Fix directory name
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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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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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||||
#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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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
|
||||
#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;
|
||||
|
||||
// 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;
|
||||
#endif
|
||||
|
||||
// apply texture sheet animation
|
||||
Vector4 particleUV = imageUV;
|
||||
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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||||
if (textureSheetAnimation.frameOverTime.curveMin != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
||||
else if (textureSheetAnimation.frameOverTime.curve != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
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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
|
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|
||||
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;
|
||||
|
||||
}
|
||||
|
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frame %= textureSheetAnimationFrames;
|
||||
|
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particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
|
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particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
|
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particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
|
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particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
|
||||
}
|
||||
|
||||
temp.x = particleUV.x;
|
||||
temp.y = particleUV.y;
|
||||
|
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_quad[0] = UIVertex.simpleVert;
|
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_quad[0].color = color;
|
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_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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timeCreated: 1464383716
|
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|
||||
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|
|
@ -0,0 +1,12 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Coffee.UIExtensions.Demo
|
||||
{
|
||||
public class UIParticle_Demo : MonoBehaviour
|
||||
{
|
||||
public void SetTimeScale(float scale)
|
||||
{
|
||||
Time.timeScale = scale;
|
||||
}
|
||||
}
|
||||
}
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!84 &8400000
|
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using UnityEditor;
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using UnityEditor.UI;
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using UnityEngine;
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|
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namespace Coffee.UIExtensions
|
||||
{
|
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[CustomEditor(typeof(UIParticle))]
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[CanEditMultipleObjects]
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public class UIParticleEditor : GraphicEditor
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{
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//################################
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// Constant or Static Members.
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//################################
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static readonly GUIContent contentParticleMaterial = new GUIContent("Particle Material", "The material for rendering particles");
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static readonly GUIContent contentTrailMaterial = new GUIContent("Trail Material", "The material for rendering particle trails");
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//################################
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// Public/Protected Members.
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//################################
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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_spParticleSystem = serializedObject.FindProperty("m_ParticleSystem");
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_spTrailParticle = serializedObject.FindProperty("m_TrailParticle");
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}
|
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/// <summary>
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/// Implement this function to make a custom inspector.
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/// </summary>
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public override void OnInspectorGUI()
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{
|
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serializedObject.Update();
|
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EditorGUILayout.PropertyField(_spParticleSystem);
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EditorGUI.indentLevel++;
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var ps = _spParticleSystem.objectReferenceValue as ParticleSystem;
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if (ps)
|
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{
|
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var pr = ps.GetComponent<ParticleSystemRenderer>();
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var sp = new SerializedObject(pr).FindProperty("m_Materials");
|
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|
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EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(0), contentParticleMaterial);
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EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(1), contentTrailMaterial);
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sp.serializedObject.ApplyModifiedProperties();
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if(!Application.isPlaying && pr.enabled)
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{
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EditorGUILayout.HelpBox("ParticleSystemRenderer will be disable on playing.", MessageType.Info);
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}
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}
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.PropertyField(_spTrailParticle);
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EditorGUI.EndDisabledGroup();
|
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serializedObject.ApplyModifiedProperties();
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}
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|
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//################################
|
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// Private Members.
|
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//################################
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SerializedProperty _spParticleSystem;
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SerializedProperty _spTrailParticle;
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}
|
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}
|
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@ -0,0 +1 @@
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./../../../../LICENSE.txt
|
|
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struct appdata_t
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@ -0,0 +1,174 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.UI;
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namespace Coffee.UIExtensions
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{
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/// <summary>
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/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
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/// </summary>
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[ExecuteInEditMode]
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public class UIParticle : MaskableGraphic
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{
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//################################
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// Constant or Readonly Static Members.
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//################################
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static readonly int s_IdMainTex = Shader.PropertyToID("_MainTex");
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static readonly List<Vector3> s_Vertices = new List<Vector3>();
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//################################
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// Serialize Members.
