3.0.0-preview.23

# [3.0.0-preview.23](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.22...v3.0.0-preview.23) (2020-08-31)

### Bug Fixes

* the default value of IgnoreCanvasScaler is true ([966fae1](966fae1d22))
pull/120/head
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parent 58465259ad
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# [3.0.0-preview.23](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.22...v3.0.0-preview.23) (2020-08-31)
### Bug Fixes
* the default value of IgnoreCanvasScaler is true ([966fae1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/966fae1d22a98259ec5aff68b4603b7c21dfdfc9))
# [3.0.0-preview.22](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.21...v3.0.0-preview.22) (2020-08-29)

110
README.md
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@ -7,21 +7,18 @@ The particle rendering is maskable and sortable, without Camera, RenderTexture o
[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
![](https://img.shields.io/badge/requirement-Unity%202018.2%2B-green.svg)
[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/LICENSE.md)
![](https://img.shields.io/badge/unity-2018.2%20or%20later-green.svg)
[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/LICENSE.txt)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
<< [Description](#Description) | [WebGL Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >>
### What's new? Please see [See changelog ![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg?label=last%20updated)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md)
### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/ParticleEffectForUGUI.svg?style=social&label=Watch)](https://github.com/mob-sakai/ParticleEffectForUGUI/subscription)
<< [Description](#Description) | [Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >>
<br><br><br><br>
## Description
![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
@ -44,39 +41,43 @@ Compares this "Baking mesh" approach with the conventional approach:
#### Features
* Easy to use: the package is out-of-the-box
* Sort particle effects with uGUI
* Sort particle effects with UI
* No Camera, RenderTexture or Canvas are required
* Masking with Mask or RectMask2D
* Support Trail module
* Change alpha with CanvasGroup
* Scaling independent of Transform
* No heavy allocation every frame
* All ParticleSystem.ScalingModes and all Canvas.RenderModes are supported. They look almost the same in all modes.
![](https://user-images.githubusercontent.com/12690315/49866926-6c22f500-fe4c-11e8-8393-d5a546e9e2d3.gif)
* Scaled gizmo
![](https://user-images.githubusercontent.com/12690315/50343861-f31e4e80-056b-11e9-8f60-8bd0a8ff7adb.gif)
* Animatable material property
* Support overlay, camera space and world space
* Support changing material property with AnimationClip (AnimatableProperty)
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
<br><br><br><br>
## Demo
[WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
* [WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
[JMO]: https://assetstore.unity.com/publishers/1669
![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
<br><br><br><br>
## System Requirements
Unity 2018.2 or later versions.
<br><br><br><br>
## Installation
#### For Unity 2018.3 or later (Using OpenUPM)
### Requirement
* Unity 2018.2 or later
### Using OpenUPM
This package is available on [OpenUPM](https://openupm.com).
You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
@ -84,8 +85,7 @@ You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
openupm add com.coffee.ui-particle
```
#### For Unity 2018.3 or later (Using Unity Package Manager)
### Using Git
Find the manifest.json file in the Packages folder of your project and edit it to look like this:
```js
@ -103,7 +103,7 @@ To update the package, change suffix `#{version}` to the target version.
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
#### For Unity 2018.2
### For Unity 2018.2
Unity 2018.2 supports embedded packages.
@ -114,9 +114,10 @@ Unity 2018.2 supports embedded packages.
<br><br><br><br>
## How to play demo
#### For Unity 2019.1 or later
### For Unity 2019.1 or later
1. Open `Package Manager` window
2. Select `UI Particle` package in package list
@ -124,7 +125,7 @@ Unity 2018.2 supports embedded packages.
4. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
5. Open `UIParticle_Demo` scene and play it
#### For Unity 2018.4 or earlier
### For Unity 2018.4 or earlier
1. Select `Assets/Samples/UI Particle Demo` from menu
2. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
@ -133,25 +134,31 @@ Unity 2018.2 supports embedded packages.
<br><br><br><br>
## Usage
1. Add your particle effect to canvas.
### Basically usage
1. Select `Game Object/UI/ParticleSystem` to create UIParticle.
2. (Option) If you want to mask particles, set **a UI shader** such as `UI/UIAdditive` to material for ParticleSystem.
![](https://user-images.githubusercontent.com/12690315/42674022-134e3a40-86a9-11e8-8f44-a110d2f14185.gif)
3. Add `UIParticle` component to root particle system of your effect from `Add Component` in inspector.
![](https://user-images.githubusercontent.com/12690315/41772125-5aca69c8-7652-11e8-8442-21f6015069a1.png)
4. If your effect consists of multiple ParticleSystems, click "Fix".
![](https://user-images.githubusercontent.com/12690315/49148942-1c243880-f34c-11e8-9cf5-d871d65c4dbe.png)
5. Adjust the Scale property to change the size of the effect.
3. Adjust the Scale property to change the size of the effect.
![](https://user-images.githubusercontent.com/12690315/49148937-19c1de80-f34c-11e8-87fc-138192777540.gif)
6. Enjoy!
### With VFX assets
1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle.
2. Drag & drop VFX asset on UIParticle.
3. Click `Refresh` to setup.
4. Adjust the Scale property to change the size of the effect.
<br><br><br><br>
## Development Note
#### Animatable material property
### Animatable material property
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
@ -170,22 +177,39 @@ To prevent this, Use "Animatable Material Property".
<br><br><br><br>
## License
* MIT
* © UTJ/UCL
## Contributing
### Issues
Issues are very valuable to this project.
- Ideas are a valuable source of contributions others can make
- Problems show where this project is lacking
- With a question you show where contributors can improve the user experience
### Pull Requests
Pull requests are, a great way to get your ideas into this repository.
See [CONTRIBUTING.md](/../../blob/develop/CONTRIBUTING.md).
### Support
This is an open source project that I am developing in my spare time.
If you like it, please support me.
With your support, I can spend more time on development. :)
[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/mob_sakai?)
[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship)
<br><br><br><br>
## Support
This is an open-source project that I am developing in my free time.
If you like it, you can support me.
By supporting, you let me spend more time working on better tools that you can use for free. :)
## License
* MIT
[![become_a_patron_on_patreon](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
[![become_a_sponsor_on_github](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship)
## Author

