ParticleEffectForUGUI/Scripts/UIParticle.cs

603 lines
22 KiB
C#
Executable File

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.UI;
using ShaderPropertyType = Coffee.UIExtensions.UIParticle.AnimatableProperty.ShaderPropertyType;
namespace Coffee.UIExtensions
{
/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[ExecuteInEditMode]
public class UIParticle : MaskableGraphic
{
//################################
// Constant or Readonly Static Members.
//################################
static readonly int s_IdMainTex = Shader.PropertyToID("_MainTex");
static readonly List<Vector3> s_Vertices = new List<Vector3>();
static readonly List<Color32> s_Colors = new List<Color32>();
static readonly List<UIParticle> s_TempRelatables = new List<UIParticle>();
static readonly List<UIParticle> s_ActiveParticles = new List<UIParticle>();
//################################
// Serialize Members.
//################################
[Tooltip("The ParticleSystem rendered by CanvasRenderer")]
[SerializeField] ParticleSystem m_ParticleSystem;
[Tooltip("The UIParticle to render trail effect")]
[SerializeField] UIParticle m_TrailParticle;
[HideInInspector] [SerializeField] bool m_IsTrail = false;
[Tooltip("Particle effect scale")]
[SerializeField] float m_Scale = 1;
[Tooltip("Ignore parent scale")]
[SerializeField] bool m_IgnoreParent = false;
[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。")]
[SerializeField] AnimatableProperty[] m_AnimatableProperties = new AnimatableProperty[0];
static MaterialPropertyBlock s_Mpb;
[System.Serializable]
public class AnimatableProperty : ISerializationCallbackReceiver
{
public enum ShaderPropertyType
{
Color,
Vector,
Float,
Range,
Texture,
};
[SerializeField]
string m_Name = "";
[SerializeField]
ShaderPropertyType m_Type = ShaderPropertyType.Vector;
public int id { get; private set; }
public ShaderPropertyType type { get { return m_Type; } }
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
id = Shader.PropertyToID(m_Name);
}
}
//################################
// Public/Protected Members.
//################################
public override Texture mainTexture
{
get
{
Texture tex = null;
if (!m_IsTrail && cachedParticleSystem)
{
Profiler.BeginSample("Check TextureSheetAnimation module");
var textureSheet = cachedParticleSystem.textureSheetAnimation;
if (textureSheet.enabled && textureSheet.mode == ParticleSystemAnimationMode.Sprites && 0 < textureSheet.spriteCount)
{
tex = textureSheet.GetSprite(0).texture;
}
Profiler.EndSample();
}
if (!tex && _renderer)
{
Profiler.BeginSample("Check material");
var mat = material;
if (mat && mat.HasProperty(s_IdMainTex))
{
tex = mat.mainTexture;
}
Profiler.EndSample();
}
return tex ?? s_WhiteTexture;
}
}
public override Material material
{
get
{
return _renderer
? m_IsTrail
? _renderer.trailMaterial
: _renderer.sharedMaterial
: null;
}
set
{
if (!_renderer)
{
}
else if (m_IsTrail && _renderer.trailMaterial != value)
{
_renderer.trailMaterial = value;
SetMaterialDirty();
}
else if (!m_IsTrail && _renderer.sharedMaterial != value)
{
_renderer.sharedMaterial = value;
SetMaterialDirty();
}
}
}
/// <summary>
/// Particle effect scale.
/// </summary>
public float scale { get { return _parent ? _parent.scale : m_Scale; } set { m_Scale = value; } }
/// <summary>
/// Should the soft mask ignore parent soft masks?
/// </summary>
/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
public bool ignoreParent
{
get { return m_IgnoreParent; }
set
{
if (m_IgnoreParent != value)
{
m_IgnoreParent = value;
OnTransformParentChanged();
}
}
}
/// <summary>
/// Is this the root UIParticle?
/// </summary>
public bool isRoot
{
get { return !_parent; }
}
/// <summary>
/// Should this graphic be considered a target for raycasting?
/// </summary>
public override bool raycastTarget { get { return false; } set { base.raycastTarget = value; } }
/// <summary>
/// ParticleSystem.
/// </summary>
public ParticleSystem cachedParticleSystem { get { return m_ParticleSystem ? m_ParticleSystem : (m_ParticleSystem = GetComponent<ParticleSystem>()); } }
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
public override Material GetModifiedMaterial(Material baseMaterial)
{
Material mat = null;
if (!_renderer)
mat = baseMaterial;
else if (m_AnimatableProperties.Length == 0)
mat = _renderer.sharedMaterial;
else
mat = new Material(material);
return base.GetModifiedMaterial(mat);
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
// Register.
if (s_ActiveParticles.Count == 0)
{
Canvas.willRenderCanvases += UpdateMeshes;
s_Mpb = new MaterialPropertyBlock();
}
s_ActiveParticles.Add(this);
// Reset the parent-child relation.
