Hello, is there an animator way to do this? Because if i add delete animator to the particleSystemSceneNode, it kill all the particles (what i want is the emitter to stop emitting and when the last particle dies, i kill the whole node).
Is it possible somehow? I searched the forum, but din't find a solution.
It won't remove the node, you would still have to do that if it's necessary as well (maybe with a timer).
edit: Or some hack - you could then add a custom IParticleAffector which would get the amount of active particles in it's affect function. So you could figure out in there if there are no particles left.
Yes, that would work, however by the time the emmiter gets to be destroyed, whole bunch of new emitters+particleNodes are created, so it would be uncomfortable to keep track of all existing particleNodes+their emmiters, since they all would have same lifetime.. Maybe some sort of custom animator..