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.pull/413/head
commit
d0836e3130
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@ -1,293 +1,298 @@
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/// Credit glennpow
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/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
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/// *Note - experimental. Currently renders in scene view and not game view.
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namespace UnityEngine.UI.Extensions
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{
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#if UNITY_5_3_OR_NEWER
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[ExecuteInEditMode]
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[RequireComponent(typeof(CanvasRenderer))]
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[RequireComponent(typeof(ParticleSystem))]
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public class UIParticleSystem : MaskableGraphic
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{
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public Texture particleTexture;
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public Sprite particleSprite;
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private Transform _transform;
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private ParticleSystem _particleSystem;
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private ParticleSystem.Particle[] _particles;
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private UIVertex[] _quad = new UIVertex[4];
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private Vector4 _uv = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
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private int _textureSheetAnimationFrames;
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private Vector2 _textureSheedAnimationFrameSize;
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public override Texture mainTexture
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{
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get
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{
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if (particleTexture)
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{
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return particleTexture;
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}
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if (particleSprite)
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{
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return particleSprite.texture;
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}
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return null;
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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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if (_transform == null)
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{
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_transform = transform;
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}
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// prepare particle system
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ParticleSystemRenderer renderer = GetComponent<ParticleSystemRenderer>();
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bool setParticleSystemMaterial = false;
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if (_particleSystem == null)
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{
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_particleSystem = GetComponent<ParticleSystem>();
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if (_particleSystem == null)
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{
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return false;
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}
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// get current particle texture
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if (renderer == null)
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{
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renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
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}
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Material currentMaterial = renderer.sharedMaterial;
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if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
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{
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particleTexture = currentMaterial.mainTexture;
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}
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// automatically set scaling
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_particleSystem.scalingMode = ParticleSystemScalingMode.Local;
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_particles = null;
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setParticleSystemMaterial = true;
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}
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else
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{
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if (Application.isPlaying)
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{
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setParticleSystemMaterial = (renderer.material == null);
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}
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#if UNITY_EDITOR
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else
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{
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setParticleSystemMaterial = (renderer.sharedMaterial == null);
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}
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#endif
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}
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// automatically set material to UI/Particles/Hidden shader, and get previous texture
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if (setParticleSystemMaterial)
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{
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Material material = new Material(Shader.Find("UI/Particles/Hidden"));
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if (Application.isPlaying)
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{
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renderer.material = material;
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}
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#if UNITY_EDITOR
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else
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{
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material.hideFlags = HideFlags.DontSave;
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renderer.sharedMaterial = material;
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}
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#endif
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}
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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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}
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// prepare uvs
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if (particleTexture)
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{
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_uv = new Vector4(0, 0, 1, 1);
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}
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else if (particleSprite)
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{
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_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
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}
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// prepare texture sheet animation
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_textureSheetAnimation = _particleSystem.textureSheetAnimation;
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_textureSheetAnimationFrames = 0;
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_textureSheedAnimationFrameSize = Vector2.zero;
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if (_textureSheetAnimation.enabled)
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{
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_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
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_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
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}
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return true;
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}
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protected override void Awake()
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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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protected override void OnPopulateMesh(VertexHelper vh)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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if (!Initialize())
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{
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return;
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}
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}
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#endif
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// prepare vertices
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vh.Clear();
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if (!gameObject.activeInHierarchy)
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{
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return;
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}
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// iterate through current particles
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int count = _particleSystem.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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// get particle properties
