546 lines
14 KiB
C#
Executable File
546 lines
14 KiB
C#
Executable File
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.UI;
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using ShaderPropertyType = Coffee.UIExtensions.UIParticle.AnimatableProperty.ShaderPropertyType;
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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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public class UIParticle : MaskableGraphic
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{
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//################################
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// Constant or Readonly Static Members.
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//################################
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static readonly int s_IdMainTex = Shader.PropertyToID ("_MainTex");
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static readonly List<Vector3> s_Vertices = new List<Vector3> ();
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static readonly List<UIParticle> s_TempRelatables = new List<UIParticle> ();
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static readonly List<UIParticle> s_ActiveParticles = new List<UIParticle> ();
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//################################
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// Serialize Members.
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//################################
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[Tooltip ("The ParticleSystem rendered by CanvasRenderer")]
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[SerializeField] ParticleSystem m_ParticleSystem;
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[Tooltip ("The UIParticle to render trail effect")]
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[SerializeField] UIParticle m_TrailParticle;
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[HideInInspector] [SerializeField] bool m_IsTrail = false;
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[Tooltip ("Particle effect scale")]
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[SerializeField] float m_Scale = 1;
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[Tooltip ("Ignore parent scale")]
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[SerializeField] bool m_IgnoreParent = false;
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[Tooltip ("Animatable material properties. AnimationでParticleSystemのマテリアルプロパティを変更する場合、有効にしてください。")]
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[SerializeField] AnimatableProperty [] m_AnimatableProperties = new AnimatableProperty [0];
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static MaterialPropertyBlock s_Mpb;
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[System.Serializable]
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public class AnimatableProperty : ISerializationCallbackReceiver
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{
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public enum ShaderPropertyType
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{
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Color,
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Vector,
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Float,
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Range,
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Texture,
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};
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[SerializeField]
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string m_Name = "";
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[SerializeField]
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ShaderPropertyType m_Type = ShaderPropertyType.Vector;
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public int id { get; private set; }
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public ShaderPropertyType type { get { return m_Type; } }
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public void OnBeforeSerialize ()
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{
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}
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public void OnAfterDeserialize ()
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{
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id = Shader.PropertyToID (m_Name);
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}
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}
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//################################
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// Public/Protected Members.
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//################################
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public override Texture mainTexture
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{
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get
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{
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Texture tex = null;
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if (!m_IsTrail && cachedParticleSystem)
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{
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Profiler.BeginSample ("Check TextureSheetAnimation module");
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var textureSheet = cachedParticleSystem.textureSheetAnimation;
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if (textureSheet.enabled && textureSheet.mode == ParticleSystemAnimationMode.Sprites && 0 < textureSheet.spriteCount)
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{
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tex = textureSheet.GetSprite (0).texture;
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}
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Profiler.EndSample ();
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}
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if (!tex && _renderer)
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{
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Profiler.BeginSample ("Check material");
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var mat = material;
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if (mat && mat.HasProperty (s_IdMainTex))
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{
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tex = mat.mainTexture;
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}
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Profiler.EndSample ();
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}
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return tex ?? s_WhiteTexture;
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}
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}
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public override Material material
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{
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get
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{
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return _renderer
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? m_IsTrail
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? _renderer.trailMaterial
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: _renderer.sharedMaterial
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: null;
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}
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set
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{
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if (!_renderer)
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{
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}
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else if (m_IsTrail && _renderer.trailMaterial != value)
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{
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_renderer.trailMaterial = value;
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SetMaterialDirty ();
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}
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else if (!m_IsTrail && _renderer.sharedMaterial != value)
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{
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_renderer.sharedMaterial = value;
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SetMaterialDirty ();
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}
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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 { get { return _parent ? _parent.scale : m_Scale; } set { m_Scale = value; } }
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/// <summary>
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/// Should the soft mask ignore parent soft masks?
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/// </summary>
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/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
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public bool ignoreParent
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{
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get { return m_IgnoreParent; }
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set
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{
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if (m_IgnoreParent != value)
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{
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m_IgnoreParent = value;
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OnTransformParentChanged ();
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}
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}
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}
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/// <summary>
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/// Is this the root UIParticle?
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/// </summary>
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public bool isRoot
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{
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get { return !_parent; }
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}
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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 { get { return false; } set { base.raycastTarget = value; } }
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/// <summary>
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/// ParticleSystem.
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/// </summary>
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public ParticleSystem cachedParticleSystem { get { return m_ParticleSystem ? m_ParticleSystem : (m_ParticleSystem = GetComponent<ParticleSystem> ()); } }
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/// <summary>
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/// Perform material modification in this function.
