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using System.Collections.Generic ;
using System.Runtime.CompilerServices ;
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using UnityEngine ;
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using UnityEngine.Rendering ;
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using UnityEngine.Serialization ;
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using UnityEngine.UI ;
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[assembly: InternalsVisibleTo("Coffee.UIParticle.Editor")]
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namespace Coffee.UIExtensions
{
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/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[ExecuteInEditMode]
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(CanvasRenderer))]
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public class UIParticle : MaskableGraphic , ISerializationCallbackReceiver
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{
[HideInInspector] [ SerializeField ] bool m_IsTrail = false ;
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[Tooltip("Ignore canvas scaler")] [ SerializeField ] [ FormerlySerializedAs ( "m_IgnoreParent" ) ]
bool m_IgnoreCanvasScaler = true ;
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[Tooltip("Particle effect scale")] [ SerializeField ]
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float m_Scale = 100 ;
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[Tooltip("Animatable material properties. If you want to change the material properties of the ParticleSystem in Animation, enable it.")] [ SerializeField ]
internal AnimatableProperty [ ] m_AnimatableProperties = new AnimatableProperty [ 0 ] ;
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[Tooltip("Particles")] [ SerializeField ]
private List < ParticleSystem > m_Particles = new List < ParticleSystem > ( ) ;
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private DrivenRectTransformTracker _tracker ;
private Mesh _bakedMesh ;
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private readonly List < Material > _modifiedMaterials = new List < Material > ( ) ;
private uint _activeMeshIndices ;
private Vector3 _cachedPosition ;
private static readonly List < Material > s_TempMaterials = new List < Material > ( 2 ) ;
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/// <summary>
/// Should this graphic be considered a target for raycasting?
/// </summary>
public override bool raycastTarget
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{
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get { return false ; }
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set { }
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}
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public bool ignoreCanvasScaler
{
get { return m_IgnoreCanvasScaler ; }
set { m_IgnoreCanvasScaler = value ; }
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}
/// <summary>
/// Particle effect scale.
/// </summary>
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public float scale
{
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get { return m_Scale ; }
set { m_Scale = Mathf . Max ( 0.001f , value ) ; }
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}
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internal Mesh bakedMesh
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{
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get { return _bakedMesh ; }
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}
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public List < ParticleSystem > particles
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{
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get { return m_Particles ; }
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}
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public IEnumerable < Material > materials
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{
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get { return _modifiedMaterials ; }
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}
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internal uint activeMeshIndices
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{
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get { return _activeMeshIndices ; }
set
{
if ( _activeMeshIndices = = value ) return ;
_activeMeshIndices = value ;
UpdateMaterial ( ) ;
}
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}
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internal Vector3 cachedPosition
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{
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get { return _cachedPosition ; }
set { _cachedPosition = value ; }
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}
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public void Play ( )
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{
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particles . Exec ( p = > p . Play ( ) ) ;
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}
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public void Pause ( )
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{
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particles . Exec ( p = > p . Pause ( ) ) ;
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}
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public void Stop ( )
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{
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particles . Exec ( p = > p . Stop ( ) ) ;
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}
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public void RefreshParticles ( )
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{
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GetComponentsInChildren ( particles ) ;
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foreach ( var ps in particles )
{
var tsa = ps . textureSheetAnimation ;
if ( tsa . mode = = ParticleSystemAnimationMode . Sprites & & tsa . uvChannelMask = = ( UVChannelFlags ) 0 )
tsa . uvChannelMask = UVChannelFlags . UV0 ;
}
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particles . Exec ( p = > p . GetComponent < ParticleSystemRenderer > ( ) . enabled = ! enabled ) ;
particles . SortForRendering ( transform ) ;
SetMaterialDirty ( ) ;
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}
protected override void UpdateMaterial ( )
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{
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// Clear modified materials.
for ( var i = 0 ; i < _modifiedMaterials . Count ; i + + )
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{
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StencilMaterial . Remove ( _modifiedMaterials [ i ] ) ;
DestroyImmediate ( _modifiedMaterials [ i ] ) ;
_modifiedMaterials [ i ] = null ;
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}
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_modifiedMaterials . Clear ( ) ;
// Recalculate stencil value.
if ( m_ShouldRecalculateStencil )
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{
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var rootCanvas = MaskUtilities . FindRootSortOverrideCanvas ( transform ) ;
m_StencilValue = maskable ? MaskUtilities . GetStencilDepth ( transform , rootCanvas ) : 0 ;
m_ShouldRecalculateStencil = false ;
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}
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// No mesh to render.
