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Firework Particle System

Problem: Need a firework explosion to trigger at the location and time of death of the initial rocket. Want a vibrant gradient that's easily editable.
Solution: Utilize an 'Event Handler'

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I split the system into 2 groups: Rocket & Explosion.
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Rocket handles the initial ribbon trail, while Explosion handles the fireworks flower upon the death of the rocket.
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Initial_Rocket is a simple particle emitter with some velocity and drag to create an arc.
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Rocket_Trail is a ribbon renderer attached to the initial rocket through an Event Handler.
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Event Handler recieves the location event from Initial Rocket, and tells Rocket_Trail to start spawning particles at the location being calculated every frame.


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Explosion uses an event handler to receive the death event of Initial_Rocket, utilizing random velocity, drag, and gravity to create a flower-like pattern.
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Explosion_Trail is a duplicate of Rocket_Trail, just switching from receiving Initial_Rocket's location event to receiving Explosion's location event in an event handler.
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