release v1.0.0
commit
d14f3e142c
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@ -240,8 +240,8 @@ ParticleSystem:
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@ -1098,8 +1098,8 @@ ParticleSystem:
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UVModule:
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frameOverTime:
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@ -1216,7 +1216,7 @@ ParticleSystem:
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x:
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@ -1,12 +1,43 @@
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using UnityEngine;
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using UnityEngine.UI;
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namespace Coffee.UIExtensions.Demo
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{
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public class UIParticle_Demo : MonoBehaviour
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{
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[SerializeField] Sprite m_Sprite;
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[SerializeField] ParticleSystem[] m_ParticleSystems;
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[SerializeField] Mask[] m_Masks;
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public void SetTimeScale(float scale)
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{
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Time.timeScale = scale;
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}
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public void EnableTrailRibbon(bool ribbonMode)
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{
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foreach(var p in m_ParticleSystems)
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{
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var trails = p.trails;
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trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle;
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}
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}
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public void EnableSprite(bool enabled)
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{
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foreach(var p in m_ParticleSystems)
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{
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var tex = p.textureSheetAnimation;
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tex.enabled = enabled;
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}
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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 m_Masks)
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{
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m.enabled = enabled;
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}
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}
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}
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}
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@ -911,6 +986,11 @@ Canvas:
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@ -1009,52 +1089,8 @@ MonoBehaviour:
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1650678471}
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_EditorClassIdentifier:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
|
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m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
|
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 10901, guid: 0000000000000000f000000000000000, type: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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--- !u!222 &1650678474
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
|
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m_GameObject: {fileID: 1650678471}
|
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m_CullTransparentMesh: 0
|
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--- !u!1001 &1700081082
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Prefab:
|
||||
m_ObjectHideFlags: 0
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|
@ -3492,6 +4133,10 @@ Prefab:
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propertyPath: m_Enabled
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 1477837436527380, guid: 293537681b71040d0a9b03e13c0e4a20, type: 2}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 293537681b71040d0a9b03e13c0e4a20, type: 2}
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m_IsPrefabAsset: 0
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|
@ -3804,6 +4449,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
|
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- component: {fileID: 1810222380}
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- component: {fileID: 1810222381}
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m_Name: Control
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m_TagString: Untagged
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@ -3823,6 +4469,8 @@ RectTransform:
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m_Children:
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- {fileID: 473819142}
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- {fileID: 475799738}
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- {fileID: 919687610}
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- {fileID: 1626066441}
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m_Father: {fileID: 1918337914}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchoredPosition: {x: 95, y: -93.333336}
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m_SizeDelta: {x: 190, y: 186.66667}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1810222381
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1810222379}
