fix: correct world space particle position when changing screen size
parent
b76bf5a5ad
commit
c6644a2132
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@ -26,6 +26,7 @@ namespace Coffee.UIExtensions
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private Material _modifiedMaterial;
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private Vector3 _prevScale;
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private Vector3 _prevPsPos;
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private Vector2Int _prevScreenSize;
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private bool _delay = false;
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private bool _prewarm = false;
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@ -144,6 +145,7 @@ namespace Coffee.UIExtensions
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_prevScale = GetWorldScale();
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_prevPsPos = _particleSystem.transform.position;
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_prevScreenSize = new Vector2Int(Screen.width, Screen.height);
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_delay = true;
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canvasRenderer.SetTexture(null);
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@ -188,8 +190,14 @@ namespace Coffee.UIExtensions
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else
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#endif
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{
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ResolveResolutionChange(psPos, scale);
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Simulate(scale, _parent.isPaused || _delay);
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if (_delay && !_parent.isPaused)
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{
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Simulate(scale, _parent.isPaused);
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}
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// When the ParticleSystem simulation is complete, stop it.
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if (!main.loop && main.duration <= _particleSystem.time && (_particleSystem.IsAlive() || _particleSystem.particleCount == 0))
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{
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@ -320,6 +328,43 @@ namespace Coffee.UIExtensions
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}
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}
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/// <summary>
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/// For world simulation, interpolate particle positions when the screen size is changed.
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/// </summary>
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/// <param name="psPos"></param>
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/// <param name="scale"></param>
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private void ResolveResolutionChange(Vector3 psPos, Vector3 scale)
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{
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var screenSize = new Vector2Int(Screen.width, Screen.height);
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if ((_prevScreenSize != screenSize || _prevScale != scale) && _particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.World && _parent.uiScaling)
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{
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// Update particle array size and get particles.
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var size = _particleSystem.particleCount;
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if (s_Particles.Length < size)
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{
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s_Particles = new ParticleSystem.Particle[Mathf.NextPowerOfTwo(size)];
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}
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_particleSystem.GetParticles(s_Particles, size);
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// Resolusion resolver:
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// (psPos / scale) / (prevPsPos / prevScale) -> psPos * scale.inv * prevPsPos.inv * prevScale
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var modifier = psPos.GetScaled(scale.Inverse(), _prevPsPos.Inverse(), _prevScale);
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for (var i = 0; i < size; i++)
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{
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var particle = s_Particles[i];
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particle.position = particle.position.GetScaled(modifier);
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s_Particles[i] = particle;
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}
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_particleSystem.SetParticles(s_Particles, size);
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// Delay: Do not progress in the frame where the resolution has been changed.
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_delay = true;
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_prevScale = scale;
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_prevPsPos = psPos;
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}
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_prevScreenSize = screenSize;
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}
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private void Simulate(Vector3 scale, bool paused)
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{
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var main = _particleSystem.main;
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