ParticleEffectForUGUI/Scripts/UIParticleAttractor.cs

259 lines
7.1 KiB
C#

using System;
using Coffee.UIParticleExtensions;
using UnityEngine;
using UnityEngine.Events;
namespace Coffee.UIExtensions
{
[ExecuteAlways]
public class UIParticleAttractor : MonoBehaviour
{
public enum Movement
{
Linear,
Smooth,
Sphere
}
public enum UpdateMode
{
Normal,
UnscaledTime
}
[SerializeField]
private ParticleSystem m_ParticleSystem;
[Range(0.1f, 10f)]
[SerializeField]
private float m_DestinationRadius = 1;
[Range(0f, 0.95f)]
[SerializeField]
private float m_DelayRate;
[Range(0.001f, 100f)]
[SerializeField]
private float m_MaxSpeed = 1;
[SerializeField]
private Movement m_Movement;
[SerializeField]
private UpdateMode m_UpdateMode;
[SerializeField]
private UnityEvent m_OnAttracted;
private UIParticle _uiParticle;
public float destinationRadius
{
get { return m_DestinationRadius; }
set { m_DestinationRadius = Mathf.Clamp(value, 0.1f, 10f); }
}
public float delay
{
get { return m_DelayRate; }
set { m_DelayRate = value; }
}
public float maxSpeed
{
get { return m_MaxSpeed; }
set { m_MaxSpeed = value; }
}
public Movement movement
{
get { return m_Movement; }
set { m_Movement = value; }
}
public UpdateMode updateMode
{
get { return m_UpdateMode; }
set { m_UpdateMode = value; }
}
public UnityEvent onAttracted
{
get { return m_OnAttracted; }
set { m_OnAttracted = value; }
}
#if UNITY_EDITOR
public new ParticleSystem particleSystem
#else
public ParticleSystem particleSystem
#endif
{
get { return m_ParticleSystem; }
set
{
m_ParticleSystem = value;
ApplyParticleSystem();
}
}
private void OnEnable()
{
ApplyParticleSystem();
UIParticleUpdater.Register(this);
}
private void OnDisable()
{
UIParticleUpdater.Unregister(this);
}
private void OnDestroy()
{
_uiParticle = null;
m_ParticleSystem = null;
}
internal void Attract()
{
if (m_ParticleSystem == null) return;
var count = m_ParticleSystem.particleCount;
if (count == 0) return;
var particles = ParticleSystemExtensions.GetParticleArray(count);
m_ParticleSystem.GetParticles(particles, count);
var dstPos = GetDestinationPosition();
for (var i = 0; i < count; i++)
{
// Attracted
var p = particles[i];
if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius)
{
p.remainingLifetime = 0f;
particles[i] = p;
if (m_OnAttracted != null)
{
try
{
m_OnAttracted.Invoke();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
continue;
}
// Calc attracting time
var delayTime = p.startLifetime * m_DelayRate;
var duration = p.startLifetime - delayTime;
var time = Mathf.Max(0, p.startLifetime - p.remainingLifetime - delayTime);
// Delay
if (time <= 0) continue;
// Attract
p.position = GetAttractedPosition(p.position, dstPos, duration, time);
p.velocity *= 0.5f;
particles[i] = p;
}
m_ParticleSystem.SetParticles(particles, count);
}
private Vector3 GetDestinationPosition()
{
var isUI = _uiParticle && _uiParticle.enabled;
var psPos = m_ParticleSystem.transform.position;
var attractorPos = transform.position;
var dstPos = attractorPos;
var isLocalSpace = m_ParticleSystem.IsLocalSpace();
if (isLocalSpace)
{
dstPos = m_ParticleSystem.transform.InverseTransformPoint(dstPos);
}
if (isUI)
{
var inverseScale = _uiParticle.parentScale.Inverse();
dstPos = dstPos.GetScaled(inverseScale, _uiParticle.scale3D.Inverse());
// Relative mode
if (_uiParticle.positionMode == UIParticle.PositionMode.Relative)
{
var diff = _uiParticle.transform.position - psPos;
diff.Scale(_uiParticle.scale3D - inverseScale);
diff.Scale(_uiParticle.scale3D.Inverse());
dstPos += diff;
}
#if UNITY_EDITOR
if (!Application.isPlaying && !isLocalSpace)
{
dstPos += psPos - psPos.GetScaled(inverseScale, _uiParticle.scale3D.Inverse());
}
#endif
}
return dstPos;
}
private Vector3 GetAttractedPosition(Vector3 current, Vector3 target, float duration, float time)
{
var speed = m_MaxSpeed;
switch (m_UpdateMode)
{
case UpdateMode.Normal:
speed *= 60 * Time.deltaTime;
break;
case UpdateMode.UnscaledTime:
speed *= 60 * Time.unscaledDeltaTime;
break;
}
switch (m_Movement)
{
case Movement.Linear:
speed /= duration;
break;
case Movement.Smooth:
target = Vector3.Lerp(current, target, time / duration);
break;
case Movement.Sphere:
target = Vector3.Slerp(current, target, time / duration);
break;
}
return Vector3.MoveTowards(current, target, speed);
}
private void ApplyParticleSystem()
{
_uiParticle = null;
if (m_ParticleSystem == null)
{
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
Debug.LogError("No particle system attached to particle attractor script", this);
}
return;
}
_uiParticle = m_ParticleSystem.GetComponentInParent<UIParticle>(true);
if (_uiParticle && !_uiParticle.particles.Contains(m_ParticleSystem))
{
_uiParticle = null;
}
}
}
}