demo: update demos

pull/225/head
mob-sakai 2022-06-09 01:50:36 +09:00
parent 845365ee27
commit 52ae87f301
60 changed files with 47310 additions and 9473 deletions

View File

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using UnityEngine;
namespace Coffee.UIExtensions.Demo
{
public class CopyItemOnStart : MonoBehaviour
{
public GameObject origin;
public int count;
private void Start()
{
if (!origin) return;
origin.SetActive(false);
var parent = origin.transform.parent;
for (var i = 0; i < count; i++)
{
var go = Instantiate(origin, parent, false);
go.name = string.Format("{0} {1}", origin.name, i + 1);
go.hideFlags = HideFlags.DontSave;
go.SetActive(true);
}
}
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using UnityEngine;
using UnityEngine.EventSystems;
public class UIElementDragger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public enum Target
{
Self,
Parent,
Custom,
}
private RectTransform rectTransform;
private Canvas canvas;
public Target m_Target;
public Transform m_CustomTarget;
private void OnEnable()
{
rectTransform = GetComponent<RectTransform>();
canvas = GetComponentInParent<Canvas>();
}
public void OnDrag(PointerEventData eventData)
{
var delta = (Vector3)GetLocalDelta(eventData.delta);
switch (m_Target)
{
case Target.Self:
rectTransform.localPosition += delta;
break;
case Target.Parent:
rectTransform.parent.localPosition += delta;
break;
case Target.Custom:
rectTransform.localPosition += delta;
if (m_CustomTarget)
{
m_CustomTarget.localPosition += delta;
}
break;
}
}
public void OnBeginDrag(PointerEventData eventData)
{
}
public void OnEndDrag(PointerEventData eventData)
{
}
private Vector2 GetLocalDelta(Vector2 evDelta)
{
switch (canvas.renderMode)
{
case RenderMode.ScreenSpaceOverlay:
{
var zero = transform.InverseTransformPoint(Vector2.zero);
var delta = transform.InverseTransformPoint(evDelta);
return delta - zero;
}
case RenderMode.ScreenSpaceCamera:
{
Vector2 zero, delta;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Vector2.zero, canvas.worldCamera, out zero);
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, evDelta, canvas.worldCamera, out delta);
return delta - zero;
}
case RenderMode.WorldSpace:
{
Vector3 zero, delta;
RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, Vector2.zero, canvas.worldCamera, out zero);
RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, evDelta, canvas.worldCamera, out delta);
return delta - zero;
}
default:
throw new System.NotSupportedException();
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo : MonoBehaviour
{
public Canvas root;
private int _width;
private int _height;
private void Start()
{
_width = Screen.width;
_height = Screen.height;
}
public void ResizeScreen()
{
switch (Application.platform)
{
case RuntimePlatform.OSXPlayer:
case RuntimePlatform.WindowsPlayer:
case RuntimePlatform.LinuxPlayer:
if (Screen.width == _width && Screen.height == _height)
Screen.SetResolution(_height, _width, Screen.fullScreen);
else if (Screen.width == _height && Screen.height == _width)
Screen.SetResolution(Mathf.Min(_width, _height), Mathf.Min(_width, _height), Screen.fullScreen);
else
Screen.SetResolution(_width, _height, Screen.fullScreen);
break;
}
}
public void FullScreen()
{
Screen.fullScreen = !Screen.fullScreen;
}
public void EnableAnimations(bool enabled)
{
foreach (var animator in FindObjectsOfType<Animator>())
{
animator.enabled = enabled;
}
}
public void UIParticle_MeshSharing(bool enabled)
{
foreach (var uip in root.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = enabled ? UIParticle.MeshSharing.Auto : UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool enabled)
{
foreach (var uip in root.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = enabled ? 4 : 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in FindObjectsOfType<UIParticle>())
{
uip.scale = scale;
}
}
public void ParticleSystem_WorldSpaseSimulation(bool enabled)
{
foreach (var ps in FindObjectsOfType<ParticleSystem>())
{
var main = ps.main;
main.simulationSpace = enabled ? ParticleSystemSimulationSpace.World : ParticleSystemSimulationSpace.Local;
}
}
public void ParticleSystem_WorldSpaseSimulation(ParticleSystem particleSystem)
{
foreach (var ps in particleSystem.GetComponentsInChildren<ParticleSystem>())
{
var main = ps.main;
main.simulationSpace = ParticleSystemSimulationSpace.World;
ps.Clear();
}
}
public void ParticleSystem_LocalSpaseSimulation(ParticleSystem particleSystem)
{
foreach (var ps in particleSystem.GetComponentsInChildren<ParticleSystem>())
{
var main = ps.main;
main.simulationSpace = ParticleSystemSimulationSpace.Local;
ps.Clear();
}
}
public void ParticleSystem_Emit(ParticleSystem particleSystem)
{
particleSystem.Emit(5);
}
public void ParticleSystem_SetScale(float scale)
{
foreach (var ps in FindObjectsOfType<ParticleSystem>())
{
ps.transform.localScale = new Vector3(scale, scale, scale);
}
}
public void UIParticleAttractor_Linear(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Linear;
}
public void UIParticleAttractor_Smooth(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Smooth;
}
public void UIParticleAttractor_Sphere(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Sphere;
}
int score = 0;
public void UIParticleAttractor_OnAttract(Text scoreText)
{
score++;
scoreText.text = score.ToString();
scoreText.GetComponent<Animator>().Play(0);
}
public void Canvas_WorldSpace(bool flag)
{
if (flag)
{
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.renderMode = RenderMode.WorldSpace;
canvas.transform.rotation = Quaternion.Euler(new Vector3(0, 10, 0));
}
}
public void Canvas_CameraSpace(bool flag)
{
if (flag)
{
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
}
}
public void Canvas_Overlay(bool flag)
{
if (flag)
{
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
}
}
}

