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

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/// Credit glennpow, Zarlang
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/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
2020-07-09 03:38:28 +08:00
/// Updated by Zarlang with a more robust implementation, including TextureSheet animation support
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namespace UnityEngine.UI.Extensions
{
#if UNITY_5_3_OR_NEWER
[ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
[AddComponentMenu("UI/Effects/Extensions/UIParticleSystem")]
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public class UIParticleSystem : MaskableGraphic
{
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
public bool fixedTime = true;
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[Tooltip("Enables 3d rotation for the particles")]
public bool use3dRotation = false;
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private Transform _transform;
private ParticleSystem pSystem;
private ParticleSystem.Particle[] particles;
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private UIVertex[] _quad = new UIVertex[4];
private Vector4 imageUV = Vector4.zero;
private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
private int textureSheetAnimationFrames;
private Vector2 textureSheetAnimationFrameSize;
private ParticleSystemRenderer pRenderer;
private bool isInitialised = false;
private Material currentMaterial;
private Texture currentTexture;
#if UNITY_5_5_OR_NEWER
private ParticleSystem.MainModule mainModule;
#endif
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public override Texture mainTexture
{
get
{
return currentTexture;
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}
}
protected bool Initialize()
{
// initialize members
if (_transform == null)
{
_transform = transform;
}
if (pSystem == null)
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{
pSystem = GetComponent<ParticleSystem>();
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if (pSystem == null)
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{
return false;
}
#if UNITY_5_5_OR_NEWER
mainModule = pSystem.main;
if (pSystem.main.maxParticles > 14000)
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{
mainModule.maxParticles = 14000;
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}
#else
if (pSystem.maxParticles > 14000)
pSystem.maxParticles = 14000;
#endif
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pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
if (pRenderer != null)
pRenderer.enabled = false;
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if (material == null)
{
var foundShader = ShaderLibrary.GetShaderInstance("UI Extensions/Particles/Additive");
if (foundShader)
{
material = new Material(foundShader);
}
}
currentMaterial = material;
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
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{
currentTexture = currentMaterial.mainTexture;
if (currentTexture == null)
currentTexture = Texture2D.whiteTexture;
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}
material = currentMaterial;
// automatically set scaling
#if UNITY_5_5_OR_NEWER
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
#else
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#endif
particles = null;
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}
#if UNITY_5_5_OR_NEWER
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
#else
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.maxParticles];
#endif
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imageUV = new Vector4(0, 0, 1, 1);
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// prepare texture sheet animation
textureSheetAnimation = pSystem.textureSheetAnimation;
textureSheetAnimationFrames = 0;
textureSheetAnimationFrameSize = Vector2.zero;
if (textureSheetAnimation.enabled)
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{
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
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}
return true;
}
protected override void Awake()
{
base.Awake();
if (!Initialize())
enabled = false;
}
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protected override void OnPopulateMesh(VertexHelper vh)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
if (!Initialize())
{
return;
}
}
#endif
// prepare vertices
vh.Clear();
if (!gameObject.activeInHierarchy)
{
return;
}
if (!isInitialised && !pSystem.main.playOnAwake)
{
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
isInitialised = true;
}
Vector2 temp = Vector2.zero;
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero;
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// iterate through current particles
int count = pSystem.GetParticles(particles);
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for (int i = 0; i < count; ++i)
{
ParticleSystem.Particle particle = particles[i];
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// get particle properties
#if UNITY_5_5_OR_NEWER
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
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float rotation = -particle.rotation * Mathf.Deg2Rad;
float rotation90 = rotation + Mathf.PI / 2;
Color32 color = particle.GetCurrentColor(pSystem);
float size = particle.GetCurrentSize(pSystem) * 0.5f;
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// apply scale
#if UNITY_5_5_OR_NEWER
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
#else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
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// apply texture sheet animation
Vector4 particleUV = imageUV;
if (textureSheetAnimation.enabled)
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{
#if UNITY_5_5_OR_NEWER
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
if (textureSheetAnimation.frameOverTime.curveMin != null)
{
frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
}
else if (textureSheetAnimation.frameOverTime.curve != null)
{
frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
}
else if (textureSheetAnimation.frameOverTime.constant > 0)
{
frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
}
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#else
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float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
#endif
frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
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int frame = 0;
switch (textureSheetAnimation.animation)
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{
case ParticleSystemAnimationType.WholeSheet:
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
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break;
case ParticleSystemAnimationType.SingleRow:
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
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int row = textureSheetAnimation.rowIndex;
#if UNITY_2019_1_OR_NEWER
if (textureSheetAnimation.rowMode == ParticleSystemAnimationRowMode.Random)
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#else
if (textureSheetAnimation.useRandomRow)
#endif
{ // FIXME - is this handled internally by rowIndex?