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/// </summary>
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/// <returns>Modified material.</returns>
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/// <param name="baseMaterial">Configured Material.</param>
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public override Material GetModifiedMaterial (Material baseMaterial)
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{
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Material mat = null;
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if (!_renderer)
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mat = baseMaterial;
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else if (m_AnimatableProperties.Length == 0)
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mat = _renderer.sharedMaterial;
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else
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mat = new Material (material);
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return base.GetModifiedMaterial (mat);
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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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// Register.
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if (s_ActiveParticles.Count == 0)
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{
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Canvas.willRenderCanvases += UpdateMeshes;
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s_Mpb = new MaterialPropertyBlock ();
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}
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s_ActiveParticles.Add (this);
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// Reset the parent-child relation.
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GetComponentsInChildren<UIParticle> (false, s_TempRelatables);
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for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
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{
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s_TempRelatables [i].OnTransformParentChanged ();
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}
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s_TempRelatables.Clear ();
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_renderer = cachedParticleSystem ? cachedParticleSystem.GetComponent<ParticleSystemRenderer> () : null;
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if (_renderer && Application.isPlaying)
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{
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_renderer.enabled = false;
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}
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// Create objects.
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_mesh = new Mesh ();
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_mesh.MarkDynamic ();
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CheckTrail ();
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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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// Unregister.
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s_ActiveParticles.Remove (this);
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if (s_ActiveParticles.Count == 0)
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{
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Canvas.willRenderCanvases -= UpdateMeshes;
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}
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// Reset the parent-child relation.
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for (int i = _children.Count - 1; 0 <= i; i--)
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{
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_children [i].SetParent (_parent);
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}
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_children.Clear ();
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SetParent (null);
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// Destroy objects.
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DestroyImmediate (_mesh);
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_mesh = null;
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CheckTrail ();
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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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UIParticle newParent = null;
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if (isActiveAndEnabled && !m_IgnoreParent)
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{
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var parentTransform = transform.parent;
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while (parentTransform && (!newParent || !newParent.enabled))
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{
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newParent = parentTransform.GetComponent<UIParticle> ();
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parentTransform = parentTransform.parent;
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}
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}
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SetParent (newParent);
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base.OnTransformParentChanged ();
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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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#if UNITY_EDITOR
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/// <summary>
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/// This function is called when the script is loaded or a value is changed in the inspector(Called in the editor only).
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/// </summary>
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protected override void OnValidate ()
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{
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OnTransformParentChanged ();
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base.OnValidate ();
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}
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#endif
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//################################
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// Private Members.
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//################################
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Mesh _mesh;
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ParticleSystemRenderer _renderer;
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UIParticle _parent;
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List<UIParticle> _children = new List<UIParticle> ();
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Matrix4x4 scaleaMatrix = default (Matrix4x4);
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Vector3 _worldPos;
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static ParticleSystem.Particle [] s_Particles = new ParticleSystem.Particle [4096];
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/// <summary>
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/// Update meshes.
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/// </summary>
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static void UpdateMeshes ()
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{
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for (int i = 0; i < s_ActiveParticles.Count; i++)
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{
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if (s_ActiveParticles [i])
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{
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s_ActiveParticles [i].UpdateMesh ();
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}
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}
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}
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/// <summary>
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/// Update meshe.
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/// </summary>
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void UpdateMesh ()
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{
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try
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{
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Profiler.BeginSample ("CheckTrail");
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CheckTrail ();
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Profiler.EndSample ();
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if (m_ParticleSystem && canvas)
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{
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// I do not know why, but it worked fine when setting `transform.localPosition.z` to `0.01`. (#34, #39)
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{
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Vector3 pos = rectTransform.localPosition;
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if (Mathf.Abs (pos.z) < 0.01f)
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{
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pos.z = 0.01f;
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rectTransform.localPosition = pos;
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}
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}
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var rootCanvas = canvas.rootCanvas;
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Profiler.BeginSample ("Disable ParticleSystemRenderer");
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if (Application.isPlaying)
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{
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_renderer.enabled = false;
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}
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Profiler.EndSample ();
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Profiler.BeginSample ("Make Matrix");
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scaleaMatrix = m_ParticleSystem.main.scalingMode == ParticleSystemScalingMode.Hierarchy
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? Matrix4x4.Scale (scale * Vector3.one)
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: Matrix4x4.Scale (scale * rootCanvas.transform.localScale);
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Matrix4x4 matrix = default (Matrix4x4);
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switch (m_ParticleSystem.main.simulationSpace)
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{
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case ParticleSystemSimulationSpace.Local:
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matrix =
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scaleaMatrix
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* Matrix4x4.Rotate (rectTransform.rotation).inverse
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* Matrix4x4.Scale (rectTransform.lossyScale).inverse;
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break;
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case ParticleSystemSimulationSpace.World:
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matrix =
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scaleaMatrix
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* rectTransform.worldToLocalMatrix;
