#if UNITY_2019_3_11 || UNITY_2019_3_12 || UNITY_2019_3_13 || UNITY_2019_3_14 || UNITY_2019_3_15 || UNITY_2019_4_OR_NEWER #define SERIALIZE_FIELD_MASKABLE #endif using System.Collections.Generic; using System.Runtime.CompilerServices; using Coffee.UIParticleExtensions; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Serialization; using UnityEngine.UI; [assembly: InternalsVisibleTo("Coffee.UIParticle.Editor")] namespace Coffee.UIExtensions { /// /// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas. /// [ExecuteInEditMode] [RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(CanvasRenderer))] public class UIParticle : MaskableGraphic #if UNITY_EDITOR , ISerializationCallbackReceiver #endif { [HideInInspector] [SerializeField] internal bool m_IsTrail = false; [Tooltip("Ignore canvas scaler")] [SerializeField] [FormerlySerializedAs("m_IgnoreParent")] bool m_IgnoreCanvasScaler = true; [Tooltip("Particle effect scale")] [SerializeField] float m_Scale = 100; [Tooltip("Particle effect scale")] [SerializeField] private Vector3 m_Scale3D; [Tooltip("Animatable material properties. If you want to change the material properties of the ParticleSystem in Animation, enable it.")] [SerializeField] internal AnimatableProperty[] m_AnimatableProperties = new AnimatableProperty[0]; [Tooltip("Particles")] [SerializeField] private List m_Particles = new List(); [Tooltip("Shrink rendering by material on refresh.\nNOTE: Performance will be improved, but in some cases the rendering is not correct.")] [SerializeField] bool m_ShrinkByMaterial = false; #if !SERIALIZE_FIELD_MASKABLE [SerializeField] private bool m_Maskable = true; #endif private bool _shouldBeRemoved; private DrivenRectTransformTracker _tracker; private Mesh _bakedMesh; private readonly List _modifiedMaterials = new List(); private readonly List _maskMaterials = new List(); private readonly List _activeMeshIndices = new List(); private Vector3 _cachedPosition; private static readonly List s_TempMaterials = new List(2); private static MaterialPropertyBlock s_Mpb; private static readonly List s_PrevMaskMaterials = new List(); private static readonly List s_PrevModifiedMaterials = new List(); private static readonly List s_Components = new List(); /// /// Should this graphic be considered a target for raycasting? /// public override bool raycastTarget { get { return false; } set { } } public bool ignoreCanvasScaler { get { return m_IgnoreCanvasScaler; } set { // if (m_IgnoreCanvasScaler == value) return; m_IgnoreCanvasScaler = value; _tracker.Clear(); if (isActiveAndEnabled && m_IgnoreCanvasScaler) _tracker.Add(this, rectTransform, DrivenTransformProperties.Scale); } } public bool shrinkByMaterial { get { return m_ShrinkByMaterial; } set { if (m_ShrinkByMaterial == value) return; m_ShrinkByMaterial = value; RefreshParticles(); } } /// /// Particle effect scale. /// public float scale { get { return m_Scale3D.x; } set { m_Scale = Mathf.Max(0.001f, value); m_Scale3D = new Vector3(m_Scale, m_Scale, m_Scale); } } /// /// Particle effect scale. /// public Vector3 scale3D { get { return m_Scale3D; } set { if (m_Scale3D == value) return; m_Scale3D.x = Mathf.Max(0.001f, value.x); m_Scale3D.y = Mathf.Max(0.001f, value.y); m_Scale3D.z = Mathf.Max(0.001f, value.z); } } internal Mesh bakedMesh { get { return _bakedMesh; } } public List particles { get { return m_Particles; } } public IEnumerable materials { get { return _modifiedMaterials; } } public override Material materialForRendering { get { return canvasRenderer.GetMaterial(0); } } public List activeMeshIndices { get { return _activeMeshIndices; } set { if (_activeMeshIndices.SequenceEqualFast(value)) return; _activeMeshIndices.Clear(); _activeMeshIndices.AddRange(value); UpdateMaterial(); } } internal