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m_EditorHideFlags: 0
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m_Spacing: 0
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m_ChildForceExpandWidth: 1
|
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m_ChildForceExpandHeight: 0
|
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m_ChildControlWidth: 0
|
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m_ChildControlHeight: 0
|
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--- !u!1 &1844207550
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -4101,7 +4771,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
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m_AnchoredPosition: {x: 200, y: -93.333336}
|
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m_AnchoredPosition: {x: 200, y: -93.33334}
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m_SizeDelta: {x: 400, y: 186.66667}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1918337915
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@ -4611,6 +5281,31 @@ Prefab:
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objectReference: {fileID: 0}
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- target: {fileID: 198474937898253256, guid: 77533a9d6813e4163a176c4206b0aba2,
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propertyPath: UVModule.mode
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 198474937898253256, guid: 77533a9d6813e4163a176c4206b0aba2,
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type: 2}
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propertyPath: UVModule.sprites.Array.data[0].sprite
|
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value:
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objectReference: {fileID: 21300000, guid: 925f66fdcc9764b579413b7408c718f2,
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type: 3}
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- target: {fileID: 198474937898253256, guid: 77533a9d6813e4163a176c4206b0aba2,
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type: 2}
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propertyPath: UVModule.enabled
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 1637072316030346, guid: 77533a9d6813e4163a176c4206b0aba2, type: 2}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 198474937898253256, guid: 77533a9d6813e4163a176c4206b0aba2,
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type: 2}
|
||||
propertyPath: TrailModule.mode
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 77533a9d6813e4163a176c4206b0aba2, type: 2}
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m_IsPrefabAsset: 0
|
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|
|
|
@ -37,8 +37,32 @@ namespace Coffee.UIExtensions
|
|||
{
|
||||
get
|
||||
{
|
||||
var mat = _renderer ? _renderer.sharedMaterial : defaultGraphicMaterial;
|
||||
return mat && mat.HasProperty(s_IdMainTex) ? mat.mainTexture : s_WhiteTexture; ;
|
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Texture tex = null;
|
||||
if (!m_IsTrail)
|
||||
{
|
||||
Profiler.BeginSample("Check TextureSheetAnimation module");
|
||||
var textureSheet = m_ParticleSystem.textureSheetAnimation;
|
||||
if (textureSheet.enabled && textureSheet.mode == ParticleSystemAnimationMode.Sprites && 0 < textureSheet.spriteCount)
|
||||
{
|
||||
tex = textureSheet.GetSprite(0).texture;
|
||||
}
|
||||
Profiler.EndSample();
|
||||
}
|
||||
if (!tex && _renderer)
|
||||
{
|
||||
Profiler.BeginSample("Check material");
|
||||
var mat = m_IsTrail
|
||||
? _renderer.trailMaterial
|
||||
: Application.isPlaying
|
||||
? _renderer.material
|
||||
: _renderer.sharedMaterial;
|
||||
if (mat && mat.HasProperty(s_IdMainTex))
|
||||
{
|
||||
tex = mat.mainTexture;
|
||||
}
|
||||
Profiler.EndSample();
|
||||
}
|
||||
return tex ?? s_WhiteTexture;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -56,10 +80,13 @@ namespace Coffee.UIExtensions
|
|||
_mesh.MarkDynamic();
|
||||
CheckTrail();
|
||||
base.OnEnable();
|
||||
|
||||
Canvas.willRenderCanvases += UpdateMesh;
|
||||
}
|
||||
|
||||
protected override void OnDisable()
|
||||
{
|
||||
Canvas.willRenderCanvases -= UpdateMesh;
|
||||
DestroyImmediate(_mesh);
|
||||
_mesh = null;
|
||||
CheckTrail();
|
||||
|
@ -76,73 +103,81 @@ namespace Coffee.UIExtensions
|
|||
Mesh _mesh;
|
||||
ParticleSystemRenderer _renderer;
|
||||
|
||||
void Update()
|
||||
void UpdateMesh()
|
||||
{
|
||||
Profiler.BeginSample("CheckTrail");
|
||||
CheckTrail();
|
||||
Profiler.EndSample();
|
||||
|
||||
if (m_ParticleSystem)
|
||||
try
|
||||
{
|
||||
Profiler.BeginSample("Disable ParticleSystemRenderer");
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
_renderer.enabled = false;
|
||||
}
|
||||
Profiler.BeginSample("CheckTrail");
|
||||
CheckTrail();
|
||||
Profiler.EndSample();
|
||||
|
||||
Profiler.BeginSample("Make Matrix");
|
||||
var cam = canvas.worldCamera ?? Camera.main;
|
||||
bool useTransform = false;
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
switch (m_ParticleSystem.main.simulationSpace)
|
||||
if (m_ParticleSystem)
|
||||
{
|
||||
case ParticleSystemSimulationSpace.Local:
|
||||
matrix =
|
||||
Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
|
||||
* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
|
||||
useTransform = true;
|
||||
break;
|
||||
case ParticleSystemSimulationSpace.World:
|
||||
matrix = m_ParticleSystem.transform.worldToLocalMatrix;
|
||||
break;
|
||||
case ParticleSystemSimulationSpace.Custom:
|
||||
break;
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
_mesh.Clear();
|
||||
if (0 < m_ParticleSystem.particleCount)
|
||||
{
|
||||
Profiler.BeginSample("Bake Mesh");
|
||||
if (m_IsTrail)
|
||||
Profiler.BeginSample("Disable ParticleSystemRenderer");
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.BakeMesh(_mesh, cam, useTransform);
|
||||
_renderer.enabled = false;
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
// Apply matrix.
