Merge branch 'development' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into feature/V2.3.0
commit
968fdab8cc
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@ -43,6 +43,22 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public ParticleSystem.Particle[] Particles
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{
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get
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{
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if (particles == null)
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{
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#if UNITY_5_5_OR_NEWER
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particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
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#else
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particles = new ParticleSystem.Particle[pSystem.maxParticles];
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#endif
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}
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return particles;
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}
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}
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protected bool Initialize()
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{
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// initialize members
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@ -66,8 +82,10 @@ namespace UnityEngine.UI.Extensions
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mainModule.maxParticles = 14000;
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}
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#else
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if (pSystem.maxParticles > 14000)
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pSystem.maxParticles = 14000;
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if (pSystem.maxParticles > 14000)
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{
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pSystem.maxParticles = 14000;
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}
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#endif
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pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
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@ -95,18 +113,9 @@ namespace UnityEngine.UI.Extensions
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#if UNITY_5_5_OR_NEWER
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mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#else
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pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
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pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#endif
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particles = null;
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}
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#if UNITY_5_5_OR_NEWER
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if (particles == null)
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particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
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#else
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if (particles == null)
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particles = new ParticleSystem.Particle[pSystem.maxParticles];
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#endif
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imageUV = new Vector4(0, 0, 1, 1);
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@ -127,7 +136,9 @@ namespace UnityEngine.UI.Extensions
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{
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base.Awake();
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if (!Initialize())
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{
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enabled = false;
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}
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}
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@ -160,17 +171,17 @@ namespace UnityEngine.UI.Extensions
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Vector2 corner1 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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// iterate through current particles
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int count = pSystem.GetParticles(particles);
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int count = pSystem.GetParticles(Particles);
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for (int i = 0; i < count; ++i)
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{
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ParticleSystem.Particle particle = particles[i];
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ParticleSystem.Particle particle = Particles[i];
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// get particle properties
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#if UNITY_5_5_OR_NEWER
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Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#else
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Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#endif
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation90 = rotation + Mathf.PI / 2;
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@ -182,8 +193,8 @@ namespace UnityEngine.UI.Extensions
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if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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#else
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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#endif
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// apply texture sheet animation
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@ -378,8 +389,7 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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if (material == currentMaterial)
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return;
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if (material == currentMaterial) { return; }
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pSystem = null;
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Initialize();
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}
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@ -408,4 +418,4 @@ namespace UnityEngine.UI.Extensions
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}
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}
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#endif
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}
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}
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@ -29,5 +29,27 @@ namespace UnityEngine.UI.Extensions
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!gameObject.hideFlags.HasFlag(HideFlags.HideInHierarchy);
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// I don't care about GameObjects *inside* prefabs, just the overall prefab.
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}
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/// <summary>
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/// Generic clamp method to limt a value between a range of values
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/// </summary>
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/// <typeparam name="T"><see cref="IComparable"/> data type</typeparam>
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/// <param name="value">Value to clamp</param>
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/// <param name="min">Minimum value</param>
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/// <param name="max">Maximum value</param>
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/// <returns></returns>
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public static T Clamp<T>(this T value, T min, T max) where T : IComparable<T>
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{
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if (value.CompareTo(min) < 0)
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{
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value = min;
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}
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if (value.CompareTo(max) > 0)
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{
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value = max;
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}
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return value;
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}
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}
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}
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@ -15,6 +15,10 @@ namespace UnityEngine.UI.Extensions
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parentCanvas = rt.GetComponentInParent<Canvas>();
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if (parentCanvas == null)
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{
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if (parent.parent == null)
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{
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return null;
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}
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parent = parent.parent.GetComponent<RectTransform>();
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SearchIndex++;
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}
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@ -18,7 +18,11 @@ namespace UnityEngine.UI.Extensions
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private void Awake()
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{
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canvas = GetComponentInParent<RectTransform>().GetParentCanvas().GetComponent<RectTransform>();
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var canvasParent = GetComponentInParent<RectTransform>().GetParentCanvas();
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if (canvasParent != null)
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{
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canvas = canvasParent.GetComponent<RectTransform>();
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}
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rt = GetComponent<RectTransform>();
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lr = GetComponent<UILineRenderer>();
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}
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