Vector3 cachedPosition { get { return _cachedPosition; } set { _cachedPosition = value; } } public void Play() { particles.Exec(p => p.Play()); } public void Pause() { particles.Exec(p => p.Pause()); } public void Stop() { particles.Exec(p => p.Stop()); } public void SetParticleSystemInstance(GameObject instance) { SetParticleSystemInstance(instance, true); } public void SetParticleSystemInstance(GameObject instance, bool destroyOldParticles) { if (!instance) return; foreach (Transform child in transform) { var go = child.gameObject; go.SetActive(false); if (!destroyOldParticles) continue; #if UNITY_EDITOR if (!Application.isPlaying) DestroyImmediate(go); else #endif Destroy(go); } var tr = instance.transform; tr.SetParent(transform, false); tr.localPosition = Vector3.zero; RefreshParticles(instance); } public void SetParticleSystemPrefab(GameObject prefab) { if (!prefab) return; SetParticleSystemInstance(Instantiate(prefab.gameObject), true); } public void RefreshParticles() { RefreshParticles(gameObject); } public void RefreshParticles(GameObject root) { if (!root) return; root.GetComponentsInChildren(particles); particles.RemoveAll(x => x.GetComponentInParent() != this); foreach (var ps in particles) { var tsa = ps.textureSheetAnimation; if (tsa.mode == ParticleSystemAnimationMode.Sprites && tsa.uvChannelMask == (UVChannelFlags) 0) tsa.uvChannelMask = UVChannelFlags.UV0; } particles.Exec(p => p.GetComponent().enabled = !enabled); particles.SortForRendering(transform, m_ShrinkByMaterial); SetMaterialDirty(); } protected override void UpdateMaterial() { // Clear mask materials. s_PrevMaskMaterials.AddRange(_maskMaterials); _maskMaterials.Clear(); // Clear modified materials. s_PrevModifiedMaterials.AddRange(_modifiedMaterials); _modifiedMaterials.Clear(); // Recalculate stencil value. if (m_ShouldRecalculateStencil) { var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform); m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0; m_ShouldRecalculateStencil = false; } // No mesh to render. var count = activeMeshIndices.CountFast(); if (count == 0 || !isActiveAndEnabled || particles.Count == 0) { canvasRenderer.Clear(); ClearPreviousMaterials(); return; } // GetComponents(typeof(IMaterialModifier), s_Components); var materialCount = Mathf.Min(8, count); canvasRenderer.materialCount = materialCount; var j = 0; for (var i = 0; i < particles.Count; i++) { if (materialCount <= j) break; var ps = particles[i]; if (!ps) continue; var r = ps.GetComponent(); r.GetSharedMaterials(s_TempMaterials); // Main var index = i * 2; if (activeMeshIndices.Count <= index) break; if (activeMeshIndices[index] && 0 < s_TempMaterials.Count) { var mat = GetModifiedMaterial(s_TempMaterials[0], ps.GetTextureForSprite()); for (var k = 1; k < s_Components.Count; k++) mat = (s_Components[k] as IMaterialModifier).GetModifiedMaterial(mat); canvasRenderer.SetMaterial(mat, j); UpdateMaterialProperties(r, j); j++; } // Trails index++; if (activeMeshIndices.Count <= index || materialCount <= j) break; if (activeMeshIndices[index] && 1 < s_TempMaterials.Count) { var mat = GetModifiedMaterial(s_TempMaterials[1], null); for (var k = 1; k < s_Components.Count; k++) mat = (s_Components[k] as IMaterialModifier).GetModifiedMaterial(mat); canvasRenderer.SetMaterial(mat, j++); } } ClearPreviousMaterials(); } private void ClearPreviousMaterials() { foreach (var m in s_PrevMaskMaterials) StencilMaterial.Remove(m); s_PrevMaskMaterials.Clear(); foreach (var m in s_PrevModifiedMaterials) ModifiedMaterial.Remove(m); s_PrevModifiedMaterials.Clear(); } private Material GetModifiedMaterial(Material baseMaterial, Texture2D texture) { if (0 < m_StencilValue) { baseMaterial = StencilMaterial.Add(baseMaterial, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0); _maskMaterials.Add(baseMaterial); } if (texture == null && m_AnimatableProperties.Length == 0) return baseMaterial; var id = m_AnimatableProperties.Length == 0 ? 