using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
///
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
///
[ExecuteInEditMode]
public class UIParticle : MaskableGraphic
{
//################################
// Constant or Readonly Static Members.
//################################
static readonly int s_IdMainTex = Shader.PropertyToID ("_MainTex");
static readonly List s_Vertices = new List ();
static readonly List s_TempRelatables = new List ();
static readonly List s_ActiveSoftMasks = new List ();
//################################
// Serialize Members.
//################################
[Tooltip ("The ParticleSystem rendered by CanvasRenderer")]
[SerializeField] ParticleSystem m_ParticleSystem;
[Tooltip ("The UIParticle to render trail effect")]
[SerializeField] UIParticle m_TrailParticle;
[HideInInspector] [SerializeField] bool m_IsTrail = false;
[Tooltip ("Particle effect scale")]
[SerializeField] float m_Scale = 1;
[Tooltip ("Ignore parent scale")]
[SerializeField] bool m_IgnoreParent = false;
//################################
// Public/Protected Members.
//################################
public override Texture mainTexture
{
get
{
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;
}
}
///
/// Particle effect scale.
///
public float scale { get { return _parent ? _parent.scale : m_Scale; } set { m_Scale = value; } }
///
/// Should the soft mask ignore parent soft masks?
///
/// If set to true the soft mask will ignore any parent soft mask settings.
public bool ignoreParent
{
get { return m_IgnoreParent; }
set
{
if (m_IgnoreParent != value)
{
m_IgnoreParent = value;
OnTransformParentChanged ();
}
}
}
public bool isRoot
{
get { return !_parent; }
}
public override Material GetModifiedMaterial (Material baseMaterial)
{
return base.GetModifiedMaterial (_renderer ? _renderer.sharedMaterial : baseMaterial);
}
protected override void OnEnable ()
{
// Register.
if (s_ActiveSoftMasks.Count == 0)
{
Canvas.willRenderCanvases += UpdateMeshes;
}
s_ActiveSoftMasks.Add (this);
// Reset the parent-child relation.
GetComponentsInChildren (false, s_TempRelatables);
for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
{
s_TempRelatables [i].OnTransformParentChanged ();
}
s_TempRelatables.Clear ();
m_ParticleSystem = m_ParticleSystem ? m_ParticleSystem : GetComponent ();
_renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent () : null;
// Create objects.
_mesh = new Mesh ();
_mesh.MarkDynamic ();
CheckTrail ();
base.OnEnable ();
}
protected override void OnDisable ()
{
// Unregister.
s_ActiveSoftMasks.Remove (this);
if (s_ActiveSoftMasks.Count == 0)
{
Canvas.willRenderCanvases -= UpdateMeshes;
}
// Reset the parent-child relation.
for (int i = _children.Count - 1; 0 <= i; i--)
{
_children [i].SetParent (_parent);
}
_children.Clear ();
SetParent (null);
// Destroy objects.
DestroyImmediate (_mesh);
_mesh = null;
CheckTrail ();
base.OnDisable ();
}
protected override void UpdateGeometry ()
{
}
///
/// This function is called when the parent property of the transform of the GameObject has changed.
///
protected override void OnTransformParentChanged ()
{
UIParticle newParent = null;
if (isActiveAndEnabled && !m_IgnoreParent)
{
var parentTransform = transform.parent;
while (parentTransform && (!newParent || !newParent.enabled))
{
newParent = parentTransform.GetComponent ();
parentTransform = parentTransform.parent;
}
}
SetParent (newParent);
}
protected override void OnDidApplyAnimationProperties ()
{
}
#if UNITY_EDITOR
///
/// This function is called when the script is loaded or a value is changed in the inspector(Called in the editor only).
///
protected override void OnValidate ()
{
OnTransformParentChanged ();
base.OnValidate ();
}
#endif
//################################
// Private Members.
//################################
Mesh _mesh;
ParticleSystemRenderer _renderer;
UIParticle _parent;
List _children = new List ();
Matrix4x4 scaleaMatrix = default (Matrix4x4);
static void UpdateMeshes ()
{
foreach (var uip in s_ActiveSoftMasks)
{
uip.UpdateMesh ();
}
}
void UpdateMesh ()
{
try
{
Profiler.BeginSample ("CheckTrail");
CheckTrail ();
Profiler.EndSample ();
if (m_ParticleSystem)
{
Profiler.BeginSample ("Disable ParticleSystemRenderer");
if (Application.isPlaying)
{
_renderer.enabled = false;
}
Profiler.EndSample ();
Profiler.BeginSample ("Make Matrix");
var s = scale;
scaleaMatrix = Matrix4x4.Scale (new Vector3 (s, s, s));
Matrix4x4 matrix = default (Matrix4x4);
switch (m_ParticleSystem.main.simulationSpace)
{
case ParticleSystemSimulationSpace.Local:
matrix =
scaleaMatrix
* Matrix4x4.Rotate (m_ParticleSystem.transform.rotation).inverse
* Matrix4x4.Scale (m_ParticleSystem.transform.lossyScale).inverse;
break;
case ParticleSystemSimulationSpace.World:
matrix =
scaleaMatrix
* 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)
{
_renderer.BakeTrailsMesh (_mesh, true);
}
else
{
_renderer.BakeMesh (_mesh, true);
}
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 ();
}
}
catch (System.Exception e)
{
Debug.LogException (e);
}
}
void CheckTrail ()
{
if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
{
if (!m_TrailParticle)
{
m_TrailParticle = new GameObject ("[UIParticle] Trail").AddComponent ();
var trans = m_TrailParticle.transform;
trans.SetParent (transform);
trans.localPosition = Vector3.zero;
trans.localRotation = Quaternion.identity;
trans.localScale = Vector3.one;
m_TrailParticle._renderer = GetComponent ();
m_TrailParticle.m_ParticleSystem = GetComponent ();
m_TrailParticle.m_IsTrail = true;
}
m_TrailParticle.enabled = true;
}
else if (m_TrailParticle)
{
m_TrailParticle.enabled = false;
}
}
///
/// Set the parent of the soft mask.
///
/// The parent soft mask to use.
void SetParent (UIParticle newParent)
{
if (_parent != newParent && this != newParent)
{
if (_parent && _parent._children.Contains (this))
{
_parent._children.Remove (this);
_parent._children.RemoveAll (x => x == null);
}
_parent = newParent;
}
if (_parent && !_parent._children.Contains (this))
{
_parent._children.Add (this);
}
}
}
}