using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Profiling; using UnityEngine.UI; using ShaderPropertyType = Coffee.UIExtensions.UIParticle.AnimatableProperty.ShaderPropertyType; 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_ActiveParticles = 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; [Tooltip ("Animatable material properties. AnimationでParticleSystemのマテリアルプロパティを変更する場合、有効にしてください。")] [SerializeField] AnimatableProperty [] m_AnimatableProperties = new AnimatableProperty [0]; static MaterialPropertyBlock s_Mpb; [System.Serializable] public class AnimatableProperty : ISerializationCallbackReceiver { public enum ShaderPropertyType { Color, Vector, Float, Range, Texture, }; [SerializeField] string m_Name = ""; [SerializeField] ShaderPropertyType m_Type = ShaderPropertyType.Vector; public int id { get; private set; } public ShaderPropertyType type { get { return m_Type; } } public void OnBeforeSerialize () { } public void OnAfterDeserialize () { id = Shader.PropertyToID (m_Name); } } //################################ // Public/Protected Members. //################################ public override Texture mainTexture { get { Texture tex = null; if (!m_IsTrail && cachedParticleSystem) { Profiler.BeginSample ("Check TextureSheetAnimation module"); var textureSheet = cachedParticleSystem.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 = material; if (mat && mat.HasProperty (s_IdMainTex)) { tex = mat.mainTexture; } Profiler.EndSample (); } return tex ?? s_WhiteTexture; } } public override Material material { get { return _renderer ? m_IsTrail ? _renderer.trailMaterial : _renderer.sharedMaterial : null; } set { if (!_renderer) { } else if (m_IsTrail && _renderer.trailMaterial != value) { _renderer.trailMaterial = value; SetMaterialDirty (); } else if (!m_IsTrail && _renderer.sharedMaterial != value) { _renderer.sharedMaterial = value; SetMaterialDirty (); } } } /// /// 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 (); } } } /// /// Is this the root UIParticle? /// public bool isRoot { get { return !_parent; } } /// /// Should this graphic be considered a target for raycasting? /// public override bool raycastTarget { get { return false; } set { base.raycastTarget = value; } } /// /// ParticleSystem. /// public ParticleSystem cachedParticleSystem { get { return m_ParticleSystem ? m_ParticleSystem : (m_ParticleSystem = GetComponent ()); } } /// /// Perform material modification in this function. /// /// Modified material. /// Configured Material. public override Material GetModifiedMaterial (Material baseMaterial) { Material mat = null; if (!_renderer) mat = baseMaterial; else if (m_AnimatableProperties.Length == 0) mat = _renderer.sharedMaterial; else mat = new Material (material); return base.GetModifiedMaterial (mat); } /// /// This function is called when the object becomes enabled and active. /// protected override void OnEnable () { // Register. if (s_ActiveParticles.Count == 0) { Canvas.willRenderCanvases += UpdateMeshes; s_Mpb = new MaterialPropertyBlock (); } s_ActiveParticles.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 (); _renderer = cachedParticleSystem ? cachedParticleSystem.GetComponent () : null; if (_renderer && Application.isPlaying) { _renderer.enabled = false; } // Create objects. _mesh = new Mesh (); _mesh.MarkDynamic (); CheckTrail (); base.OnEnable (); } /// /// This function is called when the behaviour becomes disabled. /// protected override void OnDisable () { // Unregister. s_ActiveParticles.Remove (this); if (s_ActiveParticles.