Minor tweaks to UI Particle system following 5.5 update
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d0836e3130
commit
23deee414a
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@ -196,11 +196,11 @@ namespace UnityEngine.UI.Extensions
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{
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#if UNITY_5_5_OR_NEWER
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float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
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frameProgress = _textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
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#else
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float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
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#endif
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// float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
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frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
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#endif
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int frame = 0;
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switch (_textureSheetAnimation.animation)
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@ -214,9 +214,13 @@ namespace UnityEngine.UI.Extensions
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);
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int row = _textureSheetAnimation.rowIndex;
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// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
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// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
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// }
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#if UNITY_5_5_OR_NEWER
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if (_textureSheetAnimation.useRandomRow)
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{
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Random.InitState((int)particle.randomSeed);
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row = Random.Range(0, _textureSheetAnimation.numTilesY);
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}
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#endif
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frame += row * _textureSheetAnimation.numTilesX;
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break;
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