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Vector2 position = (_particleSystem.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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{
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position /= canvas.scaleFactor;
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}
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// apply texture sheet animation
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Vector4 particleUV = _uv;
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if (_textureSheetAnimation.enabled)
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{
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float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
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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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switch (_textureSheetAnimation.animation)
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{
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case ParticleSystemAnimationType.WholeSheet:
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
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break;
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case ParticleSystemAnimationType.SingleRow:
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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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frame += row * _textureSheetAnimation.numTilesX;
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break;
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}
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frame %= _textureSheetAnimationFrames;
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particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
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particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
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particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
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particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
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}
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_quad[0] = UIVertex.simpleVert;
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_quad[0].color = color;
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_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
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_quad[1] = UIVertex.simpleVert;
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_quad[1].color = color;
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_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
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_quad[2] = UIVertex.simpleVert;
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_quad[2].color = color;
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_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
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_quad[3] = UIVertex.simpleVert;
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_quad[3].color = color;
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_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);
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if (rotation == 0)
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{
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// no rotation
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Vector2 corner1 = new Vector2(position.x - size, position.y - size);
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Vector2 corner2 = new Vector2(position.x + size, position.y + size);
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_quad[0].position = new Vector2(corner1.x, corner1.y);
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_quad[1].position = new Vector2(corner1.x, corner2.y);
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_quad[2].position = new Vector2(corner2.x, corner2.y);
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_quad[3].position = new Vector2(corner2.x, corner1.y);
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}
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else
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{
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// apply rotation
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Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
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Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
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_quad[0].position = position - right - up;
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_quad[1].position = position - right + up;
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_quad[2].position = position + right + up;
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_quad[3].position = position + right - up;
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}
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vh.AddUIVertexQuad(_quad);
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}
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}
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void Update()
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{
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if (Application.isPlaying)
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{
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// unscaled animation within UI
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_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
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SetAllDirty();
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}
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}
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#if UNITY_EDITOR
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void LateUpdate()
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{
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if (!Application.isPlaying)
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{
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SetAllDirty();
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}
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}
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#endif
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}
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#endif
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/// Credit glennpow
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/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
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/// *Note - experimental. Currently renders in scene view and not game view.
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namespace UnityEngine.UI.Extensions
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{
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#if UNITY_5_3_OR_NEWER
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[ExecuteInEditMode]
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[RequireComponent(typeof(CanvasRenderer))]
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[RequireComponent(typeof(ParticleSystem))]
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public class UIParticleSystem : MaskableGraphic
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{
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public Texture particleTexture;
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public Sprite particleSprite;
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private Transform _transform;
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private ParticleSystem _particleSystem;
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private ParticleSystem.Particle[] _particles;
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private UIVertex[] _quad = new UIVertex[4];
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private Vector4 _uv = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
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private int _textureSheetAnimationFrames;
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private Vector2 _textureSheedAnimationFrameSize;
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public override Texture mainTexture
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{
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get
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{
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if (particleTexture)
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{
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return particleTexture;
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}
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if (particleSprite)
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{
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return particleSprite.texture;
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}
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return null;
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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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if (_transform == null)
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{
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_transform = transform;
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}
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// prepare particle system
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ParticleSystemRenderer renderer = GetComponent<ParticleSystemRenderer>();
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bool setParticleSystemMaterial = false;
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if (_particleSystem == null)
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{
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_particleSystem = GetComponent<ParticleSystem>();
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if (_particleSystem == null)
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{
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return false;
