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
))
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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)
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### Bug Fixes
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* the default value of IgnoreCanvasScaler is true ([966fae1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/966fae1d22a98259ec5aff68b4603b7c21dfdfc9))
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# [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)
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110
README.md
110
README.md
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@ -7,21 +7,18 @@ The particle rendering is maskable and sortable, without Camera, RenderTexture o
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[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
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[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
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[![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
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![](https://img.shields.io/badge/requirement-Unity%202018.2%2B-green.svg)
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[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/LICENSE.md)
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![](https://img.shields.io/badge/unity-2018.2%20or%20later-green.svg)
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[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/LICENSE.txt)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
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[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
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<< [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) >>
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### 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)
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### 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)
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<< [Description](#Description) | [Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >>
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<br><br><br><br>
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## Description
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![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
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@ -44,39 +41,43 @@ Compares this "Baking mesh" approach with the conventional approach:
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#### Features
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* Easy to use: the package is out-of-the-box
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* Sort particle effects with uGUI
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* Sort particle effects with UI
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* No Camera, RenderTexture or Canvas are required
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* Masking with Mask or RectMask2D
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* Support Trail module
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* Change alpha with CanvasGroup
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* Scaling independent of Transform
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* No heavy allocation every frame
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* All ParticleSystem.ScalingModes and all Canvas.RenderModes are supported. They look almost the same in all modes.
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![](https://user-images.githubusercontent.com/12690315/49866926-6c22f500-fe4c-11e8-8393-d5a546e9e2d3.gif)
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* Scaled gizmo
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![](https://user-images.githubusercontent.com/12690315/50343861-f31e4e80-056b-11e9-8f60-8bd0a8ff7adb.gif)
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* Animatable material property
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* Support overlay, camera space and world space
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* Support changing material property with AnimationClip (AnimatableProperty)
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![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
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<br><br><br><br>
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## Demo
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[WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
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* [WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
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* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
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* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
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[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
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[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
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[JMO]: https://assetstore.unity.com/publishers/1669
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![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
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<br><br><br><br>
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## System Requirements
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Unity 2018.2 or later versions.
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<br><br><br><br>
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## Installation
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#### For Unity 2018.3 or later (Using OpenUPM)
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### Requirement
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* Unity 2018.2 or later
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### Using OpenUPM
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This package is available on [OpenUPM](https://openupm.com).
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You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
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@ -84,8 +85,7 @@ You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
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openupm add com.coffee.ui-particle
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```
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#### For Unity 2018.3 or later (Using Unity Package Manager)
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### Using Git
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Find the manifest.json file in the Packages folder of your project and edit it to look like this:
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```js
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@ -103,7 +103,7 @@ To update the package, change suffix `#{version}` to the target version.
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Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
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#### For Unity 2018.2
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### For Unity 2018.2
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Unity 2018.2 supports embedded packages.
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@ -114,9 +114,10 @@ Unity 2018.2 supports embedded packages.
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<br><br><br><br>
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## How to play demo
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#### For Unity 2019.1 or later
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### For Unity 2019.1 or later
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1. Open `Package Manager` window
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2. Select `UI Particle` package in package list
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4. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
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5. Open `UIParticle_Demo` scene and play it
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#### For Unity 2018.4 or earlier
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### For Unity 2018.4 or earlier
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1. Select `Assets/Samples/UI Particle Demo` from menu
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2. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
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@ -133,25 +134,31 @@ Unity 2018.2 supports embedded packages.
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<br><br><br><br>
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## Usage
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1. Add your particle effect to canvas.
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### Basically usage
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1. Select `Game Object/UI/ParticleSystem` to create UIParticle.
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2. (Option) If you want to mask particles, set **a UI shader** such as `UI/UIAdditive` to material for ParticleSystem.
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![](https://user-images.githubusercontent.com/12690315/42674022-134e3a40-86a9-11e8-8f44-a110d2f14185.gif)
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3. Add `UIParticle` component to root particle system of your effect from `Add Component` in inspector.
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![](https://user-images.githubusercontent.com/12690315/41772125-5aca69c8-7652-11e8-8442-21f6015069a1.png)
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4. If your effect consists of multiple ParticleSystems, click "Fix".
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![](https://user-images.githubusercontent.com/12690315/49148942-1c243880-f34c-11e8-9cf5-d871d65c4dbe.png)
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5. Adjust the Scale property to change the size of the effect.
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3. Adjust the Scale property to change the size of the effect.
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![](https://user-images.githubusercontent.com/12690315/49148937-19c1de80-f34c-11e8-87fc-138192777540.gif)
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6. Enjoy!
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### With VFX assets
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1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle.
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2. Drag & drop VFX asset on UIParticle.
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3. Click `Refresh` to setup.
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4. Adjust the Scale property to change the size of the effect.
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<br><br><br><br>
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## Development Note
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#### Animatable material property
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### Animatable material property
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![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
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<br><br><br><br>
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## License
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* MIT
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* © UTJ/UCL
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## Contributing
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### Issues
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Issues are very valuable to this project.
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- Ideas are a valuable source of contributions others can make
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- Problems show where this project is lacking
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- With a question you show where contributors can improve the user experience
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### Pull Requests
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Pull requests are, a great way to get your ideas into this repository.
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See [CONTRIBUTING.md](/../../blob/develop/CONTRIBUTING.md).
