Added Play, pause, and stop functions to particle effect for more manual control if needed.
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@@ -275,6 +275,30 @@ void ParticleEffect::UpdateSimulation(bool singleFrame)
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Particles::UpdateEffect(this);
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}
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void ParticleEffect::Play(bool reset)
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{
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_play = true;
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IsPlaying = true;
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if (reset)
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ResetSimulation();
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else
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UpdateSimulation(true);
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}
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void ParticleEffect::Pause()
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{
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_play = false;
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IsPlaying = false;
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}
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void ParticleEffect::Stop()
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{
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_play = false;
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IsPlaying = false;
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ResetSimulation();
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}
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void ParticleEffect::UpdateBounds()
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{
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BoundingBox bounds = BoundingBox::Empty;
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@@ -395,6 +419,9 @@ void ParticleEffect::SetParametersOverrides(const Array<ParameterOverride>& valu
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void ParticleEffect::Update()
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{
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if (!_play)
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return;
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// Skip if off-screen
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if (!UpdateWhenOffscreen && _lastMinDstSqr >= MAX_Real)
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return;
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@@ -417,7 +444,14 @@ void ParticleEffect::Update()
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void ParticleEffect::UpdateExecuteInEditor()
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{
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if (!Editor::IsPlayMode)
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{
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// Always Play in editor while not playing.
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// Could be useful to have a GUI to change this state
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if (!_play)
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_play = true;
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Update();
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}
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}
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#endif
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@@ -576,6 +610,7 @@ void ParticleEffect::Serialize(SerializeStream& stream, const void* otherObj)
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SERIALIZE(SimulationSpeed);
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SERIALIZE(UseTimeScale);
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SERIALIZE(IsLooping);
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SERIALIZE(PlayOnStart);
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SERIALIZE(UpdateWhenOffscreen);
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SERIALIZE(DrawModes);
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SERIALIZE(SortOrder);
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@@ -675,6 +710,7 @@ void ParticleEffect::Deserialize(DeserializeStream& stream, ISerializeModifier*
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DESERIALIZE(SimulationSpeed);
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DESERIALIZE(UseTimeScale);
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DESERIALIZE(IsLooping);
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DESERIALIZE(PlayOnStart);
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DESERIALIZE(UpdateWhenOffscreen);
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DESERIALIZE(DrawModes);
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DESERIALIZE(SortOrder);
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@@ -685,6 +721,12 @@ void ParticleEffect::Deserialize(DeserializeStream& stream, ISerializeModifier*
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}
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}
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void ParticleEffect::BeginPlay(SceneBeginData* data)
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{
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Actor::BeginPlay(data);
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}
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void ParticleEffect::EndPlay()
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{
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CacheModifiedParameters();
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@@ -706,6 +748,9 @@ void ParticleEffect::OnEnable()
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GetScene()->Ticking.Update.AddTickExecuteInEditor<ParticleEffect, &ParticleEffect::UpdateExecuteInEditor>(this);
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#endif
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if (PlayOnStart)
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Play();
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// Base
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Actor::OnEnable();
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}
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@@ -184,6 +184,7 @@ private:
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uint32 _parametersVersion = 0; // Version number for _parameters to be in sync with Instance.ParametersVersion
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Array<ParticleEffectParameter> _parameters; // Cached for scripting API
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Array<ParameterOverride> _parametersOverrides; // Cached parameter modifications to be applied to the parameters
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bool _play = false;
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public:
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/// <summary>
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@@ -235,9 +236,21 @@ public:
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bool IsLooping = true;
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/// <summary>
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/// If true, the particle simulation will be updated even when an actor cannot be seen by any camera. Otherwise, the simulation will stop running when the actor is off-screen.
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/// Determines whether the particle effect should play on start.
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/// </summary>
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API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), DefaultValue(true), EditorOrder(60)")
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bool PlayOnStart = true;
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/// <summary>
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/// If true, the particle effect is playing.
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/// </summary>
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API_FIELD()
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bool IsPlaying = false;
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/// <summary>
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/// If true, the particle simulation will be updated even when an actor cannot be seen by any camera. Otherwise, the simulation will stop running when the actor is off-screen.
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/// </summary>
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API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), DefaultValue(true), EditorOrder(70)")
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bool UpdateWhenOffscreen = true;
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/// <summary>
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@@ -337,6 +350,22 @@ public:
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/// <param name="singleFrame">True if update animation by a single frame only (time time since last engine update), otherwise will update simulation with delta time since last update.</param>
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API_FUNCTION() void UpdateSimulation(bool singleFrame = false);
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/// <summary>
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/// Plays the simulation.
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/// </summary>
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/// /// <param name="reset">If true, the simulation will be reset</param>
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API_FUNCTION() void Play(bool reset = true);
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/// <summary>
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/// Pauses the simulation.
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/// </summary>
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API_FUNCTION() void Pause();
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/// <summary>
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/// Stops and resets the simulation.
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/// </summary>
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API_FUNCTION() void Stop();
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/// <summary>
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/// Updates the actor bounds.
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/// </summary>
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@@ -389,6 +418,7 @@ public:
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protected:
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// [Actor]
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void BeginPlay(SceneBeginData* data) override;
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void EndPlay() override;
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void OnEnable() override;
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void OnDisable() override;
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