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using System;
using System.Linq;
using System.Reflection;
using Coffee.UIExtensions;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Object = UnityEngine.Object;
public class CFX_Demo_With_UIParticle : MonoBehaviour
{
private UIParticle UiParticle;
private Toggle spawnOnUI;
private MonoBehaviour demo;
// Start is called before the first frame update
private void Start()
{
UiParticle = GetComponentInChildren<UIParticle>();
spawnOnUI = GetComponentInChildren<Toggle>();
demo = FindObjectOfType("CFX_Demo_New") as MonoBehaviour
?? FindObjectOfType("WFX_Demo_New") as MonoBehaviour;
SetCanvasWidth(800);
SetCanvasRenderOverlay(true);
}
private Object FindObjectOfType(string typeName)
{
var type = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(x => x.GetTypes())
.FirstOrDefault(x => x.Name == typeName);
return type == null ? null : FindObjectOfType(type);
}
// Update is called once per frame
private void Update()
{
if (!spawnOnUI.isOn || !demo || !Input.GetMouseButtonDown(0)) return;
foreach (Transform child in UiParticle.transform)
{
Destroy(child.gameObject);
}
var particle = demo.GetType()
.GetMethod("spawnParticle", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
.Invoke(demo, new object[0]) as GameObject;
particle.transform.SetParent(UiParticle.transform, false);
particle.transform.localScale = Vector3.one;
particle.transform.localPosition = Vector3.zero;
UiParticle.RefreshParticles();
}
public void SetCanvasWidth(int width)
{
var scaler = GetComponentInParent<CanvasScaler>();
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0;
var resolution = scaler.referenceResolution;
resolution.x = width;
scaler.referenceResolution = resolution;
}
public void SetCanvasRenderOverlay(bool enable)
{
var canvas = GetComponentInParent<Canvas>();
if (enable)
{
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
else
{
canvas.worldCamera = Camera.main;
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.planeDistance = 5;
}
}
public void LoadScene(string scene)
{
SceneManager.LoadScene(scene);
}
}

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Cartoon FX & War FX Demo
===
Please import assets "Cartoon FX Free" and/or "War FX Free" from Unity asset store.

