ParticleEffectForUGUI/Scripts/Utils.cs

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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace Coffee.UIExtensions
{
internal static class SpriteExtensions
{
#if UNITY_EDITOR
private static Type tSpriteEditorExtension = Type.GetType("UnityEditor.Experimental.U2D.SpriteEditorExtension, UnityEditor")
?? Type.GetType("UnityEditor.U2D.SpriteEditorExtension, UnityEditor");
private static MethodInfo miGetActiveAtlasTexture = tSpriteEditorExtension
.GetMethod("GetActiveAtlasTexture", BindingFlags.Static | BindingFlags.NonPublic);
public static Texture2D GetActualTexture(this Sprite self)
{
if (!self) return null;
if (Application.isPlaying) return self.texture;
var ret = miGetActiveAtlasTexture.Invoke(null, new[] {self}) as Texture2D;
return ret ? ret : self.texture;
}
#else
internal static Texture2D GetActualTexture(this Sprite self)
{
return self ? self.texture : null;
}
#endif
}
internal static class UintExtensions
{
public static int BitCount(this uint self)
{
self = (self & 0x55555555) + ((self >> 1) & 0x55555555);
self = (self & 0x33333333) + ((self >> 2) & 0x33333333);
self = (self & 0x0F0F0F0F) + ((self >> 4) & 0x0F0F0F0F);
self = (self & 0x00FF00FF) + ((self >> 8) & 0x00FF00FF);
return (int) ((self & 0x0000ffff) + (self >> 16));
}
}
internal static class ParticleSystemExtensions
{
public static void SortForRendering(this List<ParticleSystem> self, Transform transform)
{
self.Sort((a, b) =>
{
var tr = transform;
var ra = a.GetComponent<ParticleSystemRenderer>();
var rb = b.GetComponent<ParticleSystemRenderer>();
if (!Mathf.Approximately(ra.sortingFudge, rb.sortingFudge))
return ra.sortingFudge < rb.sortingFudge ? 1 : -1;
var pa = tr.InverseTransformPoint(a.transform.position).z;
var pb = tr.InverseTransformPoint(b.transform.position).z;
return Mathf.Approximately(pa, pb)
? 0
: pa < pb
? 1
: -1;
});
}
public static Texture2D GetTextureForSprite(this ParticleSystem self)
{
if (!self) return null;
// Get sprite's texture.
var tsaModule = self.textureSheetAnimation;
if (!tsaModule.enabled || tsaModule.mode != ParticleSystemAnimationMode.Sprites) return null;
for (var i = 0; i < tsaModule.spriteCount; i++)
{
var sprite = tsaModule.GetSprite(i);
if (!sprite) continue;
return sprite.GetActualTexture();
}
return null;
}
public static void Exec(this List<ParticleSystem> self, Action<ParticleSystem> action)
{
self.RemoveAll(p => !p);
self.ForEach(action);
}
}
}