Shit Code, Need Comment !

Code From ParticleControlPlayable.cs

        public override void PrepareFrame(Playable playable, FrameData data)
        {
            if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy)
                return;

            float localTime = (float)playable.GetTime();
            bool shouldUpdate = Mathf.Approximately(m_LastTime, kUnsetTime) ||
                !Mathf.Approximately(m_LastTime, localTime);
            if (shouldUpdate)
            {
                float epsilon = Time.fixedDeltaTime * 0.5f;
                float simTime = localTime;
                float expectedDelta = simTime - m_LastTime;

                //  The first iteration includes the start delay. Evaluate(particleSystem.randomSeed) is how the particle system generates the random value internally.
                float startDelay = particleSystem.main.startDelay.Evaluate(particleSystem.randomSeed);
                float particleSystemDurationLoop0 = particleSystem.main.duration + startDelay;

                // The particle system time does not include the start delay so we need to remove this for our own system time.
                float expectedSystemTime = simTime > particleSystemDurationLoop0 ? m_SystemTime : m_SystemTime - startDelay;

                // conditions for restart
                bool restart = (simTime < m_LastTime) || // time went backwards
                    (simTime < epsilon) || // time is set to 0
                    Mathf.Approximately(m_LastTime, kUnsetTime) || // object disabled
                    (expectedDelta > particleSystem.main.duration) || // large jump (bug workaround)
                    !(Mathf.Abs(expectedSystemTime - particleSystem.time) < Time.maximumParticleDeltaTime); // particle system isn't where we left it
                if (restart)
                {
                    // work around for a bug where simulate(simTime, true, true) doesn't work on loops
                    particleSystem.Simulate(0, true, true);
                    particleSystem.Simulate(simTime, true, false);
                    m_SystemTime = simTime;
                }
                else
                {
                    // ps.time will wrap, so we need to account for that in computing delta time
                    float particleSystemDuration = simTime > particleSystemDurationLoop0 ? particleSystem.main.duration : particleSystemDurationLoop0;
                    float fracTime = simTime % particleSystemDuration;
                    float deltaTime = fracTime - m_SystemTime;

                    if (deltaTime < -epsilon) // detect wrapping of ps.time
                        deltaTime = fracTime + particleSystemDurationLoop0 - m_SystemTime;

                    particleSystem.Simulate(deltaTime, true, false);
                    m_SystemTime += deltaTime;
                }

                m_LastTime = localTime;
            }
        }

the code really sucks

i need some guy in unity, help me explain what’s this line around mean

                    // ps.time will wrap, so we need to account for that in computing delta time
                    float particleSystemDuration = simTime > particleSystemDurationLoop0 ? particleSystem.main.duration : particleSystemDurationLoop0;
                    float fracTime = simTime % particleSystemDuration;

the fracTime.

finally, i know what’s going on. the code is wrong. does unity has code review ? i’m suppringly unity can write such bad code! and no one can figure it out ?