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@ -14,14 +14,14 @@ namespace Coffee.UIExtensions
//################################
// Constant or Static Members.
//################################
private static readonly GUIContent s_ContentAdvancedOptions = new GUIContent("Advanced Options");
private static readonly GUIContent s_ContentRenderingOrder = new GUIContent("Rendering Order");
private static readonly GUIContent s_ContentRefresh = new GUIContent("Refresh");
private SerializedProperty _spScale;
private SerializedProperty _spIgnoreCanvasScaler;
private SerializedProperty _spAnimatableProperties;
private ReorderableList _ro;
private bool _xyzMode;
private static readonly List<string> s_MaskablePropertyNames = new List<string>
{
@ -54,18 +54,19 @@ namespace Coffee.UIExtensions
{
rect.y += 1;
rect.height = EditorGUIUtility.singleLineHeight;
EditorGUI.PropertyField(rect, sp.GetArrayElementAtIndex(index), GUIContent.none);
EditorGUI.ObjectField(rect, sp.GetArrayElementAtIndex(index), GUIContent.none);
};
_ro.drawHeaderCallback += rect =>
{
EditorGUI.LabelField(new Rect(rect.x, rect.y, 150, rect.height), "Rendering Order");
if (!GUI.Button(new Rect(rect.width - 80, rect.y - 1, 80, rect.height), "Reset", EditorStyles.miniButton)) return;
EditorGUI.LabelField(new Rect(rect.x, rect.y, 150, rect.height), s_ContentRenderingOrder);
if (GUI.Button(new Rect(rect.width - 80, rect.y - 1, 80, rect.height), s_ContentRefresh, EditorStyles.miniButton))
{
foreach (UIParticle t in targets)
{
t.RefreshParticles();
}
}
};
}
@ -79,10 +80,6 @@ namespace Coffee.UIExtensions
serializedObject.Update();
// Advanced Options
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_ContentAdvancedOptions, EditorStyles.boldLabel);
// IgnoreCanvasScaler
EditorGUILayout.PropertyField(_spIgnoreCanvasScaler);
@ -109,7 +106,6 @@ namespace Coffee.UIExtensions
break;
}
}
}
serializedObject.ApplyModifiedProperties();

View File

@ -60,11 +60,17 @@ namespace Coffee.UIExtensions
AssetDatabase.ImportAsset(dst, ImportAssetOptions.ImportRecursive);
}
[MenuItem("Assets/Samples/Import UIParticle Sample")]
[MenuItem("Assets/Samples/Import UIParticle Demo")]
static void ImportSample()
{
ImportSample("com.coffee.ui-particle", "Demo");
}
[MenuItem("Assets/Samples/Import UIParticle Demo (Cartoon FX & War FX Demo)")]
static void ImportSample_CFX()
{
ImportSample("com.coffee.ui-particle", "Cartoon FX & War FX Demo");
}
#endif
[MenuItem("GameObject/UI/Particle System (Empty)", false, 2018)]

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@ -321,6 +321,8 @@ namespace Coffee.UIExtensions
return;
}
m_IgnoreCanvasScaler = true;
// refresh.
#if UNITY_EDITOR
if (!Application.isPlaying)

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@ -2,7 +2,7 @@
"name": "com.coffee.ui-particle",
"displayName": "UI Particle",
"description": "This plugin provide a component to render particle effect for uGUI.\nThe particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.",
"version": "3.0.0-preview.22",
"version": "3.0.0-preview.23",
"unity": "2018.2",
"license": "MIT",
"repository": {
@ -20,6 +20,11 @@
"displayName": "Demo",
"description": "UI Particle Demo",
"path": "Samples~/Demo"
},
{
"displayName": "Cartoon FX & War FX Demo",
"description": "Cartoon FX & War FX Demo",
"path": "Samples~/Cartoon FX & War FX Demo"
}
]
}