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}
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// get current particle texture
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if (renderer == null)
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{
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renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
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}
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Material currentMaterial = renderer.sharedMaterial;
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if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
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{
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particleTexture = currentMaterial.mainTexture;
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}
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// automatically set scaling
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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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}
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else
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{
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if (Application.isPlaying)
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{
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setParticleSystemMaterial = (renderer.material == null);
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}
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#if UNITY_EDITOR
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else
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{
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setParticleSystemMaterial = (renderer.sharedMaterial == null);
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}
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#endif
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}
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// automatically set material to UI/Particles/Hidden shader, and get previous texture
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if (setParticleSystemMaterial)
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{
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Material material = new Material(Shader.Find("UI/Particles/Hidden"));
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if (Application.isPlaying)
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{
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renderer.material = material;
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}
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#if UNITY_EDITOR
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else
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{
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material.hideFlags = HideFlags.DontSave;
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renderer.sharedMaterial = material;
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}
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#endif
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}
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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.main.maxParticles];
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}
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// prepare uvs
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if (particleTexture)
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{
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_uv = new Vector4(0, 0, 1, 1);
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}
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else if (particleSprite)
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{
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_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
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}
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// prepare texture sheet animation
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_textureSheetAnimation = _particleSystem.textureSheetAnimation;
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_textureSheetAnimationFrames = 0;
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_textureSheedAnimationFrameSize = Vector2.zero;
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if (_textureSheetAnimation.enabled)
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{
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_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
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_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
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}
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return true;
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}
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protected override void Awake()
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{
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base.Awake();
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|
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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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protected override void OnPopulateMesh(VertexHelper vh)
|
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{
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||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
if (!Initialize())
|
||||
{
|
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return;
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||||
}
|
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}
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#endif
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// prepare vertices
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vh.Clear();
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||||
|
||||
if (!gameObject.activeInHierarchy)
|
||||
{
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return;
|
||||
}
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||||
|
||||
// iterate through current particles
|
||||
int count = _particleSystem.GetParticles(_particles);
|
||||
|
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for (int i = 0; i < count; ++i)
|
||||
{
|
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ParticleSystem.Particle particle = _particles[i];
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||||
|
||||
// get particle properties
|
||||
Vector2 position = (_particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
float rotation = -particle.rotation * Mathf.Deg2Rad;
|
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float rotation90 = rotation + Mathf.PI / 2;
|
||||
Color32 color = particle.GetCurrentColor(_particleSystem);
|
||||
float size = particle.GetCurrentSize(_particleSystem) * 0.5f;
|
||||
|
||||
// apply scale
|
||||
if (_particleSystem.main.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
{
|
||||
position /= canvas.scaleFactor;
|
||||
}
|
||||
|
||||
// apply texture sheet animation
|
||||
Vector4 particleUV = _uv;
|
||||
if (_textureSheetAnimation.enabled)
|
||||
{
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
|
||||
#else
|
||||
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
|
||||
#endif
|
||||
// float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
|
||||
frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
|
||||
int frame = 0;
|
||||
|
||||
switch (_textureSheetAnimation.animation)
|
||||
{
|
||||
|
||||
case ParticleSystemAnimationType.WholeSheet:
|
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
|
||||
break;
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||||
|
||||
case ParticleSystemAnimationType.SingleRow:
|
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frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);
|
||||
|
||||
int row = _textureSheetAnimation.rowIndex;
|
||||
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
|
||||
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
|
||||
// }
|
||||
frame += row * _textureSheetAnimation.numTilesX;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
frame %= _textureSheetAnimationFrames;
|
||||
|
||||
particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
|
||||
particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
|
||||
particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
|
||||
particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
|
||||
}
|
||||
|
||||
_quad[0] = UIVertex.simpleVert;
|
||||
_quad[0].color = color;
|
||||
_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);
|
||||
|
||||
_quad[1] = UIVertex.simpleVert;
|
||||
_quad[1].color = color;
|
||||
_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);
|
||||
|
||||
_quad[2] = UIVertex.simpleVert;
|
||||
_quad[2].color = color;
|
||||
_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);
|
||||
|
||||
_quad[3] = UIVertex.simpleVert;
|
||||
_quad[3].color = color;
|
||||
_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);
|
||||
|
||||
if (rotation == 0)
|
||||
{
|
||||
// no rotation
|
||||
Vector2 corner1 = new Vector2(position.x - size, position.y - size);
|
||||
Vector2 corner2 = new Vector2(position.x + size, position.y + size);
|
||||
|
||||
_quad[0].position = new Vector2(corner1.x, corner1.y);
|
||||
_quad[1].position = new Vector2(corner1.x, corner2.y);
|
||||
_quad[2].position = new Vector2(corner2.x, corner2.y);
|
||||
_quad[3].position = new Vector2(corner2.x, corner1.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// apply rotation
|
||||
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
|
||||
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
|
||||
|
||||
_quad[0].position = position - right - up;
|
||||
_quad[1].position = position - right + up;
|
||||
_quad[2].position = position + right + up;
|
||||
_quad[3].position = position + right - up;
|
||||
}
|
||||
|
||||
vh.AddUIVertexQuad(_quad);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// unscaled animation within UI
|
||||
_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
|
||||
|
||||
SetAllDirty();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
SetAllDirty();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
Loading…
Reference in New Issue