518 lines
17 KiB
C#
Executable File
518 lines
17 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
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#define SERIALIZE_FIELD_MASKABLE
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#endif
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Coffee.UIParticleExtensions;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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[assembly: InternalsVisibleTo("Coffee.UIParticle.Editor")]
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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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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(CanvasRenderer))]
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public class UIParticle : MaskableGraphic
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#if UNITY_EDITOR
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, ISerializationCallbackReceiver
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#endif
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{
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[HideInInspector] [SerializeField] internal bool m_IsTrail = false;
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[Tooltip("Ignore canvas scaler")] [SerializeField] [FormerlySerializedAs("m_IgnoreParent")]
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bool m_IgnoreCanvasScaler = true;
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[Tooltip("Particle effect scale")] [SerializeField]
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float m_Scale = 100;
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[Tooltip("Particle effect scale")] [SerializeField]
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private Vector3 m_Scale3D;
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[Tooltip("Animatable material properties. If you want to change the material properties of the ParticleSystem in Animation, enable it.")] [SerializeField]
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internal AnimatableProperty[] m_AnimatableProperties = new AnimatableProperty[0];
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[Tooltip("Particles")] [SerializeField]
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private List<ParticleSystem> m_Particles = new List<ParticleSystem>();
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[Tooltip("Shrink rendering by material on refresh.\nNOTE: Performance will be improved, but in some cases the rendering is not correct.")] [SerializeField]
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bool m_ShrinkByMaterial = false;
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#if !SERIALIZE_FIELD_MASKABLE
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[SerializeField] private bool m_Maskable = true;
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#endif
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private bool _shouldBeRemoved;
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private DrivenRectTransformTracker _tracker;
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private Mesh _bakedMesh;
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private readonly List<Material> _modifiedMaterials = new List<Material>();
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private readonly List<Material> _maskMaterials = new List<Material>();
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private readonly List<bool> _activeMeshIndices = new List<bool>();
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private Vector3 _cachedPosition;
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private static readonly List<Material> s_TempMaterials = new List<Material>(2);
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private static MaterialPropertyBlock s_Mpb;
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private static readonly List<Material> s_PrevMaskMaterials = new List<Material>();
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private static readonly List<Material> s_PrevModifiedMaterials = new List<Material>();
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private static readonly List<Component> s_Components = new List<Component>();
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private static readonly List<ParticleSystem> s_ParticleSystems = new List<ParticleSystem>();
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/// <summary>
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/// Should this graphic be considered a target for raycasting?
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/// </summary>
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public override bool raycastTarget
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{
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get { return false; }
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set { }
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}
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public bool ignoreCanvasScaler
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{
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get { return m_IgnoreCanvasScaler; }
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set
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{
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// if (m_IgnoreCanvasScaler == value) return;
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m_IgnoreCanvasScaler = value;
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_tracker.Clear();
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if (isActiveAndEnabled && m_IgnoreCanvasScaler)
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_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
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}
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}
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public bool shrinkByMaterial
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{
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get { return m_ShrinkByMaterial; }
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set
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{
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if (m_ShrinkByMaterial == value) return;
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m_ShrinkByMaterial = value;
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RefreshParticles();
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}
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}
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/// <summary>
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/// Particle effect scale.
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/// </summary>
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public float scale
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{
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get { return m_Scale3D.x; }
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set
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{
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m_Scale = Mathf.Max(0.001f, value);
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m_Scale3D = new Vector3(m_Scale, m_Scale, m_Scale);
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}
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}
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/// <summary>
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/// Particle effect scale.
