using System.Collections; using System.Collections.Generic; using UnityEngine; public class RewindParticleSystemSuperSimple : MonoBehaviour { ParticleSystem[] particleSystems; float[] simulationTimes; public float startTime = 2.0f; public float simulationSpeedScale = 1.0f; void Initialize() { particleSystems = GetComponentsInChildren(false); simulationTimes = new float[particleSystems.Length]; } void OnEnable() { if (particleSystems == null) { Initialize(); } for (int i = 0; i < simulationTimes.Length; i++) { simulationTimes[i] = 0.0f; } particleSystems[0].Simulate(startTime, true, false, true); } void Update() { particleSystems[0].Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); for (int i = particleSystems.Length - 1; i >= 0; i--) { bool useAutoRandomSeed = particleSystems[i].useAutoRandomSeed; particleSystems[i].useAutoRandomSeed = false; particleSystems[i].Play(false); float deltaTime = particleSystems[i].main.useUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime; simulationTimes[i] -= (deltaTime * particleSystems[i].main.simulationSpeed) * simulationSpeedScale; float currentSimulationTime = startTime + simulationTimes[i]; particleSystems[i].Simulate(currentSimulationTime, false, false, true); particleSystems[i].useAutoRandomSeed = useAutoRandomSeed; if (currentSimulationTime < 0.0f) { particleSystems[i].Play(false); particleSystems[i].Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear); } } } }