|
||||
Profiler.BeginSample("Apply matrix to position");
|
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_mesh.GetVertices(s_Vertices);
|
||||
var count = s_Vertices.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
Profiler.BeginSample("Make Matrix");
|
||||
var cam = canvas.worldCamera ?? Camera.main;
|
||||
bool useTransform = false;
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
switch (m_ParticleSystem.main.simulationSpace)
|
||||
{
|
||||
s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
|
||||
case ParticleSystemSimulationSpace.Local:
|
||||
matrix =
|
||||
Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
|
||||
* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
|
||||
useTransform = true;
|
||||
break;
|
||||
case ParticleSystemSimulationSpace.World:
|
||||
matrix = m_ParticleSystem.transform.worldToLocalMatrix;
|
||||
break;
|
||||
case ParticleSystemSimulationSpace.Custom:
|
||||
break;
|
||||
}
|
||||
_mesh.SetVertices(s_Vertices);
|
||||
s_Vertices.Clear();
|
||||
Profiler.EndSample();
|
||||
|
||||
_mesh.Clear();
|
||||
if (0 < m_ParticleSystem.particleCount)
|
||||
{
|
||||
Profiler.BeginSample("Bake Mesh");
|
||||
if (m_IsTrail)
|
||||
{
|
||||
_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.BakeMesh(_mesh, cam, useTransform);
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
// Apply matrix.
|
||||
Profiler.BeginSample("Apply matrix to position");
|
||||
_mesh.GetVertices(s_Vertices);
|
||||
var count = s_Vertices.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
|
||||
}
|
||||
_mesh.SetVertices(s_Vertices);
|
||||
s_Vertices.Clear();
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
|
||||
// Set mesh to CanvasRenderer.
|
||||
Profiler.BeginSample("Set mesh and texture to CanvasRenderer");
|
||||
canvasRenderer.SetMesh(_mesh);
|
||||
canvasRenderer.SetTexture(mainTexture);
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
|
||||
// Set mesh to CanvasRenderer.
|
||||
Profiler.BeginSample("Set mesh to CanvasRenderer");
|
||||
canvasRenderer.SetMesh(_mesh);
|
||||
Profiler.EndSample();
|
||||
}
|
||||
catch(System.Exception e)
|
||||
{
|
||||
Debug.LogException(e);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
14
CHANGELOG.md
14
CHANGELOG.md
|
@ -1,5 +1,19 @@
|
|||
# Changelog
|
||||
|
||||
## [v1.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v1.0.0) (2018-07-13)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v0.1.0...v1.0.0)
|
||||
|
||||
Let's use particle for your UI!
|
||||
UIParticle is use easy.
