ParticleEffectForUGUI/Scripts/UIParticle.cs

492 lines
16 KiB
C#
Executable File

#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
{
/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[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<ParticleSystem> m_Particles = new List<ParticleSystem>();
#if !SERIALIZE_FIELD_MASKABLE
[SerializeField]
private bool m_Maskable = true;
#endif
private bool _shouldBeRemoved;
private DrivenRectTransformTracker _tracker;
private Mesh _bakedMesh;
private readonly List<Material> _modifiedMaterials = new List<Material>();
private readonly List<Material> _maskMaterials = new List<Material>();
private readonly List<bool> _activeMeshIndices = new List<bool>();
private Vector3 _cachedPosition;
private static readonly List<Material> s_TempMaterials = new List<Material>(2);
private static MaterialPropertyBlock s_Mpb;
private static readonly List<Material> s_PrevMaskMaterials = new List<Material>();
private static readonly List<Material> s_PrevModifiedMaterials = new List<Material>();
private static readonly List<Component> s_Components = new List<Component>();
/// <summary>
/// Should this graphic be considered a target for raycasting?
/// </summary>
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);
}
}
/// <summary>
/// Particle effect scale.
/// </summary>
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);
}
}
/// <summary>
/// Particle effect scale.
/// </summary>
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<ParticleSystem> particles
{
get { return m_Particles; }
}
public IEnumerable<Material> materials
{
get { return _modifiedMaterials; }
}
public override Material materialForRendering
{
get { return canvasRenderer.GetMaterial(0); }
}
public List<bool> 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);
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<ParticleSystemRenderer>().enabled = !enabled);
particles.SortForRendering(transform);
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();
foreach (var m in s_PrevMaskMaterials)
StencilMaterial.Remove(m);
foreach (var m in s_PrevModifiedMaterials)
ModifiedMaterial.Remove(m);
return;
}
//
GetComponents(typeof(IMaterialModifier), s_Components);
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<ParticleSystemRenderer>();
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++);
}
}
foreach (var m in s_PrevMaskMaterials)
StencilMaterial.Remove(m);
foreach (var m in s_PrevModifiedMaterials)
ModifiedMaterial.Remove(m);
}
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<ParticleSystemRenderer>();
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();
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
#if !SERIALIZE_FIELD_MASKABLE
maskable = m_Maskable;
#endif
_cachedPosition = transform.localPosition;
activeMeshIndices.Clear();
UIParticleUpdater.Register(this);
particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = false);
if (isActiveAndEnabled && m_IgnoreCanvasScaler)
{
_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
}
// Create objects.
_bakedMesh = MeshPool.Rent();
base.OnEnable();
InitializeIfNeeded();
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable()
{
UIParticleUpdater.Unregister(this);
if (!_shouldBeRemoved)
particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = true);
_tracker.Clear();
// Destroy object.
MeshPool.Return(_bakedMesh);
_bakedMesh = null;
base.OnDisable();
}
/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry()
{
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
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;
}
else if (enabled && transform.parent && transform.parent.GetComponentInParent<UIParticle>())
{
UnityEngine.Debug.LogWarningFormat(this, "[UIParticle] The UIParticle component should be removed: {0}\nReason: The parent UIParticle exists.", 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
}
}