fix build error and something

pull/225/head
mob-sakai 2022-06-17 13:35:19 +09:00
parent 97ea668294
commit 8e1b4eb086
3 changed files with 22 additions and 11 deletions

View File

@ -252,7 +252,7 @@ namespace Coffee.UIExtensions
RefreshParticles(gameObject);
}
public void RefreshParticles(GameObject root)
private void RefreshParticles(GameObject root)
{
if (!root) return;
root.GetComponentsInChildren(particles);
@ -304,6 +304,8 @@ namespace Coffee.UIExtensions
internal void UpdateRenderers()
{
if (!isActiveAndEnabled) return;
var bakeCamera = GetBakeCamera();
for (var i = 0; i < m_Renderers.Count; i++)
{
@ -328,7 +330,15 @@ namespace Coffee.UIExtensions
_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
UIParticleUpdater.Register(this);
RegisterDirtyMaterialCallback(UpdateRendererMaterial);
RefreshParticles(particles);
if (0 < particles.Count)
{
RefreshParticles(particles);
}
else
{
RefreshParticles();
}
base.OnEnable();
}

View File

@ -113,17 +113,18 @@ namespace Coffee.UIExtensions
_particleSystem = null;
_renderer = null;
_prevParticleCount = 0;
if (0 <= index )
if (0 <= index)
{
_index = index;
}
//_emitter = null;
material = null;
enabled = false;
workerMesh.Clear();
canvasRenderer.SetMesh(workerMesh);
if (this && isActiveAndEnabled)
{
material = null;
workerMesh.Clear();
canvasRenderer.SetMesh(workerMesh);
enabled = false;
}
}
public void Set(UIParticle parent, ParticleSystem particleSystem, bool isTrail)
@ -171,7 +172,7 @@ namespace Coffee.UIExtensions
{
// No particle to render: Clear mesh.
if (
!enabled || !_particleSystem || !_parent || !canvasRenderer || !canvas || !bakeCamera
!isActiveAndEnabled || !_particleSystem || !_parent || !canvasRenderer || !canvas || !bakeCamera
|| _parent.meshSharing == UIParticle.MeshSharing.Reprica
|| !transform.lossyScale.GetScaled(_parent.scale3D).IsVisible() // Scale is not visible.
|| (!_particleSystem.IsAlive() && !_particleSystem.isPlaying) // No particle.

View File

@ -89,7 +89,7 @@ namespace Coffee.UIExtensions
s_UpdatedGroupIds.Clear();
// Attract
for(var i = 0;i< s_ActiveAttractors.Count;i++)
for (var i = 0; i < s_ActiveAttractors.Count; i++)
{
s_ActiveAttractors[i].Attract();
}