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²Ã¹©¤·¤ÆÍøÍѤ·¤Æ¤¯¤À¤µ¤¤¡£(ÈóƱ´ü½èÍý¤Ë¤Ï UniTask ¤òÍøÍѤ·¤Æ¤¤¤Þ¤¹¡£)


using Cysharp.Threading.Tasks;
using UnityEngine;

public class ParticleController : MonoBehaviour
{
    [SerializeField] private ParticleSystem particleSystem;

¡¡¡¡// ¥Æ¥¹¥ÈÍÑ
    async UniTaskVoid Start()
    {
¡¡¡¡¡¡¡¡// ¥­¥ã¥ó¥»¥ë½èÍýÍѤΥȡ¼¥¯¥óÀ¸À®
¡¡¡¡¡¡¡¡var token = this.GetCancellationTokenOnDestroy();

¡¡¡¡¡¡¡¡// ¥Ç¥Ð¥Ã¥°ÍÑ¡£¼ÂºÝ¤Ë¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¥¿¥¤¥ß¥ó¥°¡¢Slider ¤ò¹¹¿·¤·¤¿¥¿¥¤¥ß¥ó¥°¤Ê¤É¤Ç³°Éô¥¯¥é¥¹¤«¤é¼Â¹Ô¤¹¤ë
        // ¥È¡¼¥¯¥ó¤Ï°ú¿ô¤ÇÅϤ¹¡£¥á¥¤¥ó¤Î½èÍý¤òÄä»ß¤µ¤»¤ëɬÍפϤʤ¤¤¿¤á¡¢Forget ¤òÍøÍѤ¹¤ë
        await PlayAndHideParticle(token).Forget();
    }

    // ¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥à¤ÎºÆÍøÍÑ
    public async UniTask PlayAndHideParticle(CancellationToken token)
    {
        // ¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥à¤Î¥¢¥¯¥Æ¥£¥Ö²½
        particleSystem.gameObject.SetActive(true);

        // ¥Ñ¡¼¥Æ¥£¥¯¥ëºÆÀ¸(¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥àÆâ¤Î PlayOnAwake ¤Ë¥Á¥§¥Ã¥¯¤òÆþ¤ì¤Æ¤ª¤±¤Ð¡¢¤³¤Î½èÍý¤ÏÉÔÍ×)
        //particleSystem.Play();

        // ¥Ñ¡¼¥Æ¥£¥¯¥ëºÆÀ¸¤¬½ª¤ï¤ë¤Þ¤ÇÂÔµ¡(¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥à¤Î Looping ¤Î¥Á¥§¥Ã¥¯¤ò³°¤·¤Æ¤ª¤±¤Ð¡¢¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥à¤Î Duration ¤Î»þ´Ö¤À¤±ÂÔµ¡¤Ë¤Ê¤ë)
        // WithCancellation ¥á¥½¥Ã¥É¤ò¥Á¥§¡¼¥ó¤·¡¢token ¤òÅϤ¹¤³¤È¤Ç¥­¥ã¥ó¥»¥ë½èÍý¤ËÂбþ¤Ç¤­¤ë¤è¤¦¤Ë¤·¤Æ¤¤¤ë
        await UniTask.WaitUntil(() => !particleSystem.isPlaying).WithCancellation(token);

        // ¥Ñ¡¼¥Æ¥£¥¯¥ë¥·¥¹¥Æ¥à¤ÎÈó¥¢¥¯¥Æ¥£¥Ö²½
        particleSystem.gameObject.SetActive(false);
    }
}

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await UniTask.WaitUntil(() => !particleSystem.isPlaying); ¤Î½èÍý¤¬½ªÎ»¤·¤Þ¤»¤ó¡£


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