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 (); } /// /// Call to update the geometry of the Graphic onto the CanvasRenderer. /// 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); base.OnTransformParentChanged (); } /// /// Callback for when properties have been changed by animation. /// 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); Vector3 _worldPos; static ParticleSystem.Particle [] s_Particles = new ParticleSystem.Particle [4096]; /// /// Update meshes. /// static void UpdateMeshes () { for (int i = 0; i < s_ActiveParticles.Count; i++) { if (s_ActiveParticles [i]) { s_ActiveParticles [i].UpdateMesh (); } } } /// /// Update meshe. /// void UpdateMesh () { try { Profiler.BeginSample ("CheckTrail"); CheckTrail (); Profiler.EndSample (); if (m_ParticleSystem && canvas) { // I do not know why, but it worked fine when setting `transform.localPosition.z` to `0.01`. (#34, #39) { Vector3 pos = rectTransform.localPosition; if (Mathf.Abs (pos.z) < 0.01f) { pos.z = 0.01f; rectTransform.localPosition = pos; } } var rootCanvas = canvas.rootCanvas; Profiler.BeginSample ("Disable ParticleSystemRenderer"); if (Application.isPlaying) { _renderer.enabled = false; } Profiler.EndSample (); Profiler.BeginSample ("Make Matrix"); scaleaMatrix = m_ParticleSystem.main.scalingMode == ParticleSystemScalingMode.Hierarchy ? Matrix4x4.Scale (scale * Vector3.one) : Matrix4x4.Scale (scale * rootCanvas.transform.localScale); Matrix4x4 matrix = default (Matrix4x4); switch (m_ParticleSystem.main.simulationSpace) { case ParticleSystemSimulationSpace.Local: matrix = scaleaMatrix * Matrix4x4.Rotate (rectTransform.rotation).inverse * Matrix4x4.Scale (rectTransform.lossyScale).inverse; break; case ParticleSystemSimulationSpace.World: matrix = scaleaMatrix * rectTransform.worldToLocalMatrix; Vector3 newPos = rectTransform.position; Vector3 delta = (newPos - _worldPos); _worldPos = newPos; if (canvas.renderMode != RenderMode.WorldSpace && !Mathf.Approximately (scale, 0) && 0 < delta.sqrMagnitude) { delta *= (1 - 1 / scale); int count = m_ParticleSystem.particleCount; if (s_Particles.Length < count) { s_Particles = new ParticleSystem.Particle [s_Particles.Length * 2]; } m_ParticleSystem.GetParticles (s_Particles); for (int i = 0; i < count; i++) { var p = s_Particles [i]; p.position = p.position + delta; s_Particles [i] = p; } m_ParticleSystem.SetParticles (s_Particles, count); } break; case ParticleSystemSimulationSpace.Custom: break; } Profiler.EndSample (); _mesh.Clear (); if (0 < m_ParticleSystem.particleCount) { Profiler.BeginSample ("Bake Mesh"); var cam = rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay ? UIParticleOverlayCamera.GetCameraForOvrelay (rootCanvas) : canvas.worldCamera ?? Camera.main; if (!cam) { return; } if (m_IsTrail) { _renderer.BakeTrailsMesh (_mesh, cam, true); } else { _renderer.BakeMesh (_mesh, cam, 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); // Copy the value from MaterialPropertyBlock to CanvasRenderer (#41) UpdateAnimatableMaterialProperties (); Profiler.EndSample (); } } catch (System.Exception e) { Debug.LogException (e); } } /// /// Checks the trail. /// 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); } } /// /// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41) /// void UpdateAnimatableMaterialProperties () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (0 == m_AnimatableProperties.Length) return; _renderer.GetPropertyBlock (s_Mpb); for (int i = 0; i < canvasRenderer.materialCount; i++) { var mat = canvasRenderer.GetMaterial (i); foreach (var ap in m_AnimatableProperties) { switch (ap.type) { case ShaderPropertyType.Color: mat.SetColor (ap.id, s_Mpb.GetColor (ap.id)); break; case ShaderPropertyType.Vector: mat.SetVector (ap.id, s_Mpb.GetVector (ap.id)); break; case ShaderPropertyType.Float: case ShaderPropertyType.Range: mat.SetFloat (ap.id, s_Mpb.GetFloat (ap.id)); break; case ShaderPropertyType.Texture: mat.SetTexture (ap.id, s_Mpb.GetTexture (ap.id)); break; } } } } } }