Move demo
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@ -1,335 +0,0 @@
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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"))
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{
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currentTexture = currentMaterial.mainTexture;
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if (currentTexture == null)
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currentTexture = Texture2D.whiteTexture;
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}
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material = currentMaterial;
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// 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];
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#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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// 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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||||||
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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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||||||
protected override void OnPopulateMesh(VertexHelper vh)
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||||||
{
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||||||
#if UNITY_EDITOR
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||||||
if (!Application.isPlaying)
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||||||
{
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||||||
if (!Initialize())
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||||||
{
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return;
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}
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}
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#endif
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||||||
// prepare vertices
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vh.Clear();
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if (!gameObject.activeInHierarchy)
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||||||
{
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return;
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||||||
}
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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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||||||
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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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||||||
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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
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#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
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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||||||
#endif
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||||||
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||||||
// apply texture sheet animation
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Vector4 particleUV = imageUV;
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||||||
if (textureSheetAnimation.enabled)
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{
|
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#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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||||||
}
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else if (textureSheetAnimation.frameOverTime.curve != null)
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{
|
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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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||||||
{
|
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||||||
frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
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||||||
}
|
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#else
|
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||||||
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
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||||||
#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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|
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guid: f5f85388e938d9e4599afc6d9441ed57
|
|
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timeCreated: 1464383716
|
|
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|
|
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MonoImporter:
|
|
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|
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|
|
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|
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assetBundleName:
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|
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assetBundleVariant:
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|
|
@ -1,74 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
namespace Coffee.UIExtensions.Demo
|
|
||||||
{
|
|
||||||
public class UIParticle_Demo : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] Sprite m_Sprite;
|
|
||||||
[SerializeField] ParticleSystem [] m_ParticleSystems;
|
|
||||||
[SerializeField] Mask [] m_Masks;
|
|
||||||
[SerializeField] List<Transform> m_ScalingByTransforms;
|
|
||||||
[SerializeField] List<UIParticle> m_ScalingByUIParticles;
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
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Loading…
Reference in New Issue