0 : GetInstanceID(); baseMaterial = ModifiedMaterial.Add(baseMaterial, texture, id); _modifiedMaterials.Add(baseMaterial); return baseMaterial; } internal void UpdateMaterialProperties() { if (m_AnimatableProperties.Length == 0) return; // var count = activeMeshIndices.CountFast(); var materialCount = Mathf.Max(8, count); canvasRenderer.materialCount = materialCount; var j = 0; for (var i = 0; i < particles.Count; i++) { if (materialCount <= j) break; var ps = particles[i]; if (!ps) continue; var r = ps.GetComponent(); r.GetSharedMaterials(s_TempMaterials); // Main if (activeMeshIndices[i * 2] && 0 < s_TempMaterials.Count) { UpdateMaterialProperties(r, j); j++; } } } internal void UpdateMaterialProperties(Renderer r, int index) { if (m_AnimatableProperties.Length == 0 || canvasRenderer.materialCount <= index) return; r.GetPropertyBlock(s_Mpb ?? (s_Mpb = new MaterialPropertyBlock())); if (s_Mpb.isEmpty) return; // #41: Copy the value from MaterialPropertyBlock to CanvasRenderer var mat = canvasRenderer.GetMaterial(index); if (!mat) return; foreach (var ap in m_AnimatableProperties) { ap.UpdateMaterialProperties(mat, s_Mpb); } s_Mpb.Clear(); } /// /// This function is called when the object becomes enabled and active. /// protected override void OnEnable() { #if !SERIALIZE_FIELD_MASKABLE maskable = m_Maskable; #endif _cachedPosition = transform.position; activeMeshIndices.Clear(); UIParticleUpdater.Register(this); particles.Exec(p => p.GetComponent().enabled = false); if (isActiveAndEnabled && m_IgnoreCanvasScaler) { _tracker.Add(this, rectTransform, DrivenTransformProperties.Scale); } // Create objects. _bakedMesh = MeshPool.Rent(); base.OnEnable(); InitializeIfNeeded(); } /// /// This function is called when the behaviour becomes disabled. /// protected override void OnDisable() { UIParticleUpdater.Unregister(this); if (!_shouldBeRemoved) particles.Exec(p => p.GetComponent().enabled = true); _tracker.Clear(); // Destroy object. MeshPool.Return(_bakedMesh); _bakedMesh = null; base.OnDisable(); } /// /// Call to update the geometry of the Graphic onto the CanvasRenderer. /// protected override void UpdateGeometry() { } /// /// Callback for when properties have been changed by animation. /// protected override void OnDidApplyAnimationProperties() { } private void InitializeIfNeeded() { if (enabled && m_IsTrail) { UnityEngine.Debug.LogWarningFormat(this, "[UIParticle] The UIParticle component should be removed: {0}\nReason: UIParticle for trails is no longer needed.", name); gameObject.hideFlags = HideFlags.None; _shouldBeRemoved = true; enabled = false; return; } if (!this || particles.AnyFast()) return; // refresh. #if UNITY_EDITOR if (!Application.isPlaying) UnityEditor.EditorApplication.delayCall += () => { if (this) RefreshParticles(); }; else #endif RefreshParticles(); } #if UNITY_EDITOR protected override void OnValidate() { SetLayoutDirty(); SetVerticesDirty(); m_ShouldRecalculateStencil = true; RecalculateClipping(); #if !SERIALIZE_FIELD_MASKABLE maskable = m_Maskable; #endif } void ISerializationCallbackReceiver.OnBeforeSerialize() { if (Application.isPlaying) return; InitializeIfNeeded(); } void ISerializationCallbackReceiver.OnAfterDeserialize() { if (m_Scale3D == Vector3.zero) { scale = m_Scale; } UnityEditor.EditorApplication.delayCall += () => { if (Application.isPlaying || !this) return; InitializeIfNeeded(); }; } #endif } }