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### Support
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This is an open source project that I am developing in my spare time.
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If you like it, please support me.
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With your support, I can spend more time on development. :)
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[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/mob_sakai?)
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[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship)
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<br><br><br><br>
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## Support
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This is an open-source project that I am developing in my free time.
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If you like it, you can support me.
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By supporting, you let me spend more time working on better tools that you can use for free. :)
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## License
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* MIT
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[![become_a_patron_on_patreon](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
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[![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)
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## Author
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2
Samples~/Demo/Animatable.meta → Samples~/Cartoon FX & War FX Demo.meta
Executable file → Normal file
2
Samples~/Demo/Animatable.meta → Samples~/Cartoon FX & War FX Demo.meta
Executable file → Normal file
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{
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"name": "Coffee.CFX_Demo_With_UIParticle",
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"references": [
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"Coffee.UIParticle"
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],
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@ -0,0 +1,87 @@
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using System;
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using System.Linq;
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using System.Reflection;
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using Coffee.UIExtensions;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using Object = UnityEngine.Object;
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public class CFX_Demo_With_UIParticle : MonoBehaviour
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{
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private UIParticle UiParticle;
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private Toggle spawnOnUI;
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private MonoBehaviour demo;
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// Start is called before the first frame update
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private void Start()
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{
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UiParticle = GetComponentInChildren<UIParticle>();
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spawnOnUI = GetComponentInChildren<Toggle>();
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demo = FindObjectOfType("CFX_Demo_New") as MonoBehaviour
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?? FindObjectOfType("WFX_Demo_New") as MonoBehaviour;
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SetCanvasWidth(800);
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SetCanvasRenderOverlay(true);
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}
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private Object FindObjectOfType(string typeName)
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{
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var type = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(x => x.GetTypes())
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.FirstOrDefault(x => x.Name == typeName);
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return type == null ? null : FindObjectOfType(type);
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}
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// Update is called once per frame
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private void Update()
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{
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if (!spawnOnUI.isOn || !demo || !Input.GetMouseButtonDown(0)) return;
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foreach (Transform child in UiParticle.transform)
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{
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Destroy(child.gameObject);
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}
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var particle = demo.GetType()
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.GetMethod("spawnParticle", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
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.Invoke(demo, new object[0]) as GameObject;
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particle.transform.SetParent(UiParticle.transform, false);
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particle.transform.localScale = Vector3.one;
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particle.transform.localPosition = Vector3.zero;
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UiParticle.RefreshParticles();
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}
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public void SetCanvasWidth(int width)
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{
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var scaler = GetComponentInParent<CanvasScaler>();
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
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scaler.matchWidthOrHeight = 0;
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var resolution = scaler.referenceResolution;
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resolution.x = width;
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scaler.referenceResolution = resolution;
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}
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public void SetCanvasRenderOverlay(bool enable)
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{
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var canvas = GetComponentInParent<Canvas>();
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if (enable)
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{
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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}
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else
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{
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canvas.worldCamera = Camera.main;
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canvas.renderMode = RenderMode.ScreenSpaceCamera;
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canvas.planeDistance = 5;
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}
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}
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public void LoadScene(string scene)
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{
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SceneManager.LoadScene(scene);
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}
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}
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userData:
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assetBundleName:
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@ -0,0 +1,4 @@
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Cartoon FX & War FX Demo
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===
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Please import assets "Cartoon FX Free" and/or "War FX Free" from Unity asset store.
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fileFormatVersion: 2
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!74 &7400000
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AnimationClip:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: UIParticle_Demo_Animatable
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serializedVersion: 6
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m_Legacy: 0
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m_Compressed: 0
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m_UseHighQualityCurve: 1
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m_RotationCurves: []
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m_CompressedRotationCurves: []
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m_EulerCurves: []
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m_PositionCurves: []
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m_ScaleCurves: []
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||||
private ReorderableList _ro;
|
||||
private bool _xyzMode;
|
||||
|
||||
private static readonly List<string> s_MaskablePropertyNames = new List<string>
|
||||
{
|
||||
|
@ -54,17 +54,18 @@ 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");
|
||||
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), "Reset", EditorStyles.miniButton)) return;
|
||||
|
||||
foreach (UIParticle t in targets)
|
||||
if (GUI.Button(new Rect(rect.width - 80, rect.y - 1, 80, rect.height), s_ContentRefresh, EditorStyles.miniButton))
|
||||
{
|
||||
t.RefreshParticles();
|
||||
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);
|
||||
|
||||
|
@ -99,7 +96,7 @@ namespace Coffee.UIExtensions
|
|||
{
|
||||
foreach (var mat in current.materials)
|
||||
{
|
||||
if (!mat || !mat.shader) continue;
|
||||
if (!mat || !mat.shader) continue;
|
||||
var shader = mat.shader;
|
||||
foreach (var propName in s_MaskablePropertyNames)
|
||||
{
|
||||
|
@ -109,7 +106,6 @@ namespace Coffee.UIExtensions
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
|
|
@ -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)]
|
||||
|
|
|
@ -321,6 +321,8 @@ namespace Coffee.UIExtensions
|
|||
return;
|
||||
}
|
||||
|
||||
m_IgnoreCanvasScaler = true;
|
||||
|
||||
// refresh.
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
|
|
|
@ -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"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue