Updated UIParticleSystem access to Particles array to ensure it is more stable.
Updated some #if statements to be better future proofed Resolves #360pull/413/head
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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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protected bool Initialize()
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{
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{
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// initialize members
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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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mainModule.maxParticles = 14000;
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}
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}
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#else
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#else
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if (pSystem.maxParticles > 14000)
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if (pSystem.maxParticles > 14000)
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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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#endif
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pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
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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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#if UNITY_5_5_OR_NEWER
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mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
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mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
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#else
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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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#endif
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particles = null;
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}
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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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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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{
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base.Awake();
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base.Awake();
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if (!Initialize())
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if (!Initialize())
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{
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enabled = false;
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enabled = false;
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}
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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 corner1 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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// iterate through current particles
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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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for (int i = 0; i < count; ++i)
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{
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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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// get particle properties
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#if UNITY_5_5_OR_NEWER
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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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Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
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#else
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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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#endif
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation = -particle.rotation * Mathf.Deg2Rad;
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float rotation90 = rotation + Mathf.PI / 2;
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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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if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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position /= canvas.scaleFactor;
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#else
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#else
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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position /= canvas.scaleFactor;
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#endif
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#endif
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// apply texture sheet animation
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// apply texture sheet animation
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@ -223,7 +234,7 @@ namespace UnityEngine.UI.Extensions
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frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
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frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
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int row = textureSheetAnimation.rowIndex;
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int row = textureSheetAnimation.rowIndex;
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#if UNITY_2020 || UNITY_2019
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#if UNITY_2019_1_OR_NEWER
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if (textureSheetAnimation.rowMode == ParticleSystemAnimationRowMode.Random)
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if (textureSheetAnimation.rowMode == ParticleSystemAnimationRowMode.Random)
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#else
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#else
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if (textureSheetAnimation.useRandomRow)
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if (textureSheetAnimation.useRandomRow)
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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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}
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}
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}
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if (material == currentMaterial)
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if (material == currentMaterial) { return; }
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return;
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pSystem = null;
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pSystem = null;
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Initialize();
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Initialize();
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}
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}
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@ -407,4 +417,4 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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#endif
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#endif
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}
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}
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