349 lines
11 KiB
C#
Executable File
349 lines
11 KiB
C#
Executable File
using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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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, ISerializationCallbackReceiver
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{
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[HideInInspector] [SerializeField] 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("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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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 uint _activeMeshIndices;
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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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/// <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 { m_IgnoreCanvasScaler = value; }
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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_Scale; }
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set { m_Scale = Mathf.Max(0.001f, value); }
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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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internal uint 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 == value) return;
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_activeMeshIndices = 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 RefreshParticles()
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{
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GetComponentsInChildren(particles);
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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);
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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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for (var i = 0; i < _maskMaterials.Count; i++)
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{
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StencilMaterial.Remove(_maskMaterials[i]);
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_maskMaterials[i] = null;
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}
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_maskMaterials.Clear();
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// Clear modified materials.
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for (var i = 0; i < _modifiedMaterials.Count; i++)
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{
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DestroyImmediate(_modifiedMaterials[i]);
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_modifiedMaterials[i] = null;
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}
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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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if (activeMeshIndices == 0 || !isActiveAndEnabled || particles.Count == 0)
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{
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_activeMeshIndices = 0;
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canvasRenderer.Clear();
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return;
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}
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//
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var materialCount = Mathf.Max(8, activeMeshIndices.BitCount());
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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 bit = 1 << (i * 2);
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if (0 < (activeMeshIndices & bit) && 0 < s_TempMaterials.Count)
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{
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var mat = GetModifiedMaterial(s_TempMaterials[0], ps.GetTextureForSprite());
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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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if (materialCount <= j) break;
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bit <<= 1;
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if (0 < (activeMeshIndices & bit) && 1 < s_TempMaterials.Count)
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{
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var mat = GetModifiedMaterial(s_TempMaterials[1], null);
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canvasRenderer.SetMaterial(mat, j++);
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}
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}
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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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baseMaterial = new Material(baseMaterial);
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_modifiedMaterials.Add(baseMaterial);
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if (texture)
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baseMaterial.mainTexture = texture;
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return baseMaterial;
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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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InitializeIfNeeded();
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_cachedPosition = transform.localPosition;
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_activeMeshIndices = 0;
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UIParticleUpdater.Register(this);
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particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = false);
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_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
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// Create objects.
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_bakedMesh = new Mesh();
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_bakedMesh.MarkDynamic();
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base.OnEnable();
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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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particles.Exec(p => p.GetComponent<ParticleSystemRenderer>().enabled = true);
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_tracker.Clear();
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// Destroy object.
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DestroyImmediate(_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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/// This function is called when the parent property of the transform of the GameObject has changed.
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/// </summary>
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protected override void OnTransformParentChanged()
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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 (!this || 0 < particles.Count) return;
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if (m_IsTrail)
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{
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UnityEngine.Debug.LogWarningFormat("[UIParticle] Remove this UIParticle: {0}\nReason: UIParticle for trails is no longer needed.", name);
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if (Application.isPlaying)
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Destroy(gameObject);
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else
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DestroyImmediate(gameObject);
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return;
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}
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if (transform.parent && transform.parent.GetComponentInParent<UIParticle>())
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{
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UnityEngine.Debug.LogWarningFormat("[UIParticle] Remove this UIParticle: {0}\nReason: The parent UIParticle exists.", name);
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if (Application.isPlaying)
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Destroy(this);
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else
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DestroyImmediate(this);
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return;
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}
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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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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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InitializeIfNeeded();
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (this) 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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