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using UnityEngine;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo_UIParticleController : MonoBehaviour
{
public Transform root;
public void UIParticle_MeshSharing(bool enabled)
{
foreach (var uip in root.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = enabled ? UIParticle.MeshSharing.Auto : UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool enabled)
{
foreach (var uip in root.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = enabled ? 4 : 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in root.GetComponentsInChildren<UIParticle>(true))
{
uip.scale = scale;
}
}
}
}

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/// Credit glennpow, Zarlang
/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
/// Updated by Zarlang with a more robust implementation, including TextureSheet annimation support
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Demos
{
#if UNITY_5_3_OR_NEWER
[ExecuteAlways]
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
public class UIParticleSystem_Demo : MaskableGraphic
{
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
public bool fixedTime = true;
private Transform _transform;
private ParticleSystem pSystem;
private ParticleSystem.Particle[] particles;
private UIVertex[] _quad = new UIVertex[4];
private Vector4 imageUV = Vector4.zero;
private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
private int textureSheetAnimationFrames;
private Vector2 textureSheetAnimationFrameSize;
private ParticleSystemRenderer pRenderer;
private Material currentMaterial;
private Texture currentTexture;
#if UNITY_5_5_OR_NEWER
private ParticleSystem.MainModule mainModule;
#endif
public override Texture mainTexture
{
get
{
return currentTexture;
}
}
protected bool Initialize()
{
// initialize members
if (_transform == null)
{
_transform = transform;
}
if (pSystem == null)
{
pSystem = GetComponent<ParticleSystem>();
if (pSystem == null)
{
return false;
}
#if UNITY_5_5_OR_NEWER
mainModule = pSystem.main;
if (pSystem.main.maxParticles > 14000)
{
mainModule.maxParticles = 14000;
}
#else
if (pSystem.maxParticles > 14000)
pSystem.maxParticles = 14000;
#endif
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
if (pRenderer != null)
pRenderer.enabled = false;
//Shader foundShader = Shader.Find("UI Extensions/Particles/Additive");
//Material pMaterial = new Material(foundShader);
//if (material == null)
//material = pMaterial;
currentMaterial = material;
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
{
currentTexture = currentMaterial.mainTexture;
if (currentTexture == null)
currentTexture = Texture2D.whiteTexture;
}
material = currentMaterial;
// automatically set scaling
#if UNITY_5_5_OR_NEWER
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
#else
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
#endif
particles = null;
}
#if UNITY_5_5_OR_NEWER
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
#else
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.maxParticles];
#endif
imageUV = new Vector4(0, 0, 1, 1);
// prepare texture sheet animation
textureSheetAnimation = pSystem.textureSheetAnimation;
textureSheetAnimationFrames = 0;
textureSheetAnimationFrameSize = Vector2.zero;
if (textureSheetAnimation.enabled)
{
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
}
return true;
}
protected override void Awake()
{
base.Awake();
if (!Initialize())
enabled = false;
}
protected override void OnPopulateMesh(VertexHelper vh)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
if (!Initialize())
{
return;
}
}
#endif
// prepare vertices
vh.Clear();
if (!gameObject.activeInHierarchy)
{
return;
}
Vector2 temp = Vector2.zero;
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero;
// iterate through current particles
int count = pSystem.GetParticles(particles);
for (int i = 0; i < count; ++i)
{
ParticleSystem.Particle particle = particles[i];
// get particle properties
#if UNITY_5_5_OR_NEWER
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
float rotation = -particle.rotation * Mathf.Deg2Rad;
float rotation90 = rotation + Mathf.PI / 2;
Color32 color = particle.GetCurrentColor(pSystem);
float size = particle.GetCurrentSize(pSystem) * 0.5f;
// apply scale
#if UNITY_5_5_OR_NEWER
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
// apply texture sheet animation
Vector4 particleUV = imageUV;
if (textureSheetAnimation.enabled)
{
#if UNITY_5_5_OR_NEWER
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
if (textureSheetAnimation.frameOverTime.curveMin != null)
{
frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
}
else if (textureSheetAnimation.frameOverTime.curve != null)
{
frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
}
else if (textureSheetAnimation.frameOverTime.constant > 0)
{
frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
}
#else
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
#endif
frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
int frame = 0;
switch (textureSheetAnimation.animation)
{
case ParticleSystemAnimationType.WholeSheet:
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
break;
case ParticleSystemAnimationType.SingleRow:
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
int row = textureSheetAnimation.rowIndex;
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
// }
frame += row * textureSheetAnimation.numTilesX;
break;
}
frame %= textureSheetAnimationFrames;
particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
}
temp.x = particleUV.x;
temp.y = particleUV.y;
_quad[0] = UIVertex.simpleVert;
_quad[0].color = color;
_quad[0].uv0 = temp;
temp.x = particleUV.x;
temp.y = particleUV.w;
_quad[1] = UIVertex.simpleVert;
_quad[1].color = color;
_quad[1].uv0 = temp;
temp.x = particleUV.z;
temp.y = particleUV.w;
_quad[2] = UIVertex.simpleVert;
_quad[2].color = color;
_quad[2].uv0 = temp;
temp.x = particleUV.z;
temp.y = particleUV.y;
_quad[3] = UIVertex.simpleVert;
_quad[3].color = color;
_quad[3].uv0 = temp;
if (rotation == 0)
{
// no rotation
corner1.x = position.x - size;
corner1.y = position.y - size;
corner2.x = position.x + size;
corner2.y = position.y + size;
temp.x = corner1.x;
temp.y = corner1.y;
_quad[0].position = temp;
temp.x = corner1.x;
temp.y = corner2.y;
_quad[1].position = temp;
temp.x = corner2.x;
temp.y = corner2.y;
_quad[2].position = temp;
temp.x = corner2.x;
temp.y = corner1.y;
_quad[3].position = temp;
}
else
{
// apply rotation
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
_quad[0].position = position - right - up;
_quad[1].position = position - right + up;
_quad[2].position = position + right + up;
_quad[3].position = position + right - up;
}
vh.AddUIVertexQuad(_quad);
}
}
void Update()
{
if (!fixedTime && Application.isPlaying)
{
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
SetAllDirty();
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
{
pSystem = null;
Initialize();
}
}
}
void LateUpdate()
{
if (!Application.isPlaying)
{
SetAllDirty();
}
else
{
if (fixedTime)
{
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
SetAllDirty();
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
{
pSystem = null;
Initialize();
}
}
}
if (material == currentMaterial)
return;
pSystem = null;
Initialize();
}
}
#endif
}