|
||||
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
|
||||

|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Supports sprites [\#5](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/5)
|
||||
- Use Canvas.willRenderCanvases event instead of LateUpdate [\#4](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/4)
|
||||
|
||||
## [v0.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v0.1.0) (2018-06-22)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/6b89c14a5144e290e55d041bc0ad03756a113ae0...v0.1.0)
|
||||
|
|
|
@ -1 +1 @@
|
|||
m_EditorVersion: 2018.2.0b9
|
||||
m_EditorVersion: 2018.2.0f2
|
||||
|
|
18
README.md
18
README.md
|
@ -33,7 +33,7 @@ Compares this "Baking mesh" approach with the conventional approach:
|
|||
|
||||
|Approach|Good|Bad|Screenshot|
|
||||
|-|-|-|-|
|
||||
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2+.**<br>Requires UI shaders.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|
||||
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2+.**<br>Requires UI shaders to use Mask.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|
||||
|Do nothing|Rendered as is.|**Looks like a glitch.**<br>Not maskable.<br>Not sortable.|<img src="https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif" width="500px">|
|
||||
|Convert particle to UIVertex<br>[\(UIParticleSystem\)](https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/)|Maskable.<br>Sortable.<br>Less objects.|**Adjustment is difficult.**<br>Requires UI shaders.<br>Difficult to adjust scale.<br>Force hierarchy scalling.<br>Simulation results are incorrect.<br>Trail, rotation of transform, time scaling are not supported.|<img src="https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif" width="500px">|
|
||||
|Use Canvas to sort|Rendered as is.<br>Sortable.|**You must to manage sorting orders.**<br>Not maskable.<br>More batches.|<img src="https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif" width="500px">|
|
||||
|
@ -55,15 +55,17 @@ Compares this "Baking mesh" approach with the conventional approach:
|
|||
1. Download ParticleEffectForUGUI.unitypackage from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI/releases).
|
||||
1. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
|
||||
1. Add particle system to canvas.
|
||||
1. If you want to mask particles, set the "UI/UIAdditive" shader to material.
|
||||
1. Add `UIParticle` component to particle system from `Add Component` in inspector.
|
||||
1. (Option) If you want to mask particles, set a UI shader such as "UI/UIAdditive" to material for ParticleSystem.
|
||||

|
||||
1. Add `UIParticle` component to particle system from `Add Component` in inspector.
|
||||

|
||||
1. That's all. There are no properties you must set in the inspector!
|
||||
1. Enjoy!
|
||||
|
||||
|
||||
##### Requirement
|
||||
|
||||
* Unity 2018.2+ (Tested in Unity 2018.2b9)
|
||||
* Unity 2018.2+ (Tested in Unity 2018.2.0f2)
|
||||
* No other SDK are required
|
||||
|
||||
|
||||
|
@ -72,14 +74,6 @@ Compares this "Baking mesh" approach with the conventional approach:
|
|||
<br><br><br><br>
|
||||
## Development Note
|
||||
|
||||
#### BakeMesh API has a issue!
|
||||
|
||||
See [this issue](https://issuetracker.unity3d.com/issues/bakemesh-slash-baketrailsmesh-crashes-if-update-jobs-are-running).
|
||||
|
||||
`UIParticle` avoids the issue, but the rendering result lags one frame.
|
||||
|
||||
Please vote the issue to improve `UIParticle`!
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "ParticleEffectForUGUI",
|
||||
"version": "0.1.0",
|
||||
"version": "1.0.0",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/mob-sakai/ParticleEffectForUGUI.git"
|
||||
|
|
76
release.sh
76
release.sh
|
@ -2,78 +2,4 @@
|
|||
|
||||
# NOTE: Set an environment variable `CHANGELOG_GITHUB_TOKEN` by running the following command at the prompt, or by adding it to your shell profile (e.g., ~/.bash_profile or ~/.zshrc):
