ParticleEffectForUGUI/Runtime/UIParticleAttractor.cs

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using System;
using System.Collections.Generic;
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using Coffee.UIParticleInternal;
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using UnityEngine;
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using UnityEngine.Events;
namespace Coffee.UIExtensions
{
[ExecuteAlways]
public class UIParticleAttractor : MonoBehaviour, ISerializationCallbackReceiver
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{
public enum Movement
{
Linear,
Smooth,
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Sphere
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}
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public enum UpdateMode
{
Normal,
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UnscaledTime
}
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[SerializeField]
[HideInInspector]
private ParticleSystem m_ParticleSystem;
[SerializeField]
private List<ParticleSystem> m_ParticleSystems = new List<ParticleSystem>();
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[Range(0.1f, 10f)]
[SerializeField]
private float m_DestinationRadius = 1;
[Range(0f, 0.95f)]
[SerializeField]
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private float m_DelayRate;
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[Range(0.001f, 100f)]
[SerializeField]
private float m_MaxSpeed = 1;
[SerializeField]
private Movement m_Movement;
[SerializeField]
private UpdateMode m_UpdateMode;
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[SerializeField]
private UnityEvent m_OnAttracted;
private List<UIParticle> _uiParticles = new List<UIParticle>();
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public float destinationRadius
{
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get => m_DestinationRadius;
set => m_DestinationRadius = Mathf.Clamp(value, 0.1f, 10f);
}
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public float delay
{
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get => m_DelayRate;
set => m_DelayRate = value;
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}
public float maxSpeed
{
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get => m_MaxSpeed;
set => m_MaxSpeed = value;
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}
public Movement movement
{
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get => m_Movement;
set => m_Movement = value;
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}
public UpdateMode updateMode
{
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get => m_UpdateMode;
set => m_UpdateMode = value;
}
public UnityEvent onAttracted
{
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get => m_OnAttracted;
set => m_OnAttracted = value;
}
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/// <summary>
/// The target ParticleSystems to attract. Use <see cref="AddParticleSystem"/> and
/// <see cref="RemoveParticleSystem"/> to modify the list.
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/// </summary>
public IReadOnlyList<ParticleSystem> particleSystems => m_ParticleSystems;
public void AddParticleSystem(ParticleSystem ps)
{
if (m_ParticleSystems == null)
{
m_ParticleSystems = new List<ParticleSystem>();
}
var i = m_ParticleSystems.IndexOf(ps);
if (0 <= i) return; // Already added: skip
m_ParticleSystems.Add(ps);
_uiParticles.Clear();
}
public void RemoveParticleSystem(ParticleSystem ps)
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{
if (m_ParticleSystems == null)
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{
return;
}
var i = m_ParticleSystems.IndexOf(ps);
if (i < 0) return; // Not found. skip
m_ParticleSystems.RemoveAt(i);
_uiParticles.Clear();
}
private void Awake()
{
UpgradeIfNeeded();
}
private void OnEnable()
{
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UIParticleUpdater.Register(this);
}
private void OnDisable()
{
UIParticleUpdater.Unregister(this);
}
private void OnDestroy()
{
_uiParticles = null;
m_ParticleSystems = null;
}
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internal void Attract()
{
// Collect UIParticle if needed (same size as m_ParticleSystems)
CollectUIParticlesIfNeeded();
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for (var particleIndex = 0; particleIndex < m_ParticleSystems.Count; particleIndex++)
{
var particleSystem = m_ParticleSystems[particleIndex];
// Skip: The ParticleSystem is not active
if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy) continue;
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// Skip: No active particles
var count = particleSystem.particleCount;
if (count == 0) continue;
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var particles = ParticleSystemExtensions.GetParticleArray(count);
particleSystem.GetParticles(particles, count);
