Updated UIParticleSystem access to Particles array to ensure it is more stable.

Updated some #if statements to be better future proofed

Resolves #360
pull/413/head
Simon Jackson 2022-04-23 23:12:42 +01:00
parent 8a31713e46
commit c059e2338a
1 changed files with 31 additions and 21 deletions

View File

@ -43,6 +43,22 @@ namespace UnityEngine.UI.Extensions
} }
} }
public ParticleSystem.Particle[] Particles
{
get
{
if (particles == null)
{
#if UNITY_5_5_OR_NEWER
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
#else
particles = new ParticleSystem.Particle[pSystem.maxParticles];
#endif
}
return particles;
}
}
protected bool Initialize() protected bool Initialize()
{ {
// initialize members // initialize members
@ -67,7 +83,9 @@ namespace UnityEngine.UI.Extensions
} }
#else #else
if (pSystem.maxParticles > 14000) if (pSystem.maxParticles > 14000)
{
pSystem.maxParticles = 14000; pSystem.maxParticles = 14000;
}
#endif #endif
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>(); pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
@ -97,16 +115,7 @@ namespace UnityEngine.UI.Extensions
#else #else
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy; pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
#endif #endif
particles = null;
} }
#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
imageUV = new Vector4(0, 0, 1, 1); imageUV = new Vector4(0, 0, 1, 1);
@ -127,8 +136,10 @@ namespace UnityEngine.UI.Extensions
{ {
base.Awake(); base.Awake();
if (!Initialize()) if (!Initialize())
{
enabled = false; enabled = false;
} }
}
protected override void OnPopulateMesh(VertexHelper vh) protected override void OnPopulateMesh(VertexHelper vh)
@ -160,11 +171,11 @@ namespace UnityEngine.UI.Extensions
Vector2 corner1 = Vector2.zero; Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero; Vector2 corner2 = Vector2.zero;
// iterate through current particles // iterate through current particles
int count = pSystem.GetParticles(particles); int count = pSystem.GetParticles(Particles);
for (int i = 0; i < count; ++i) for (int i = 0; i < count; ++i)
{ {
ParticleSystem.Particle particle = particles[i]; ParticleSystem.Particle particle = Particles[i];
// get particle properties // get particle properties
#if UNITY_5_5_OR_NEWER #if UNITY_5_5_OR_NEWER
@ -223,7 +234,7 @@ namespace UnityEngine.UI.Extensions
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX); frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
int row = textureSheetAnimation.rowIndex; int row = textureSheetAnimation.rowIndex;
#if UNITY_2020 || UNITY_2019 #if UNITY_2019_1_OR_NEWER
if (textureSheetAnimation.rowMode == ParticleSystemAnimationRowMode.Random) if (textureSheetAnimation.rowMode == ParticleSystemAnimationRowMode.Random)
#else #else
if (textureSheetAnimation.useRandomRow) if (textureSheetAnimation.useRandomRow)
@ -378,8 +389,7 @@ namespace UnityEngine.UI.Extensions
} }
} }
} }
if (material == currentMaterial) if (material == currentMaterial) { return; }
return;
pSystem = null; pSystem = null;
Initialize(); Initialize();
} }