213 lines
6.1 KiB
C#
213 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace Coffee.UIParticleExtensions
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{
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internal static class SpriteExtensions
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{
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#if UNITY_EDITOR
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private static Type tSpriteEditorExtension = Type.GetType("UnityEditor.Experimental.U2D.SpriteEditorExtension, UnityEditor")
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?? Type.GetType("UnityEditor.U2D.SpriteEditorExtension, UnityEditor");
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private static MethodInfo miGetActiveAtlasTexture = tSpriteEditorExtension
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.GetMethod("GetActiveAtlasTexture", BindingFlags.Static | BindingFlags.NonPublic);
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public static Texture2D GetActualTexture(this Sprite self)
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{
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if (!self) return null;
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if (Application.isPlaying) return self.texture;
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var ret = miGetActiveAtlasTexture.Invoke(null, new[] {self}) as Texture2D;
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return ret ? ret : self.texture;
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}
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#else
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internal static Texture2D GetActualTexture(this Sprite self)
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{
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return self ? self.texture : null;
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}
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#endif
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}
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internal static class LongExtensions
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{
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public static int BitCount(this long self)
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{
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self = self - ((self >> 1) & 0x5555555555555555L);
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self = (self & 0x3333333333333333L) + ((self >> 2) & 0x3333333333333333L);
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return (int) (unchecked(((self + (self >> 4)) & 0xF0F0F0F0F0F0F0FL) * 0x101010101010101L) >> 56);
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}
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}
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internal static class MeshExtensions
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{
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static readonly List<Color32> s_Colors = new List<Color32>();
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public static void ModifyColorSpaceToLinear(this Mesh self)
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{
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self.GetColors(s_Colors);
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for (var i = 0; i < s_Colors.Count; i++)
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s_Colors[i] = ((Color) s_Colors[i]).gamma;
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self.SetColors(s_Colors);
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s_Colors.Clear();
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}
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public static void Clear(this CombineInstance[] self)
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{
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for (var i = 0; i < self.Length; i++)
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{
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MeshPool.Return(self[i].mesh);
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self[i].mesh = null;
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}
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}
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}
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internal static class MeshPool
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{
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private static readonly Stack<Mesh> s_Pool = new Stack<Mesh>();
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public static void Init()
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{
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}
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static MeshPool()
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{
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for (var i = 0; i < 32; i++)
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{
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var m = new Mesh();
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m.MarkDynamic();
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s_Pool.Push(m);
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}
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}
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public static Mesh Rent()
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{
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Mesh m;
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while (0 < s_Pool.Count)
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{
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m = s_Pool.Pop();
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if (m) return m;
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}
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m = new Mesh();
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m.MarkDynamic();
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return m;
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}
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public static void Return(Mesh mesh)
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{
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if (!mesh || s_Pool.Contains(mesh)) return;
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mesh.Clear(false);
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s_Pool.Push(mesh);
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}
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}
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internal static class CombineInstanceArrayPool
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{
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private static readonly List<CombineInstance[]> s_Pool;
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public static void Init()
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{
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}
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static CombineInstanceArrayPool()
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{
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s_Pool = new List<CombineInstance[]>(32);
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for (var i = 0; i < 32; i++)
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{
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s_Pool.Add(new CombineInstance[i]);
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}
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}
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public static CombineInstance[] Get(List<CombineInstance> src)
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{
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var dst = s_Pool[src.Count];
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for (var i = 0; i < src.Count; i++)
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{
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dst[i].mesh = src[i].mesh;
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dst[i].transform = src[i].transform;
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}
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return dst;
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}
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public static CombineInstance[] Get(List<CombineInstanceEx> src, int count)
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{
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var dst = s_Pool[count];
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for (var i = 0; i < count; i++)
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{
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dst[i].mesh = src[i].mesh;
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dst[i].transform = src[i].transform;
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}
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return dst;
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}
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}
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internal static class ParticleSystemExtensions
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{
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public static void SortForRendering(this List<ParticleSystem> self, Transform transform)
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{
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self.Sort((a, b) =>
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{
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var tr = transform;
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var ra = a.GetComponent<ParticleSystemRenderer>();
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var rb = b.GetComponent<ParticleSystemRenderer>();
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if (!Mathf.Approximately(ra.sortingFudge, rb.sortingFudge))
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return ra.sortingFudge < rb.sortingFudge ? 1 : -1;
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var pa = tr.InverseTransformPoint(a.transform.position).z;
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var pb = tr.InverseTransformPoint(b.transform.position).z;
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return Mathf.Approximately(pa, pb)
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? 0
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: pa < pb
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? 1
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: -1;
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});
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}
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public static long GetMaterialHash(this ParticleSystem self, bool trail)
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{
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if (!self) return 0;
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var r = self.GetComponent<ParticleSystemRenderer>();
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var mat = trail ? r.trailMaterial : r.sharedMaterial;
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if (!mat) return 0;
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var tex = trail ? null : self.GetTextureForSprite();
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return ((long) mat.GetHashCode() << 32) + (tex ? tex.GetHashCode() : 0);
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}
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public static Texture2D GetTextureForSprite(this ParticleSystem self)
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{
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if (!self) return null;
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// Get sprite's texture.
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var tsaModule = self.textureSheetAnimation;
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if (!tsaModule.enabled || tsaModule.mode != ParticleSystemAnimationMode.Sprites) return null;
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for (var i = 0; i < tsaModule.spriteCount; i++)
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{
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var sprite = tsaModule.GetSprite(i);
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if (!sprite) continue;
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return sprite.GetActualTexture();
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}
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return null;
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}
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public static void Exec(this List<ParticleSystem> self, Action<ParticleSystem> action)
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{
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self.RemoveAll(p => !p);
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self.ForEach(action);
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}
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}
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}
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