row = Mathf.Abs((int)particle.randomSeed % textureSheetAnimation.numTilesY);
}
frame += row * textureSheetAnimation.numTilesX;
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break;
}
frame %= textureSheetAnimationFrames;
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particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
particleUV.y = 1.0f - ((frame / textureSheetAnimation.numTilesX) + 1) * textureSheetAnimationFrameSize.y;
particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
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}
temp.x = particleUV.x;
temp.y = particleUV.y;
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_quad[0] = UIVertex.simpleVert;
_quad[0].color = color;
_quad[0].uv0 = temp;
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temp.x = particleUV.x;
temp.y = particleUV.w;
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_quad[1] = UIVertex.simpleVert;
_quad[1].color = color;
_quad[1].uv0 = temp;
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temp.x = particleUV.z;
temp.y = particleUV.w;
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_quad[2] = UIVertex.simpleVert;
_quad[2].color = color;
_quad[2].uv0 = temp;
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temp.x = particleUV.z;
temp.y = particleUV.y;
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_quad[3] = UIVertex.simpleVert;
_quad[3].color = color;
_quad[3].uv0 = temp;
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if (rotation == 0)
{
// no rotation
corner1.x = position.x - size;
corner1.y = position.y - size;
corner2.x = position.x + size;
corner2.y = position.y + size;
temp.x = corner1.x;
temp.y = corner1.y;
_quad[0].position = temp;
temp.x = corner1.x;
temp.y = corner2.y;
_quad[1].position = temp;
temp.x = corner2.x;
temp.y = corner2.y;
_quad[2].position = temp;
temp.x = corner2.x;
temp.y = corner1.y;
_quad[3].position = temp;
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}
else
{
if (use3dRotation)
{
// get particle properties
#if UNITY_5_5_OR_NEWER
Vector3 pos3d = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
Vector3 pos3d = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
// apply scale
#if UNITY_5_5_OR_NEWER
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
Vector3[] verts = new Vector3[4]
{
new Vector3(-size, -size, 0),
new Vector3(-size, size, 0),
new Vector3(size, size, 0),
new Vector3(size, -size, 0)
};
Quaternion particleRotation = Quaternion.Euler(particle.rotation3D);
_quad[0].position = pos3d + particleRotation * verts[0];
_quad[1].position = pos3d + particleRotation * verts[1];
_quad[2].position = pos3d + particleRotation * verts[2];
_quad[3].position = pos3d + particleRotation * verts[3];
}
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;
}
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}
vh.AddUIVertexQuad(_quad);
}
}
private void Update()
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{
if (!fixedTime && Application.isPlaying)
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{
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
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SetAllDirty();
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
{
pSystem = null;
Initialize();
}
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}
}
private void LateUpdate()
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{
if (!Application.isPlaying)
{
SetAllDirty();
}
else
{
if (fixedTime)
{
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
SetAllDirty();
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
{
pSystem = null;
Initialize();
}
}
}
if (material == currentMaterial)
return;
pSystem = null;
Initialize();
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}
protected override void OnDestroy()
{
currentMaterial = null;
currentTexture = null;
}
public void StartParticleEmission()
{
pSystem.time = 0;
pSystem.Play();
}
public void StopParticleEmission()
{
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
}
public void PauseParticleEmission()
{
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
}
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}
#endif
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}