GetComponentsInChildren<UIParticle>(false, s_TempRelatables);
for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
{
s_TempRelatables[i].OnTransformParentChanged();
}
s_TempRelatables.Clear();
_renderer = cachedParticleSystem ? cachedParticleSystem.GetComponent<ParticleSystemRenderer>() : null;
if (_renderer && Application.isPlaying)
{
_renderer.enabled = false;
}
// Create objects.
_mesh = new Mesh();
_mesh.MarkDynamic();
CheckTrail();
if (cachedParticleSystem)
{
_oldPos = cachedParticleSystem.main.scalingMode == ParticleSystemScalingMode.Local
? rectTransform.localPosition
: rectTransform.position;
}
base.OnEnable();
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable()
{
// Unregister.
s_ActiveParticles.Remove(this);
if (s_ActiveParticles.Count == 0)
{
Canvas.willRenderCanvases -= UpdateMeshes;
}
// Reset the parent-child relation.
for (int i = _children.Count - 1; 0 <= i; i--)
{
_children[i].SetParent(_parent);
}
_children.Clear();
SetParent(null);
// Destroy objects.
DestroyImmediate(_mesh);
_mesh = null;
CheckTrail();
base.OnDisable();
}
#if UNITY_EDITOR
/// <summary>
/// Reset to default values.
/// </summary>
protected override void Reset()
{
// Disable ParticleSystemRenderer on reset.
if (cachedParticleSystem)
{
cachedParticleSystem.GetComponent<ParticleSystemRenderer>().enabled = false;
}
base.Reset();
}
#endif
/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry()
{
}
/// <summary>
/// This function is called when the parent property of the transform of the GameObject has changed.
/// </summary>
protected override void OnTransformParentChanged()
{
UIParticle newParent = null;
if (isActiveAndEnabled && !m_IgnoreParent)
{
var parentTransform = transform.parent;
while (parentTransform && (!newParent || !newParent.enabled))
{
newParent = parentTransform.GetComponent<UIParticle>();
parentTransform = parentTransform.parent;
}
}
SetParent(newParent);
base.OnTransformParentChanged();
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties()
{
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector(Called in the editor only).
/// </summary>
protected override void OnValidate()
{
OnTransformParentChanged();
base.OnValidate();
}
#endif
//################################
// Private Members.
//################################
Mesh _mesh;
ParticleSystemRenderer _renderer;
UIParticle _parent;
List<UIParticle> _children = new List<UIParticle>();
Matrix4x4 scaleaMatrix = default(Matrix4x4);
Vector3 _oldPos;
static ParticleSystem.Particle[] s_Particles = new ParticleSystem.Particle[4096];
/// <summary>
/// Update meshes.
/// </summary>
static void UpdateMeshes()
{
for (int i = 0; i < s_ActiveParticles.Count; i++)
{
if (s_ActiveParticles[i])
{
s_ActiveParticles[i].UpdateMesh();
}
}
}
/// <summary>
/// Update meshe.
/// </summary>
void UpdateMesh()
{
try
{
Profiler.BeginSample("CheckTrail");
CheckTrail();
Profiler.EndSample();
if (m_ParticleSystem && canvas)
{
// I do not know why, but it worked fine when setting `transform.localPosition.z` to `0.01`. (#34, #39)
{
Vector3 pos = rectTransform.localPosition;
if (Mathf.Abs(pos.z) < 0.01f)
{
pos.z = 0.01f;
rectTransform.localPosition = pos;
}
}
var rootCanvas = canvas.rootCanvas;
Profiler.BeginSample("Disable ParticleSystemRenderer");
if (Application.isPlaying)
{
_renderer.enabled = false;
}
Profiler.EndSample();
// Editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh
if (_renderer.renderMode == ParticleSystemRenderMode.Mesh && !_renderer.mesh)
{
return;
}
Profiler.BeginSample("Make Matrix");
ParticleSystem.MainModule main = m_ParticleSystem.main;
scaleaMatrix = main.scalingMode == ParticleSystemScalingMode.Hierarchy
? Matrix4x4.Scale(scale * Vector3.one)
: Matrix4x4.Scale(scale * rootCanvas.transform.localScale);
Matrix4x4 matrix = default(Matrix4x4);
switch (main.simulationSpace)
{
case ParticleSystemSimulationSpace.Local:
matrix =
scaleaMatrix
* Matrix4x4.Rotate(rectTransform.rotation).inverse
* Matrix4x4.Scale(rectTransform.lossyScale).inverse;
break;
case ParticleSystemSimulationSpace.World:
matrix =
scaleaMatrix
* rectTransform.worldToLocalMatrix;
