Merged in whatwapp/unity-ui-extensions (pull request #10)
Unity API auto-update in UIParticleSystem Merging as it seems a good way to stop the ever evolving errors. Will improve the script at a later date.release
commit
d0836e3130
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@ -74,7 +74,8 @@ namespace UnityEngine.UI.Extensions
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}
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// automatically set scaling
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_particleSystem.scalingMode = ParticleSystemScalingMode.Local;
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var main = _particleSystem.main;
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main.scalingMode = ParticleSystemScalingMode.Local;
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_particles = null;
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setParticleSystemMaterial = true;
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@ -113,7 +114,7 @@ namespace UnityEngine.UI.Extensions
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// prepare particles array
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if (_particles == null)
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{
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_particles = new ParticleSystem.Particle[_particleSystem.maxParticles];
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_particles = new ParticleSystem.Particle[_particleSystem.main.maxParticles];
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}
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// prepare uvs
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@ -177,14 +178,14 @@ namespace UnityEngine.UI.Extensions
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ParticleSystem.Particle particle = _particles[i];
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// get particle properties
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Vector2 position = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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Vector2 position = (_particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation90 = rotation + Mathf.PI / 2;
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Color32 color = particle.GetCurrentColor(_particleSystem);
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float size = particle.GetCurrentSize(_particleSystem) * 0.5f;
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// apply scale
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if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape)
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if (_particleSystem.main.scalingMode == ParticleSystemScalingMode.Shape)
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{
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position /= canvas.scaleFactor;
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}
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@ -193,7 +194,11 @@ namespace UnityEngine.UI.Extensions
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Vector4 particleUV = _uv;
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if (_textureSheetAnimation.enabled)
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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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#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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int frame = 0;
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