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