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@ -1,111 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Collections.Generic;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo : MonoBehaviour
{
[SerializeField] ParticleSystem [] m_ParticleSystems = new ParticleSystem [0];
[SerializeField] List<Transform> m_ScalingByTransforms = new List<Transform> ();
[SerializeField] List<UIParticle> m_ScalingByUIParticles = new List<UIParticle> ();
public void SetTimeScale (float scale)
{
Time.timeScale = scale;
}
public void EnableTrailRibbon (bool ribbonMode)
{
foreach (var p in m_ParticleSystems)
{
var trails = p.trails;
trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle;
}
}
public void EnableSprite (bool enabled)
{
foreach (var p in m_ParticleSystems)
{
var tex = p.textureSheetAnimation;
tex.enabled = enabled;
}
}
public void EnableMask (bool enabled)
{
foreach (var m in FindObjectsOfType<Mask> ())
{
m.enabled = enabled;
}
}
public void EnableMask2D (bool enabled)
{
foreach (var m in FindObjectsOfType<RectMask2D> ())
{
m.enabled = enabled;
}
}
public void SetScale (float scale)
{
m_ScalingByTransforms.ForEach (x => x.localScale = Vector3.one * (10 * scale));
m_ScalingByUIParticles.ForEach (x => x.scale = scale);
}
public void SetUIParticleScale (float scale)
{
foreach (var uip in FindObjectsOfType<UIParticle> ())
{
uip.scale = scale;
}
}
public void LoadScene (string name)
{
SceneManager.LoadScene (name);
}
public void PlayAllParticleEffect ()
{
foreach (var animator in FindObjectsOfType<Animator> ())
{
animator.Play ("Play");
}
foreach (var particle in FindObjectsOfType<ParticleSystem> ())
{
particle.Play ();
}
}
public void SetWorldSpase (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
GetComponent<Canvas> ().renderMode = RenderMode.WorldSpace;
transform.rotation = Quaternion.Euler (new Vector3 (0, 6, 0));
}
}
public void SetScreenSpase (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
}
}
public void SetOverlay (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceOverlay;
}
}
}
}

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