bool isLocalScaling = main.scalingMode == ParticleSystemScalingMode.Local;
Vector3 newPos = rectTransform.position;
Vector3 delta = (newPos - _oldPos);
_oldPos = newPos;
if (!Mathf.Approximately(scale, 0) && 0 < delta.sqrMagnitude)
{
if (isLocalScaling)
{
var s = rootCanvas.transform.localScale * scale;
delta.x *= 1f - 1f / s.x;
delta.y *= 1f - 1f / s.y;
delta.z *= 1f - 1f / s.z;
}
else
{
delta = delta * (1 - 1 / scale);
}
int count = m_ParticleSystem.particleCount;
if (s_Particles.Length < count)
{
s_Particles = new ParticleSystem.Particle[s_Particles.Length * 2];
}
m_ParticleSystem.GetParticles(s_Particles);
for (int i = 0; i < count; i++)
{
var p = s_Particles[i];
p.position = p.position + delta;
s_Particles[i] = p;
}
m_ParticleSystem.SetParticles(s_Particles, count);
}
break;
case ParticleSystemSimulationSpace.Custom:
break;
}
Profiler.EndSample();
_mesh.Clear();
if (0 < m_ParticleSystem.particleCount)
{
Profiler.BeginSample("Bake Mesh");
var cam = rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay
? UIParticleOverlayCamera.GetCameraForOvrelay(rootCanvas)
: canvas.worldCamera ?? Camera.main;
if (!cam)
{
return;
}
if (m_IsTrail)
{
_renderer.BakeTrailsMesh(_mesh, cam, true);
}
else
{
_renderer.BakeMesh(_mesh, cam, true);
}
Profiler.EndSample();
// Apply matrix.
Profiler.BeginSample("Apply matrix to position");
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
{
_mesh.GetColors(s_Colors);
var count_c = s_Colors.Count;
for (int i = 0; i < count_c; i++)
{
s_Colors[i] = ((Color)s_Colors[i]).gamma;
}
_mesh.SetColors(s_Colors);
}
_mesh.GetVertices(s_Vertices);
var count = s_Vertices.Count;
for (int i = 0; i < count; i++)
{
s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
}
_mesh.SetVertices(s_Vertices);
_mesh.RecalculateBounds();
s_Vertices.Clear();
s_Colors.Clear();
Profiler.EndSample();
}
// Set mesh to CanvasRenderer.
Profiler.BeginSample("Set mesh and texture to CanvasRenderer");
canvasRenderer.SetMesh(_mesh);
canvasRenderer.SetTexture(mainTexture);
// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
UpdateAnimatableMaterialProperties();
Profiler.EndSample();
}
}
catch (System.Exception e)
{
Debug.LogException(e);
}
}
/// <summary>
/// Checks the trail.
/// </summary>
void CheckTrail()
{
if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
{
if (!m_TrailParticle)
{
m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent<UIParticle>();
var trans = m_TrailParticle.transform;
trans.SetParent(transform);
trans.localPosition = Vector3.zero;
trans.localRotation = Quaternion.identity;
trans.localScale = Vector3.one;
m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer>();
m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem>();
m_TrailParticle.m_IsTrail = true;
}
m_TrailParticle.enabled = true;
}
else if (m_TrailParticle)
{
m_TrailParticle.enabled = false;
}
}
/// <summary>
/// Set the parent of the soft mask.
/// </summary>
/// <param name="newParent">The parent soft mask to use.</param>
void SetParent(UIParticle newParent)
{
if (_parent != newParent && this != newParent)
{
if (_parent && _parent._children.Contains(this))
{
_parent._children.Remove(this);
_parent._children.RemoveAll(x => x == null);
}
_parent = newParent;
}
if (_parent && !_parent._children.Contains(this))
{
_parent._children.Add(this);
}
}
/// <summary>
/// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
/// </summary>
void UpdateAnimatableMaterialProperties()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return;
#endif
if (0 == m_AnimatableProperties.Length)
return;
_renderer.GetPropertyBlock(s_Mpb);
for (int i = 0; i < canvasRenderer.materialCount; i++)
{
var mat = canvasRenderer.GetMaterial(i);
foreach (var ap in m_AnimatableProperties)
{
switch (ap.type)
{
case ShaderPropertyType.Color:
mat.SetColor(ap.id, s_Mpb.GetColor(ap.id));
break;
case ShaderPropertyType.Vector:
mat.SetVector(ap.id, s_Mpb.GetVector(ap.id));
break;
case ShaderPropertyType.Float:
case ShaderPropertyType.Range:
mat.SetFloat(ap.id, s_Mpb.GetFloat(ap.id));
break;
case ShaderPropertyType.Texture:
mat.SetTexture(ap.id, s_Mpb.GetTexture(ap.id));
break;
}
}
}
}
}
}