ParticleEffectForUGUI/UIParticle.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[ExecuteInEditMode]
public class UIParticle : MaskableGraphic
{
//################################
// Constant or Readonly Static Members.
//################################
static readonly int s_IdMainTex = Shader.PropertyToID("_MainTex");
static readonly List<Vector3> s_Vertices = new List<Vector3>();
//################################
// Serialize Members.
//################################
[Tooltip("The ParticleSystem rendered by CanvasRenderer")]
[SerializeField] ParticleSystem m_ParticleSystem;
[Tooltip("The UIParticle to render trail effect")]
[SerializeField] UIParticle m_TrailParticle;
[HideInInspector] [SerializeField] bool m_IsTrail = false;
//################################
// Public/Protected Members.
//################################
public override Texture mainTexture
{
get
{
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Texture tex = null;
if (!m_IsTrail)
{
Profiler.BeginSample("Check TextureSheetAnimation module");
var textureSheet = m_ParticleSystem.textureSheetAnimation;
if (textureSheet.enabled && textureSheet.mode == ParticleSystemAnimationMode.Sprites && 0 < textureSheet.spriteCount)
{
tex = textureSheet.GetSprite(0).texture;
}
Profiler.EndSample();
}
if (!tex && _renderer)
{
Profiler.BeginSample("Check material");
var mat = m_IsTrail
? _renderer.trailMaterial
: Application.isPlaying
? _renderer.material
: _renderer.sharedMaterial;
if (mat && mat.HasProperty(s_IdMainTex))
{
tex = mat.mainTexture;
}
Profiler.EndSample();
}
return tex ?? s_WhiteTexture;
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}
}
public override Material GetModifiedMaterial(Material baseMaterial)
{
return base.GetModifiedMaterial(_renderer ? _renderer.sharedMaterial : baseMaterial);
}
protected override void OnEnable()
{
m_ParticleSystem = m_ParticleSystem ? m_ParticleSystem : GetComponent<ParticleSystem>();
_renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent<ParticleSystemRenderer>() : null;
_mesh = new Mesh();
_mesh.MarkDynamic();
CheckTrail();
base.OnEnable();
Canvas.willRenderCanvases += UpdateMesh;
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}
protected override void OnDisable()
{
Canvas.willRenderCanvases -= UpdateMesh;
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DestroyImmediate(_mesh);
_mesh = null;
CheckTrail();
base.OnDisable();
}
protected override void UpdateGeometry()
{
}
//################################
// Private Members.
//################################
Mesh _mesh;
ParticleSystemRenderer _renderer;
void UpdateMesh()
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{
Profiler.BeginSample("CheckTrail");
CheckTrail();
Profiler.EndSample();
if (m_ParticleSystem)
{
Profiler.BeginSample("Disable ParticleSystemRenderer");
if (Application.isPlaying)
{
_renderer.enabled = false;
}
Profiler.EndSample();
Profiler.BeginSample("Make Matrix");
var cam = canvas.worldCamera ?? Camera.main;
bool useTransform = false;
Matrix4x4 matrix = default(Matrix4x4);
switch (m_ParticleSystem.main.simulationSpace)
{
case ParticleSystemSimulationSpace.Local:
matrix =
Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
useTransform = true;
break;
case ParticleSystemSimulationSpace.World:
matrix = m_ParticleSystem.transform.worldToLocalMatrix;
break;
case ParticleSystemSimulationSpace.Custom:
break;
}
Profiler.EndSample();
_mesh.Clear();
if (0 < m_ParticleSystem.particleCount)
{
Profiler.BeginSample("Bake Mesh");
if (m_IsTrail)
{
_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
}
else
{
_renderer.BakeMesh(_mesh, cam, useTransform);
}
Profiler.EndSample();
// Apply matrix.
Profiler.BeginSample("Apply matrix to position");
_mesh.GetVertices(s_Vertices);
var count = s_Vertices.Count;
for (int i = 0; i < count; i++)
{
s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
}
_mesh.SetVertices(s_Vertices);
s_Vertices.Clear();
Profiler.EndSample();
}
// Set mesh to CanvasRenderer.
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Profiler.BeginSample("Set mesh and texture to CanvasRenderer");
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canvasRenderer.SetMesh(_mesh);
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canvasRenderer.SetTexture(mainTexture);
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Profiler.EndSample();
}
}
void CheckTrail()
{
if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
{
if (!m_TrailParticle)
{
m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent<UIParticle>();
var trans = m_TrailParticle.transform;
trans.SetParent(transform);
trans.localPosition = Vector3.zero;
trans.localRotation = Quaternion.identity;
trans.localScale = Vector3.one;
m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer>();
m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem>();
m_TrailParticle.m_IsTrail = true;
}
m_TrailParticle.enabled = true;
}
else if (m_TrailParticle)
{
m_TrailParticle.enabled = false;
}
}
}
}