var uiParticle = _uiParticles[particleIndex];
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var dstPos = GetDestinationPosition(uiParticle, particleSystem);
for (var i = 0; i < count; i++)
{
// Attracted
var p = particles[i];
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if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius)
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{
p.remainingLifetime = 0f;
particles[i] = p;
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if (m_OnAttracted != null)
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{
try
{
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m_OnAttracted.Invoke();
}
catch (Exception e)
{
Debug.LogException(e);
}
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}
continue;
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}
// Calc attracting time
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var delayTime = p.startLifetime * m_DelayRate;
var duration = p.startLifetime - delayTime;
var time = Mathf.Max(0, p.startLifetime - p.remainingLifetime - delayTime);
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// Delay
if (time <= 0) continue;
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// Attract
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p.position = GetAttractedPosition(p.position, dstPos, duration, time);
p.velocity *= 0.5f;
particles[i] = p;
}
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particleSystem.SetParticles(particles, count);
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}
}
private Vector3 GetDestinationPosition(UIParticle uiParticle, ParticleSystem particleSystem)
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{
var isUI = uiParticle && uiParticle.enabled;
var psPos = particleSystem.transform.position;
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var attractorPos = transform.position;
var dstPos = attractorPos;
var isLocalSpace = particleSystem.IsLocalSpace();
if (isLocalSpace)
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{
dstPos = particleSystem.transform.InverseTransformPoint(dstPos);
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}
if (isUI)
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{
var inverseScale = uiParticle.parentScale.Inverse();
var scale3d = uiParticle.scale3DForCalc;
dstPos = dstPos.GetScaled(inverseScale, scale3d.Inverse());
// Relative mode
if (uiParticle.positionMode == UIParticle.PositionMode.Relative)
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{
var diff = uiParticle.transform.position - psPos;
diff.Scale(scale3d - inverseScale);
diff.Scale(scale3d.Inverse());
dstPos += diff;
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}
#if UNITY_EDITOR
if (!Application.isPlaying && !isLocalSpace)
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{
dstPos += psPos - psPos.GetScaled(inverseScale, scale3d.Inverse());
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}
#endif
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}
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return dstPos;
}
private Vector3 GetAttractedPosition(Vector3 current, Vector3 target, float duration, float time)
{
var speed = m_MaxSpeed;
switch (m_UpdateMode)
{
case UpdateMode.Normal:
speed *= 60 * Time.deltaTime;
break;
case UpdateMode.UnscaledTime:
speed *= 60 * Time.unscaledDeltaTime;
break;
}
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switch (m_Movement)
{
case Movement.Linear:
speed /= duration;
break;
case Movement.Smooth:
target = Vector3.Lerp(current, target, time / duration);
break;
case Movement.Sphere:
target = Vector3.Slerp(current, target, time / duration);
break;
}
return Vector3.MoveTowards(current, target, speed);
}
private void CollectUIParticlesIfNeeded()
{
if (m_ParticleSystems.Count == 0 || _uiParticles.Count != 0) return;
// Expand capacity
if (_uiParticles.Capacity < m_ParticleSystems.Capacity)
{
_uiParticles.Capacity = m_ParticleSystems.Capacity;
}
// Find UIParticle that controls the ParticleSystem
for (var i = 0; i < m_ParticleSystems.Count; i++)
{
var ps = m_ParticleSystems[i];
if (ps == null)
{
_uiParticles.Add(null);
continue;
}
var uiParticle = ps.GetComponentInParent<UIParticle>(true);
_uiParticles.Add(uiParticle.particles.Contains(ps) ? uiParticle : null);
}
}
#if UNITY_EDITOR
private void OnValidate()
{
_uiParticles.Clear();
}
#endif
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
UpgradeIfNeeded();
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
}
private void UpgradeIfNeeded()
{
// Multiple ParticleSystems support: from 'm_ParticleSystem' to 'm_ParticleSystems'
if (m_ParticleSystem != null)
{
if (!m_ParticleSystems.Contains(m_ParticleSystem))
{
m_ParticleSystems.Add(m_ParticleSystem);
}
m_ParticleSystem = null;
Debug.Log($"Upgraded!");
}
}
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}
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}