSystem
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#endif
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{
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get { return m_ParticleSystem; }
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set
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{
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m_ParticleSystem = value;
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ApplyParticleSystem();
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}
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}
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private void OnEnable()
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{
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ApplyParticleSystem();
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UIParticleUpdater.Register(this);
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}
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private void OnDisable()
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{
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UIParticleUpdater.Unregister(this);
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}
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private void OnDestroy()
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{
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_uiParticle = null;
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m_ParticleSystem = null;
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}
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internal void Attract()
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{
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if (m_ParticleSystem == null) return;
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var count = m_ParticleSystem.particleCount;
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if (count == 0) return;
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var particles = ParticleSystemExtensions.GetParticleArray(count);
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m_ParticleSystem.GetParticles(particles, count);
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var dstPos = GetDestinationPosition();
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for (var i = 0; i < count; i++)
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{
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// Attracted
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var p = particles[i];
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if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius)
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{
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p.remainingLifetime = 0f;
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particles[i] = p;
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if (m_OnAttracted != null)
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{
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try
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{
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m_OnAttracted.Invoke();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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continue;
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}
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// Calc attracting time
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var delayTime = p.startLifetime * m_DelayRate;
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var duration = p.startLifetime - delayTime;
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var time = Mathf.Max(0, p.startLifetime - p.remainingLifetime - delayTime);
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// Delay
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if (time <= 0) continue;
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// Attract
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p.position = GetAttractedPosition(p.position, dstPos, duration, time);
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p.velocity *= 0.5f;
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particles[i] = p;
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}
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m_ParticleSystem.SetParticles(particles, count);
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}
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private Vector3 GetDestinationPosition()
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{
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var isUI = _uiParticle && _uiParticle.enabled;
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var psPos = m_ParticleSystem.transform.position;
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var attractorPos = transform.position;
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var dstPos = attractorPos;
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var isLocalSpace = m_ParticleSystem.IsLocalSpace();
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if (isLocalSpace)
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{
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dstPos = m_ParticleSystem.transform.InverseTransformPoint(dstPos);
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}
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if (isUI)
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{
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var inverseScale = _uiParticle.parentScale.Inverse();
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var scale3d = _uiParticle.scale3DForCalc;
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dstPos = dstPos.GetScaled(inverseScale, scale3d.Inverse());
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// Relative mode
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if (_uiParticle.positionMode == UIParticle.PositionMode.Relative)
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{
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var diff = _uiParticle.transform.position - psPos;
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diff.Scale(scale3d - inverseScale);
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diff.Scale(scale3d.Inverse());
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dstPos += diff;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying && !isLocalSpace)
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{
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dstPos += psPos - psPos.GetScaled(inverseScale, scale3d.Inverse());
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}
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#endif
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}
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return dstPos;
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}
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private Vector3 GetAttractedPosition(Vector3 current, Vector3 target, float duration, float time)
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{
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var speed = m_MaxSpeed;
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switch (m_UpdateMode)
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{
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case UpdateMode.Normal:
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speed *= 60 * Time.deltaTime;
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break;
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case UpdateMode.UnscaledTime:
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speed *= 60 * Time.unscaledDeltaTime;
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break;
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}
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switch (m_Movement)
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{
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case Movement.Linear:
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speed /= duration;
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break;
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case Movement.Smooth:
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target = Vector3.Lerp(current, target, time / duration);
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break;
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case Movement.Sphere:
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target = Vector3.Slerp(current, target, time / duration);
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break;
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}
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return Vector3.MoveTowards(current, target, speed);
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}
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private void ApplyParticleSystem()
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{
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_uiParticle = null;
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if (m_ParticleSystem == null)
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{
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#if UNITY_EDITOR
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if (Application.isPlaying)
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#endif
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{
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Debug.LogError("No particle system attached to particle attractor script", this);
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}
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return;
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}
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_uiParticle = m_ParticleSystem.GetComponentInParent<UIParticle>(true);
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if (_uiParticle && !_uiParticle.particles.Contains(m_ParticleSystem))
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{
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_uiParticle = null;
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}
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}
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}
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}
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