using System; using UnityEngine; [RequireComponent(typeof(AudioSource))] public class AutoDestroyAfterAudioPlay : MonoBehaviour { private void Awake() { this._source = base.GetComponent(); } private void Update() { if (!this._source.isPlaying) { this.Disable(); } } private void OnDisable() { this.Disable(); } private void Disable() { base.transform.localPosition = Vector3.zero; this._source.Stop(); this._source.clip = null; } [SerializeField] private float delayTime = 0.5f; private AudioSource _source; }