I am trying to have a mini-explosion in my game so I am using a mini-explosion, however it doesn't work, here is a video showing what is happening: https://youtu.be/S_U4AN-RFFQ. Basically it randomly triggers the effect and I am unsure why this happens. Here is the settings for the particle system:
Edit: Here is an image of the emmision module
Relevant code:
public class Alk : MonoBehaviour
{
public ParticleSystem particle;
}
Alk alk;
private void Start()
{
if (gameObject.GetComponent<Alk>() != null)
{
alk = gameObject.GetComponent<Alk>();
}
}
public void ChoseChasingWhatStateToAttackPlayer(NavMeshAgent agent, GameObject playerPos, GameObject Gself, Animator anim, bool MultiAttack, float inRange, float inView, float AttackRange, bool isBlocking, bool HasSeenPLayer)
{
switch (state)
{
case State.Chase:
ChasePlayer(playerPos, Gself, anim, agent, AttackRange, inRange, inView, HasSeenPLayer);
break;
case State.Attack:
AttackPlayer(playerPos, anim, agent, Gself, MultiAttack, inRange, inView, AttackRange, isBlocking, HasSeenPLayer);
break;
case State.Idle:
IdlePlayer(playerPos, anim, agent, Gself, inRange, inView, HasSeenPLayer);
break;
case State.Wander:
WanderPlayer(playerPos, anim, agent, Gself, HasSeenPLayer);
break;
}
}
private float distDif;
public int random = 0; // random Attacks
public void AttackPlayer(GameObject playerPos, Animator anim, NavMeshAgent agent, GameObject self, bool MultiAttack, float inRange, float inView, float AttackRange, bool isBlocking, bool HasSeenPLayer)
{
distDif = Vector3.Distance(self.transform.position, playerPos.transform.position);
if (distDif >= AttackRange)
{
agent.SetDestination(playerPos.transform.position);
}
else if (distDif <= AttackRange)
{
anim.SetBool("walk", false);
}
if (MultiAttack)
{
MultAttack(playerPos, anim, agent, self, inRange, inView);
}
else
{
anim.SetBool("Attack2", false);
anim.SetBool("Attack3", false);
StartCoroutine(PlayAnim(anim, "Attack"));
}
if (!PlayerPos.FindPlayerPos(AttackRange, playerPos.transform, inView, self, HasSeenPLayer))
{
anim.SetBool("Attack", false);
anim.SetBool("Attack2", false);
anim.SetBool("Attack3", false);
state = State.Chase;
}
}
public void MultAttack(GameObject playerPos, Animator anim, NavMeshAgent agent, GameObject self, float inRange, float inView)
{
if (random == 0) random = Random.Range(1, 5);
if (random == 1)
{
StartCoroutine(PlayAnim(anim, "Attack"));
random = 0;
return;
}
if (random == 2)
{
if (HasParameter("Attack2", anim))
{
StartCoroutine(PlayAnim(anim, "Attack2"));
random = 0;
return;
}
StartCoroutine(PlayAnim(anim, "Attack"));
random = 0;
return;
}
if (random == 3)
{
if (alk != null)
{
Debug.Log("This runs");
alk.particle.gameObject.SetActive(true);
alk.particle.Play();
}
StartCoroutine(AlkAnim(anim, "Attack3"));
//StartCoroutine(PlayAnim(anim, "Attack"));
random = 0;
return;
}
if (random == 4)
{
BlockPlayer(playerPos, anim, agent, inRange, inView, self);
random = 0;
return;
}
StartCoroutine(PlayAnim(anim, "Attack"));
random = 0;
return;
}
IEnumerator AlkAnim(Animator anim, string booleanName)
{
anim.SetBool(booleanName, true);
yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length + anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
anim.SetBool(booleanName, false);
if (alk != null)
{
alk.particle.Stop();
alk.particle.gameObject.SetActive(false);
random = 0;
}
}
public static bool HasParameter(string paramName, Animator animator) // checks to see if it has that parmameter
{
foreach (AnimatorControllerParameter param in animator.parameters)
{
if (param.name == paramName)
return true;
}
return false;
}
IEnumerator PlayAnim(Animator anim, string booleanName) //sets chosen anim bool true, waits length of the anim, sets bool false
{
anim.SetBool(booleanName, true);
yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length + anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
anim.SetBool(booleanName, false);
}
THis is how it gets called: (In other script)
void Start()
{
StartCoroutine(GetGood());
}
IEnumerator GetGood()
{
TtF.ChoseChasingWhatStateToAttackPlayer(agent, Player_pos.player, self, anim, MultiAttack, inRange, inView, AttackRange, isBlocking, hasSeenPlayer);
yield return new WaitForSeconds(0.5f);
StartCoroutine(GetGood());
}