Merged in Necoron/unity-ui-extensions (pull request #34)

Fanksjs
Added 3d rotation capabilities to ui particle system
pull/413/head
Moritz Umfahrer 2018-09-25 14:23:49 +00:00 committed by Simon Jackson
commit f6d7d19951
1 changed files with 46 additions and 7 deletions

View File

@ -13,6 +13,9 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
public bool fixedTime = true;
[Tooltip("Enables 3d rotation for the particles")]
public bool use3dRotation = false;
private Transform _transform;
private ParticleSystem pSystem;
private ParticleSystem.Particle[] particles;
@ -277,14 +280,50 @@ namespace UnityEngine.UI.Extensions
}
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;
if (use3dRotation)
{
// get particle properties
#if UNITY_5_5_OR_NEWER
Vector3 pos3d = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
Vector3 pos3d = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
_quad[0].position = position - right - up;
_quad[1].position = position - right + up;
_quad[2].position = position + right + up;
_quad[3].position = position + right - up;
// apply scale
#if UNITY_5_5_OR_NEWER
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
Vector3[] verts = new Vector3[4]
{
new Vector3(-size, -size, 0),
new Vector3(-size, size, 0),
new Vector3(size, size, 0),
new Vector3(size, -size, 0)
};
Quaternion particleRotation = Quaternion.Euler(particle.rotation3D);
_quad[0].position = pos3d + particleRotation * verts[0];
_quad[1].position = pos3d + particleRotation * verts[1];
_quad[2].position = pos3d + particleRotation * verts[2];
_quad[3].position = pos3d + particleRotation * verts[3];
}
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);