if ( activeMeshIndices = = 0 | | ! isActiveAndEnabled | | particles . Count = = 0 )
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{
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_activeMeshIndices = 0 ;
canvasRenderer . Clear ( ) ;
return ;
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}
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/ /
var materialCount = Mathf . Max ( 8 , activeMeshIndices . BitCount ( ) ) ;
canvasRenderer . materialCount = materialCount ;
var j = 0 ;
for ( var i = 0 ; i < particles . Count ; i + + )
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{
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if ( materialCount < = j ) break ;
var ps = particles [ i ] ;
if ( ! ps ) continue ;
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var r = ps . GetComponent < ParticleSystemRenderer > ( ) ;
r . GetSharedMaterials ( s_TempMaterials ) ;
// Main
var bit = 1 < < ( i * 2 ) ;
if ( 0 < ( activeMeshIndices & bit ) & & 0 < s_TempMaterials . Count )
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{
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var mat = GetModifiedMaterial ( s_TempMaterials [ 0 ] , ps . GetTextureForSprite ( ) ) ;
canvasRenderer . SetMaterial ( mat , j + + ) ;
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}
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// Trails
if ( materialCount < = j ) break ;
bit < < = 1 ;
if ( 0 < ( activeMeshIndices & bit ) & & 1 < s_TempMaterials . Count )
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{
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var mat = GetModifiedMaterial ( s_TempMaterials [ 1 ] , null ) ;
canvasRenderer . SetMaterial ( mat , j + + ) ;
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}
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}
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}
private Material GetModifiedMaterial ( Material baseMaterial , Texture2D texture )
{
if ( 0 < m_StencilValue )
{
baseMaterial = StencilMaterial . Add ( baseMaterial , ( 1 < < m_StencilValue ) - 1 , StencilOp . Keep , CompareFunction . Equal , ColorWriteMask . All , ( 1 < < m_StencilValue ) - 1 , 0 ) ;
_modifiedMaterials . Add ( baseMaterial ) ;
}
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if ( texture = = null & & m_AnimatableProperties . Length = = 0 ) return baseMaterial ;
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baseMaterial = new Material ( baseMaterial ) ;
_modifiedMaterials . Add ( baseMaterial ) ;
if ( texture )
baseMaterial . mainTexture = texture ;
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return baseMaterial ;
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}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable ( )
{
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InitializeIfNeeded ( ) ;
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_cachedPosition = transform . localPosition ;
_activeMeshIndices = 0 ;
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UIParticleUpdater . Register ( this ) ;
particles . Exec ( p = > p . GetComponent < ParticleSystemRenderer > ( ) . enabled = false ) ;
_tracker . Add ( this , rectTransform , DrivenTransformProperties . Scale ) ;
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// Create objects.
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_bakedMesh = new Mesh ( ) ;
_bakedMesh . MarkDynamic ( ) ;
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base . OnEnable ( ) ;
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable ( )
{
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UIParticleUpdater . Unregister ( this ) ;
particles . Exec ( p = > p . GetComponent < ParticleSystemRenderer > ( ) . enabled = true ) ;
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_tracker . Clear ( ) ;
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// Destroy object.
DestroyImmediate ( _bakedMesh ) ;
_bakedMesh = null ;
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base . OnDisable ( ) ;
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}
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/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry ( )
{
}
/// <summary>
/// This function is called when the parent property of the transform of the GameObject has changed.
/// </summary>
protected override void OnTransformParentChanged ( )
{
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties ( )
{
}
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private void InitializeIfNeeded ( )
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{
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if ( ! this | | 0 < particles . Count ) return ;
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if ( m_IsTrail )
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{
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UnityEngine . Debug . LogWarningFormat ( "[UIParticle] Remove this UIParticle: {0}\nReason: UIParticle for trails is no longer needed." , name ) ;
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if ( Application . isPlaying )
Destroy ( gameObject ) ;
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else
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DestroyImmediate ( gameObject ) ;
return ;
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}
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if ( transform . parent & & transform . parent . GetComponentInParent < UIParticle > ( ) )
{
UnityEngine . Debug . LogWarningFormat ( "[UIParticle] Remove this UIParticle: {0}\nReason: The parent UIParticle exists." , name ) ;
if ( Application . isPlaying )
Destroy ( this ) ;
else
DestroyImmediate ( this ) ;
return ;
}
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// refresh.
#if UNITY_EDITOR
if ( ! Application . isPlaying )
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UnityEditor . EditorApplication . delayCall + = ( ) = >
{
if ( this ) RefreshParticles ( ) ;
} ;
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else
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# endif
RefreshParticles ( ) ;
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}
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#if UNITY_EDITOR
void ISerializationCallbackReceiver . OnBeforeSerialize ( )
{
InitializeIfNeeded ( ) ;
}
void ISerializationCallbackReceiver . OnAfterDeserialize ( )
{
UnityEditor . EditorApplication . delayCall + = ( ) = >
{
if ( this ) InitializeIfNeeded ( ) ;
} ;
}
# endif
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}
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}