public override void OnEnter()
{
ps = Fsm.GetOwnerDefaultTarget(gameObject).GetComponent<ParticleSystem>();
if (delay.Value <= 0)
{
if (clear.Value) {
stopWithClear.Value = false;
ps.Clear();
}
else {
ps.Stop();
ps.Clear();
}
if(finishEvent != null) Fsm.Event(finishEvent);{
Finish();
return;
}
}
startTime = Time.realtimeSinceStartup;
timer = 0f;
}