public void RunAssociatedEffect(string particleSys = "", bool systemOnly = false)
{
foreach (GameObject particle in particleSystems)
{
if (particle != null)
{
if (particle.name == particleSys)
{
particle.SetActive(true);
currentlyRunning = particle;
break;
}
}
}
if (currentlyRunning == null)
{
animationOnly = particleSys;
}
if (particleSys == "")
{
return;
}
if (!systemOnly && particleSys != "" && animator != null)
{
animator.SetBool(particleSys, true);
}
}

Leave a Reply