|
||||
# export CHANGELOG_GITHUB_TOKEN="«your-40-digit-github-token»"
|
||||
|
||||
# Release the project with the following steps:
|
||||
# 1. Update the release version in package.json.
|
||||
# 2. Open unity project to check compile error.
|
||||
# 3. Update "CHANGELOG.md" using "github_changelog_generator-1.15.0.pre.rc".
|
||||
# 4. Check changelog and continue proccess.
|
||||
# 5. Export unitypackage.
|
||||
# 6. Commit package.json and CHANGELOG.md.
|
||||
# 7. Merge into master branch.
|
||||
# 8. Release using "gh-release-3.2.0". (with upload unitypackage)
|
||||
|
||||
|
||||
# input release version
|
||||
echo -e ">> Start Github Release:"
|
||||
PACKAGE_NAME=`node -pe 'require("./package.json").name'`
|
||||
echo -e ">> Package name: ${PACKAGE_NAME}"
|
||||
CURRENT_VERSION=`grep -o -e "\"version\".*$" package.json | sed -e "s/\"version\": \"\(.*\)\".*$/\1/"`
|
||||
read -p "[? release version (for current: ${CURRENT_VERSION}): " RELEASE_VERSION
|
||||
[ -z "${RELEASE_VERSION}" ] && exit
|
||||
|
||||
|
||||
# update version in package.json
|
||||
echo -e "\n>> Update version... package.json"
|
||||
git checkout -B release develop
|
||||
sed -i -e "s/\"version\": \(.*\)/\"version\": \"${RELEASE_VERSION}\",/g" package.json
|
||||
|
||||
|
||||
# check unity editor
|
||||
UNITY_VER=`sed -e "s/m_EditorVersion: \(.*\)/\1/g" ProjectSettings/ProjectVersion.txt`
|
||||
UNITY_EDITOR="/Applications/Unity/Hub/Editor/${UNITY_VER}/Unity.app/Contents/MacOS/Unity"
|
||||
echo -e "\n>> Check unity editor... ${UNITY_VER} (${UNITY_EDITOR})"
|
||||
"$UNITY_EDITOR" -quit -batchmode -projectPath "`pwd`" -buildOSX64Player "build.app"
|
||||
echo -e ">> OK"
|
||||
|
||||
|
||||
# generate change log
|
||||
CHANGELOG_GENERATOR_ARG=`grep -o -e ".*git\"$" package.json | sed -e "s/^.*\/\([^\/]*\)\/\([^\/]*\).git.*$/--user \1 --project \2/"`
|
||||
CHANGELOG_GENERATOR_ARG="--future-release v${RELEASE_VERSION} ${CHANGELOG_GENERATOR_ARG}"
|
||||
echo -e "\n>> Generate change log... ${CHANGELOG_GENERATOR_ARG}"
|
||||
github_changelog_generator ${CHANGELOG_GENERATOR_ARG}
|
||||
|
||||
git diff -- CHANGELOG.md
|
||||
read -p "[? is the change log correct? (y/N):" yn
|
||||
case "$yn" in [yY]*) ;; *) exit ;; esac
|
||||
|
||||
|
||||
# export unitypackage
|
||||
PACKAGE_SRC=`node -pe 'require("./package.json").src'`
|
||||
echo -e "\n>> Export unitypackage... ${PACKAGE_SRC}"
|
||||
"$UNITY_EDITOR" -quit -batchmode -projectPath "`pwd`" -exportpackage "$PACKAGE_SRC" "$PACKAGE_NAME.unitypackage"
|
||||
echo -e ">> OK"
|
||||
|
||||
# commit release files
|
||||
echo -e "\n>> Commit release files..."
|
||||
git add CHANGELOG.md -f
|
||||
git add package.json -f
|
||||
git commit -m "update change log"
|
||||
|
||||
|
||||
# merge and push
|
||||
echo -e "\n>> Merge and push..."
|
||||
git checkout master
|
||||
git merge --no-ff release -m "release $TAG"
|
||||
git branch -D release
|
||||
git push origin master
|
||||
git checkout develop
|
||||
git merge --ff master
|
||||
git push origin develop
|
||||
|
||||
|
||||
# upload unitypackage and release on Github
|
||||
gh-release --assets "$PACKAGE_NAME.unitypackage"
|
||||
|
||||
|
||||
echo -e "\n\n>> $PACKAGE_NAME v$RELEASE_VERSION has been successfully released!\n"
|
||||
bash <(curl -sL 'https://gist.github.com/mob-sakai/a883999a32dd8b1927639e46b3cd6801/raw/unity_release.sh')
|
Loading…
Reference in New Issue