com.unity.uiextensions.nosa.../Scripts/Effects/UIParticleSystem.cs

234 lines
7.6 KiB
C#
Raw Normal View History

/// Credit glennpow
/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
namespace UnityEngine.UI.Extensions
{
#if UNITY_5_3_OR_NEWER
[ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(ParticleSystem))]
[AddComponentMenu("UI/Effects/Extensions/UI Particle System")]
public class UIParticleSystem : MaskableGraphic {
public Texture particleTexture;
public Sprite particleSprite;
private Transform _transform;
private ParticleSystem _particleSystem;
private ParticleSystem.Particle[] _particles;
private UIVertex[] _quad = new UIVertex[4];
private Vector4 _uv = Vector4.zero;
private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
private int _textureSheetAnimationFrames;
private Vector2 _textureSheedAnimationFrameSize;
public override Texture mainTexture {
get {
if (particleTexture) {
return particleTexture;
}
if (particleSprite) {
return particleSprite.texture;
}
return null;
}
}
protected bool Initialize() {
// initialize members
if (_transform == null) {
_transform = transform;
}
if (_particleSystem == null) {
_particleSystem = GetComponent<ParticleSystem>();
if (_particleSystem == null) {
return false;
}
// automatically set material to UI/Particles/Hidden shader, and get previous texture
ParticleSystemRenderer renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
if (renderer == null) {
renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
}
Material currentMaterial = renderer.sharedMaterial;
if (currentMaterial && currentMaterial.HasProperty("_MainTex")) {
particleTexture = currentMaterial.mainTexture;
}
Material material = new Material(Shader.Find("UI/Particles/Hidden")); // TODO - You should create this discard shader
if (Application.isPlaying) {
renderer.material = material;
}
#if UNITY_EDITOR
else {
material.hideFlags = HideFlags.DontSave;
renderer.sharedMaterial = material;
}
#endif
// automatically set scaling
_particleSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
_particles = null;
}
if (_particles == null) {
_particles = new ParticleSystem.Particle[_particleSystem.maxParticles];
}
// prepare uvs
if (particleTexture) {
_uv = new Vector4(0, 0, 1, 1);
} else if (particleSprite) {
_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
}
// prepare texture sheet animation
_textureSheetAnimation = _particleSystem.textureSheetAnimation;
_textureSheetAnimationFrames = 0;
_textureSheedAnimationFrameSize = Vector2.zero;
if (_textureSheetAnimation.enabled) {
_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
}
return true;
}
protected override void Awake() {
base.Awake();
if (!Initialize()) {
enabled = false;
}
}
protected override void OnPopulateMesh(VertexHelper vh) {
#if UNITY_EDITOR
if (!Application.isPlaying) {
if (!Initialize()) {
return;
}
}
#endif
// prepare vertices
vh.Clear();
if (!gameObject.activeInHierarchy) {
return;
}
// iterate through current particles
int count = _particleSystem.GetParticles(_particles);
for (int i = 0; i < count; ++i) {
ParticleSystem.Particle particle = _particles[i];
// get particle properties
Vector2 position = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
float rotation = -particle.rotation * Mathf.Deg2Rad;
float rotation90 = rotation + Mathf.PI / 2;
Color32 color = particle.GetCurrentColor(_particleSystem);
float size = particle.GetCurrentSize(_particleSystem) * 0.5f;
// apply scale
if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape) {
position /= canvas.scaleFactor;
}
// apply texture sheet animation
Vector4 particleUV = _uv;
if (_textureSheetAnimation.enabled) {
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
// float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
int frame = 0;
switch (_textureSheetAnimation.animation) {
case ParticleSystemAnimationType.WholeSheet:
frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
break;
case ParticleSystemAnimationType.SingleRow:
frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);
int row = _textureSheetAnimation.rowIndex;
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
// }
frame += row * _textureSheetAnimation.numTilesX;
break;
}
frame %= _textureSheetAnimationFrames;
particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
}
_quad[0] = UIVertex.simpleVert;
_quad[0].color = color;
_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
_quad[1] = UIVertex.simpleVert;
_quad[1].color = color;
_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
_quad[2] = UIVertex.simpleVert;
_quad[2].color = color;
_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
_quad[3] = UIVertex.simpleVert;
_quad[3].color = color;
_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);
if (rotation == 0) {
// no rotation
Vector2 corner1 = new Vector2(position.x - size, position.y - size);
Vector2 corner2 = new Vector2(position.x + size, position.y + size);
_quad[0].position = new Vector2(corner1.x, corner1.y);
_quad[1].position = new Vector2(corner1.x, corner2.y);
_quad[2].position = new Vector2(corner2.x, corner2.y);
_quad[3].position = new Vector2(corner2.x, corner1.y);
} else {
// apply rotation
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
_quad[0].position = position - right - up;
_quad[1].position = position - right + up;
_quad[2].position = position + right + up;
_quad[3].position = position + right - up;
}
vh.AddUIVertexQuad(_quad);
}
}
void Update() {
if (Application.isPlaying) {
// unscaled animation within UI
_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
SetAllDirty();
}
}
#if UNITY_EDITOR
void LateUpdate() {
if (!Application.isPlaying) {
SetAllDirty();
}
}
#endif
}
#endif
}