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/// </summary>
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public Vector3 scale3D
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{
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get { return m_Scale3D; }
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set
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{
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if (m_Scale3D == value) return;
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m_Scale3D.x = Mathf.Max(0.001f, value.x);
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m_Scale3D.y = Mathf.Max(0.001f, value.y);
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m_Scale3D.z = Mathf.Max(0.001f, value.z);
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}
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}
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internal Mesh bakedMesh
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{
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get { return _bakedMesh; }
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}
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public List<ParticleSystem> particles
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{
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get { return m_Particles; }
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}
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public IEnumerable<Material> materials
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{
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get { return _modifiedMaterials; }
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}
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public override Material materialForRendering
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{
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get { return canvasRenderer.GetMaterial(0); }
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}
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public List<bool> activeMeshIndices
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{
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get { return _activeMeshIndices; }
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set
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{
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if (_activeMeshIndices.SequenceEqualFast(value)) return;
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_activeMeshIndices.Clear();
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_activeMeshIndices.AddRange(value);
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UpdateMaterial();
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}
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}
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internal Vector3 cachedPosition
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{
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get { return _cachedPosition; }
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set { _cachedPosition = value; }
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}
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public void Play()
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{
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particles.Exec(p => p.Play());
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}
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public void Pause()
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{
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particles.Exec(p => p.Pause());
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}
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public void Stop()
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{
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particles.Exec(p => p.Stop());
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}
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public void SetParticleSystemInstance(GameObject instance)
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{
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SetParticleSystemInstance(instance, true);
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}
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public void SetParticleSystemInstance(GameObject instance, bool destroyOldParticles)
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{
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if (!instance) return;
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foreach (Transform child in transform)
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{
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var go = child.gameObject;
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go.SetActive(false);
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if (!destroyOldParticles) continue;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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DestroyImmediate(go);
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else
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#endif
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Destroy(go);
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}
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var tr = instance.transform;
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tr.SetParent(transform, false);
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tr.localPosition = Vector3.zero;
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RefreshParticles(instance);
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}
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public void SetParticleSystemPrefab(GameObject prefab)
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{
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if (!prefab) return;
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SetParticleSystemInstance(Instantiate(prefab.gameObject), true);
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}
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public void RefreshParticles()
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{
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RefreshParticles(gameObject);
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}
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public void RefreshParticles(GameObject root)
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{
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if (!root) return;
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root.GetComponentsInChildren(particles);
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particles.RemoveAll(x => x.GetComponentInParent<UIParticle>() != this);
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foreach (var ps in particles)
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{
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var tsa = ps.textureSheetAnimation;
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if (tsa.mode == ParticleSystemAnimationMode.Sprites && tsa.uvChannelMask == (UVChannelFlags) 0)
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tsa.uvChannelMask = UVChannelFlags.UV0;
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}
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particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = !enabled);
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particles.SortForRendering(transform, m_ShrinkByMaterial);
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SetMaterialDirty();
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}
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protected override void UpdateMaterial()
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{
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// Clear mask materials.
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s_PrevMaskMaterials.AddRange(_maskMaterials);
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_maskMaterials.Clear();
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// Clear modified materials.
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s_PrevModifiedMaterials.AddRange(_modifiedMaterials);
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_modifiedMaterials.Clear();
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// Recalculate stencil value.
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if (m_ShouldRecalculateStencil)
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{
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var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
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m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
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m_ShouldRecalculateStencil = false;
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}
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// No mesh to render.
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var count = activeMeshIndices.CountFast();
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if (count == 0 || !isActiveAndEnabled || particles.Count == 0)
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{
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canvasRenderer.Clear();
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ClearPreviousMaterials();
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return;
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}
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//
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GetComponents(typeof(IMaterialModifier), s_Components);
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var materialCount = Mathf.Min(8, count);
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canvasRenderer.materialCount = materialCount;
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var j = 0;
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for (var i = 0; i < particles.Count; i++)
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{
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if (materialCount <= j) break;
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var ps = particles[i];
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if (!ps) continue;
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var r = ps.GetComponent<ParticleSystemRenderer>();
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r.GetSharedMaterials(s_TempMaterials);
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// Main
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var index = i * 2;
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if (activeMeshIndices.Count <= index) break;
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if (activeMeshIndices[index] && 0 < s_TempMaterials.Count)
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{
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var mat = GetModifiedMaterial(s_TempMaterials[0], ps.GetTextureForSprite());
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for (var k = 1; k < s_Components.Count; k++)
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mat = (s_Components[k] as IMaterialModifier).GetModifiedMaterial(mat);
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canvasRenderer.SetMaterial(mat, j);
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UpdateMaterialProperties(r, j);
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j++;
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}
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// Trails
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index++;
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if (activeMeshIndices.Count <= index || materialCount <= j) break;
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if (activeMeshIndices[index] && 1 < s_TempMaterials.Count)
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{
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var mat = GetModifiedMaterial(s_TempMaterials[1], null);
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for (var k = 1; k < s_Components.Count; k++)
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mat = (s_Components[k] as IMaterialModifier).GetModifiedMaterial(mat);
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canvasRenderer.SetMaterial(mat, j++);
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}