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//################################
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[Tooltip("The ParticleSystem rendered by CanvasRenderer")]
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[SerializeField] ParticleSystem m_ParticleSystem;
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[Tooltip("The UIParticle to render trail effect")]
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[SerializeField] UIParticle m_TrailParticle;
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[HideInInspector] [SerializeField] bool m_IsTrail = false;
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//################################
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// Public/Protected Members.
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//################################
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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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var mat = _renderer ? _renderer.sharedMaterial : defaultGraphicMaterial;
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return mat && mat.HasProperty(s_IdMainTex) ? mat.mainTexture : s_WhiteTexture; ;
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}
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}
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public override Material GetModifiedMaterial(Material baseMaterial)
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{
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return base.GetModifiedMaterial(_renderer ? _renderer.sharedMaterial : baseMaterial);
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}
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protected override void OnEnable()
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{
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m_ParticleSystem = m_ParticleSystem ? m_ParticleSystem : GetComponent<ParticleSystem>();
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_renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent<ParticleSystemRenderer>() : null;
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_mesh = new Mesh();
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_mesh.MarkDynamic();
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CheckTrail();
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base.OnEnable();
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}
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protected override void OnDisable()
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{
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DestroyImmediate(_mesh);
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_mesh = null;
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CheckTrail();
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base.OnDisable();
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}
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protected override void UpdateGeometry()
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{
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}
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//################################
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// Private Members.
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//################################
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Mesh _mesh;
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ParticleSystemRenderer _renderer;
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void Update()
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{
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Profiler.BeginSample("CheckTrail");
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CheckTrail();
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Profiler.EndSample();
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if (m_ParticleSystem)
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{
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Profiler.BeginSample("Disable ParticleSystemRenderer");
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if (Application.isPlaying)
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{
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_renderer.enabled = false;
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}
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Profiler.EndSample();
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Profiler.BeginSample("Make Matrix");
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var cam = canvas.worldCamera ?? Camera.main;
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bool useTransform = false;
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Matrix4x4 matrix = default(Matrix4x4);
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switch (m_ParticleSystem.main.simulationSpace)
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{
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case ParticleSystemSimulationSpace.Local:
|
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matrix =
|
||||
Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
|
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* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
|
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useTransform = true;
|
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break;
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case ParticleSystemSimulationSpace.World:
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matrix = m_ParticleSystem.transform.worldToLocalMatrix;
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break;
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case ParticleSystemSimulationSpace.Custom:
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break;
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}
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Profiler.EndSample();
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_mesh.Clear();
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if (0 < m_ParticleSystem.particleCount)
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{
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Profiler.BeginSample("Bake Mesh");
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if (m_IsTrail)
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{
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_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
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}
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else
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{
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_renderer.BakeMesh(_mesh, cam, useTransform);
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}
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Profiler.EndSample();
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// Apply matrix.
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Profiler.BeginSample("Apply matrix to position");
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_mesh.GetVertices(s_Vertices);
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var count = s_Vertices.Count;
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for (int i = 0; i < count; i++)
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{
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s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
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}
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_mesh.SetVertices(s_Vertices);
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s_Vertices.Clear();
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Profiler.EndSample();
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}
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// Set mesh to CanvasRenderer.
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Profiler.BeginSample("Set mesh to CanvasRenderer");
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canvasRenderer.SetMesh(_mesh);
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Profiler.EndSample();
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}
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}
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void CheckTrail()
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{
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if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
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{
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if (!m_TrailParticle)
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{
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m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent<UIParticle>();
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var trans = m_TrailParticle.transform;
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trans.SetParent(transform);
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trans.localPosition = Vector3.zero;
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trans.localRotation = Quaternion.identity;
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trans.localScale = Vector3.one;
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|
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m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer>();
|
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m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem>();
|
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m_TrailParticle.m_IsTrail = true;
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}
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m_TrailParticle.enabled = true;
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}
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else if (m_TrailParticle)
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{
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m_TrailParticle.enabled = false;
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}
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Loading…
Reference in New Issue