Example #1
0
    void Update()
    {
        // Ensure particle system is ready before we use it
        if (!particles.IsReady())
        {
            return;
        }

        // Emit
        _emitTimer += Time.deltaTime / emitTime;
        if (_emitTimer >= 1f)
        {
            // Emit onto the initial position of the spline
            Vector3 emitPos = spline.GetPoint(0);
            particles.Emit(emitPos, Vector3.zero, color);
            _emitTimer = 0;
        }

        // Ensure correct length of scatter positions (upon changing particle count)
        if (applyPositionScatter && particles.particleCount != _scatterPosition.Length)
        {
            GenerateScatter();
        }

        // Position
        for (int i = 0; i < particles.particleCount; i++)
        {
            // If Playground Cache is resized while in here we need to exit the loop
            if (applyPositionScatter && particles.playgroundCache.simulate.Length != _scatterPosition.Length)
            {
                break;
            }

            // Check if the particle is simulating
            if (particles.playgroundCache.simulate[i])
            {
                // Normalize the time for the particle
                float t = Mathf.Min(particles.playgroundCache.life[i] / (particles.lifetime - particles.playgroundCache.lifetimeSubtraction[i]), .99f);

                // Create a position on the spline along with the generated scattering
                Vector3 pos = spline.GetPoint(t);
                if (applyPositionScatter)
                {
                    pos += applyScatterLifetimeMultiplier? _scatterPosition[i] * positionScatterLifetimeMultiplier.Evaluate(t) : _scatterPosition[i];
                }

                // Set the position of the particle
                particles.ParticlePosition(i, pos);
            }
        }
    }
Example #2
0
    PlaygroundParticlesC particles;             // Cached reference to the particle system

    IEnumerator Start()
    {
        // Cache a reference to the particle system
        particles = GetComponent <PlaygroundParticlesC>();

        // Set a particle as sticky if a negative value isn't set
        if (stickyParticle > -1)
        {
            while (!particles.IsReady())
            {
                yield return(null);
            }
            particles.SetSticky(stickyParticle, stickyTransform.position + stickyOffset, stickyTransform.up, particles.stickyCollisionsSurfaceOffset, stickyTransform);
        }
    }
Example #3
0
    IEnumerator Start()
    {
        PlaygroundParticlesC particles = GetComponent <PlaygroundParticlesC>();

        while (!particles.IsReady())
        {
            yield return(null);
        }

        Vector3 position = particles.particleSystemTransform.position;

        for (int i = 0; i < particles.particleCount; i++)
        {
            float   iCircle   = 360f * ((i * 1f) / (particles.particleCount * 1f));
            Vector3 direction = new Vector3(Mathf.Cos(Mathf.Deg2Rad * iCircle) * width, Mathf.Sin(Mathf.Deg2Rad * iCircle) * height, 0);
            particles.Emit(position, direction * velocity, color);
        }
    }
        IEnumerator FreezeRoutine()
        {
            if (conditionalParticleSystem == null || freezeParticleSystem == null)
            {
                yield break;
            }

            // Wait while the conditional particle system isn't ready to begin or while it's still alive
            while (!conditionalParticleSystem.IsReady() || conditionalParticleSystem.IsAlive())
            {
                yield return(null);
            }

            // Wait extra time if specified
            if (extraWaitingTime > 0)
            {
                yield return(new WaitForSeconds(extraWaitingTime));
            }

            // Freeze the particle system by setting time scale to 0 now when the conditional particle system isn't alive any longer
            freezeParticleSystem.particleTimescale = 0;
        }
    void Update()
    {
        if (!_ready || !particles.IsReady() || particles.particleCount < 2)
        {
            return;
        }

        // Generate new interpolation positions if needed
        if (_spiralInterpolations.Length != particles.particleCount ||
            _startPos != start.position ||
            _endPos != end.position ||
            !Mathf.Approximately(_i, swirlIterations) ||
            !Mathf.Approximately(_r, radius))
        {
            GenerateSpiralInterpolations();
        }

        for (int i = 0; i < particles.particleCount; i++)
        {
            // If particles cache is resized in the middle of execution we need to exit the loop
            if (_spiralInterpolations.Length != particles.playgroundCache.simulate.Length)
            {
                break;
            }