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}
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ClearPreviousMaterials();
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}
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private void ClearPreviousMaterials()
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{
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foreach (var m in s_PrevMaskMaterials)
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StencilMaterial.Remove(m);
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s_PrevMaskMaterials.Clear();
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foreach (var m in s_PrevModifiedMaterials)
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ModifiedMaterial.Remove(m);
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s_PrevModifiedMaterials.Clear();
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}
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private Material GetModifiedMaterial(Material baseMaterial, Texture2D texture)
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{
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if (0 < m_StencilValue)
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{
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baseMaterial = StencilMaterial.Add(baseMaterial, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
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_maskMaterials.Add(baseMaterial);
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}
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if (texture == null && m_AnimatableProperties.Length == 0) return baseMaterial;
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var id = m_AnimatableProperties.Length == 0 ? 0 : GetInstanceID();
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baseMaterial = ModifiedMaterial.Add(baseMaterial, texture, id);
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_modifiedMaterials.Add(baseMaterial);
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return baseMaterial;
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}
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internal void UpdateMaterialProperties()
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{
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if (m_AnimatableProperties.Length == 0) return;
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//
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var count = activeMeshIndices.CountFast();
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var materialCount = Mathf.Max(8, count);
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canvasRenderer.materialCount = materialCount;
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var j = 0;
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for (var i = 0; i < particles.Count; i++)
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{
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if (materialCount <= j) break;
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var ps = particles[i];
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if (!ps) continue;
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var r = ps.GetComponent<ParticleSystemRenderer>();
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r.GetSharedMaterials(s_TempMaterials);
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// Main
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if (activeMeshIndices[i * 2] && 0 < s_TempMaterials.Count)
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{
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UpdateMaterialProperties(r, j);
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j++;
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}
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}
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}
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internal void UpdateMaterialProperties(Renderer r, int index)
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{
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if (m_AnimatableProperties.Length == 0 || canvasRenderer.materialCount <= index) return;
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r.GetPropertyBlock(s_Mpb ?? (s_Mpb = new MaterialPropertyBlock()));
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if (s_Mpb.isEmpty) return;
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// #41: Copy the value from MaterialPropertyBlock to CanvasRenderer
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var mat = canvasRenderer.GetMaterial(index);
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if (!mat) return;
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foreach (var ap in m_AnimatableProperties)
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{
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ap.UpdateMaterialProperties(mat, s_Mpb);
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}
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s_Mpb.Clear();
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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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#if !SERIALIZE_FIELD_MASKABLE
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maskable = m_Maskable;
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#endif
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_cachedPosition = transform.position;
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activeMeshIndices.Clear();
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UIParticleUpdater.Register(this);
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particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = false);
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if (isActiveAndEnabled && m_IgnoreCanvasScaler)
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{
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_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
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}
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// Create objects.
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_bakedMesh = MeshPool.Rent();
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base.OnEnable();
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InitializeIfNeeded();
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}
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private new IEnumerator Start()
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{
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// #148: Particle Sub Emitter not showing when start game
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var hasPlayingSubEmitter = particles.AnyFast(ps =>
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{
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ps.GetComponentsInChildren(false, s_ParticleSystems);
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return s_ParticleSystems.AnyFast(p => p.isPlaying && p.subEmitters.enabled);
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});
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s_ParticleSystems.Clear();
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if (!hasPlayingSubEmitter) yield break;
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Stop();
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yield return null;
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Play();
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}
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/// <summary>
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/// This function is called when the behaviour becomes disabled.
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/// </summary>
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protected override void OnDisable()
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{
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UIParticleUpdater.Unregister(this);
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if (!_shouldBeRemoved)
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particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = true);
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_tracker.Clear();
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// Destroy object.
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MeshPool.Return(_bakedMesh);
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_bakedMesh = null;
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base.OnDisable();
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}
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/// <summary>
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/// Call to update the geometry of the Graphic onto the CanvasRenderer.
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/// </summary>
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protected override void UpdateGeometry()
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{
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}
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/// <summary>
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/// Callback for when properties have been changed by animation.
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/// </summary>
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protected override void OnDidApplyAnimationProperties()
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{
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}
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private void InitializeIfNeeded()
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{
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if (enabled && m_IsTrail)
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{
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UnityEngine.Debug.LogWarningFormat(this, "[UIParticle] The UIParticle component should be removed: {0}\nReason: UIParticle for trails is no longer needed.", name);
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gameObject.hideFlags = HideFlags.None;
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_shouldBeRemoved = true;
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enabled = false;
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return;
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}
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if (!this || particles.AnyFast()) return;
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// refresh.
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (this) RefreshParticles();
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};
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else
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#endif
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RefreshParticles();
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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SetLayoutDirty();
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SetVerticesDirty();
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m_ShouldRecalculateStencil = true;
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RecalculateClipping();
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#if !SERIALIZE_FIELD_MASKABLE
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maskable = m_Maskable;
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#endif
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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if (Application.isPlaying) return;
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InitializeIfNeeded();
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (m_Scale3D == Vector3.zero)
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{
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scale = m_Scale;
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}
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (Application.isPlaying || !this) return;
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InitializeIfNeeded();
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};
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}
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#endif
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}
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}
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