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Vector3 newPos = rectTransform.position;
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Vector3 delta = (newPos - _worldPos);
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_worldPos = newPos;
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if (canvas.renderMode != RenderMode.WorldSpace && !Mathf.Approximately (scale, 0) && 0 < delta.sqrMagnitude)
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{
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delta *= (1 - 1 / scale);
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int count = m_ParticleSystem.particleCount;
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if (s_Particles.Length < count)
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{
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s_Particles = new ParticleSystem.Particle [s_Particles.Length * 2];
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}
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m_ParticleSystem.GetParticles (s_Particles);
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for (int i = 0; i < count; i++)
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{
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var p = s_Particles [i];
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p.position = p.position + delta;
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s_Particles [i] = p;
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}
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m_ParticleSystem.SetParticles (s_Particles, count);
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}
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break;
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case ParticleSystemSimulationSpace.Custom:
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break;
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}
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Profiler.EndSample ();
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_mesh.Clear ();
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if (0 < m_ParticleSystem.particleCount)
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{
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Profiler.BeginSample ("Bake Mesh");
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var cam = rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay
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? UIParticleOverlayCamera.GetCameraForOvrelay (rootCanvas)
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: canvas.worldCamera ?? Camera.main;
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if (!cam)
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{
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return;
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}
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if (m_IsTrail)
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{
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_renderer.BakeTrailsMesh (_mesh, cam, true);
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}
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else
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{
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_renderer.BakeMesh (_mesh, cam, true);
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}
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Profiler.EndSample ();
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// Apply matrix.
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Profiler.BeginSample ("Apply matrix to position");
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_mesh.GetVertices (s_Vertices);
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var count = s_Vertices.Count;
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for (int i = 0; i < count; i++)
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{
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s_Vertices [i] = matrix.MultiplyPoint3x4 (s_Vertices [i]);
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}
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_mesh.SetVertices (s_Vertices);
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s_Vertices.Clear ();
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Profiler.EndSample ();
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}
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// Set mesh to CanvasRenderer.
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Profiler.BeginSample ("Set mesh and texture to CanvasRenderer");
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canvasRenderer.SetMesh (_mesh);
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canvasRenderer.SetTexture (mainTexture);
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// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
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UpdateAnimatableMaterialProperties ();
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Profiler.EndSample ();
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}
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}
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catch (System.Exception e)
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{
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Debug.LogException (e);
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}
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}
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/// <summary>
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/// Checks the trail.
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/// </summary>
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void CheckTrail ()
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{
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if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
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{
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if (!m_TrailParticle)
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{
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m_TrailParticle = new GameObject ("[UIParticle] Trail").AddComponent<UIParticle> ();
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var trans = m_TrailParticle.transform;
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trans.SetParent (transform);
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trans.localPosition = Vector3.zero;
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trans.localRotation = Quaternion.identity;
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trans.localScale = Vector3.one;
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m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer> ();
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m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem> ();
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m_TrailParticle.m_IsTrail = true;
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}
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m_TrailParticle.enabled = true;
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}
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else if (m_TrailParticle)
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{
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m_TrailParticle.enabled = false;
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}
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}
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/// <summary>
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/// Set the parent of the soft mask.
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/// </summary>
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/// <param name="newParent">The parent soft mask to use.</param>
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void SetParent (UIParticle newParent)
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{
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if (_parent != newParent && this != newParent)
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{
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if (_parent && _parent._children.Contains (this))
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{
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_parent._children.Remove (this);
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_parent._children.RemoveAll (x => x == null);
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}
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_parent = newParent;
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}
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if (_parent && !_parent._children.Contains (this))
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{
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_parent._children.Add (this);
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}
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}
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/// <summary>
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/// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
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/// </summary>
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void UpdateAnimatableMaterialProperties ()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return;
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#endif
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if (0 == m_AnimatableProperties.Length)
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return;
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_renderer.GetPropertyBlock (s_Mpb);
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for (int i = 0; i < canvasRenderer.materialCount; i++)
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{
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var mat = canvasRenderer.GetMaterial (i);
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foreach (var ap in m_AnimatableProperties)
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{
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switch (ap.type)
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{
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case ShaderPropertyType.Color:
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mat.SetColor (ap.id, s_Mpb.GetColor (ap.id));
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break;
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case ShaderPropertyType.Vector:
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mat.SetVector (ap.id, s_Mpb.GetVector (ap.id));
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break;
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case ShaderPropertyType.Float:
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case ShaderPropertyType.Range:
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mat.SetFloat (ap.id, s_Mpb.GetFloat (ap.id));
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break;
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case ShaderPropertyType.Texture:
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mat.SetTexture (ap.id, s_Mpb.GetTexture (ap.id));
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break;
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}
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}
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}
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}
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}
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} |