Better handling stopping/resetting non-looping effect.

This commit is contained in:
Chandler Cox
2023-10-21 17:22:02 -05:00
parent 7d9991999d
commit 78aae0da5a
3 changed files with 6 additions and 7 deletions

View File

@@ -283,11 +283,8 @@ void ParticleEffect::UpdateSimulation(bool singleFrame)
void ParticleEffect::Play()
{
// Reset simulation when play is called and particle system is time is complete - ex. if IsLooping is false and simulation is complete
if (!IsLooping && Instance.Time >= (float)ParticleSystem->DurationFrames / ParticleSystem->FramesPerSecond)
ResetSimulation();
_isPlaying = true;
_isStopped = false;
}
void ParticleEffect::Pause()
@@ -297,6 +294,7 @@ void ParticleEffect::Pause()
void ParticleEffect::Stop()
{
_isStopped = true;
_isPlaying = false;
ResetSimulation();
}
@@ -452,7 +450,7 @@ void ParticleEffect::Update()
void ParticleEffect::UpdateExecuteInEditor()
{
// Auto-play in Editor
if (!Editor::IsPlayMode)
if (!Editor::IsPlayMode && !_isStopped)
{
_isPlaying = true;
Update();