            // Emit or position particles to the calculated spiral position
            if (!particles.playgroundCache.simulate[i])
            {
                particles.Emit(_spiralInterpolations[i]);
            }
            else
            {
                particles.ParticlePosition(i, _spiralInterpolations[i]);
            }
        }
    }
        void Update()
        {
            // Clamp values
            maxPoints = Mathf.Clamp(maxPoints, 2, 32767);

            // Set asynchronous available values
            if (billboardTransform != null)
            {
                _billboardTransformPosition = billboardTransform.position;
            }

            // Early out if no particles exist yet
            if (playgroundSystem == null || !playgroundSystem.IsReady() || playgroundSystem.IsSettingParticleCount() || playgroundSystem.IsSettingLifetime() || playgroundSystem.particleCache == null || playgroundSystem.particleCache.Length == 0)
            {
                return;
            }

            // Reset trails if a crucial state is changed
            if (_currentParticleCount != playgroundSystem.particleCount || _currentParticleMinLifetime != playgroundSystem.lifetimeMin || _currentParticleMaxLifetime != playgroundSystem.lifetime || _localSpace != (playgroundSystem.shurikenParticleSystem.simulationSpace == ParticleSystemSimulationSpace.Local))
            {
                ResetTrails();
            }

            // Set calculation matrix if this is local space
            if (_localSpace)
            {
                _localMatrix.SetTRS(playgroundSystem.particleSystemTransform.position, playgroundSystem.particleSystemTransform.rotation, playgroundSystem.particleSystemTransform.lossyScale);
            }

            // Check material
            if (material != _materialCache)
            {
                SetMaterial(material);
            }

            // Remove any trails that has ended
            if (_isDoneThread)
            {
                for (int i = 0; i < _trails.Count; i++)
                {
                    if (_trails[i].trailPoints != null && _trails[i].trailPoints.Count > 1 && _trails[i].trailPoints[_trails[i].trailPoints.Count - 1] != null && _trails[i].CanRemoveTrail())
                    {
                        RemoveTrail(i);
                        i--;
                        if (i < 0)
                        {
                            i = 0;
                        }
                        continue;
                    }
                }
            }

            // Consume the particle birth queue
            while (_birthQueue.Count > 0)
            {
                AddTrail(_birthQueue.Dequeue());
            }

            // Update all trail meshes and their render settings
            for (int i = 0; i < _trails.Count; i++)
            {
                ParticlePlaygroundTrail trail = _trails[i];
                // Set shadow casting/receiving
                trail.trailRenderer.receiveShadows = receiveShadows;
                                #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
                trail.trailRenderer.castShadows = castShadows;
                                #else
                trail.trailRenderer.shadowCastingMode = shadowCastingMode;
                                #endif
                if (_isDoneThread)
                {
                    trail.UpdateMesh();
                }
            }
            // Finally calculate all trails
            if (multithreading)
            {
                if (_isDoneThread)
                {
                    _calculationStartTime = Application.isPlaying? Time.time : Time.realtimeSinceStartup;
                    _isDoneThread         = false;
                    PlaygroundC.RunAsync(() => {
                        lock (_locker)
                        {
                            if (_isDoneThread)
                            {
                                return;
                            }
                            CalculateTrail();
                            _isDoneThread = true;
                        }
                    });
                }
            }
            else
            {
                _calculationStartTime = Application.isPlaying? Time.time : Time.realtimeSinceStartup;
                CalculateTrail();
            }
        }
Example #7
0
        void Update()
        {
            // Clamp values
            maxPoints = Mathf.Clamp(maxPoints, 2, 32767);

            // Set asynchronous available values
            if (billboardTransform != null)
            {
                _billboardTransformPosition = billboardTransform.position;
            }

            // Early out if no particles exist yet
            if (playgroundSystem == null || !playgroundSystem.IsReady() || playgroundSystem.IsSettingParticleCount() || playgroundSystem.IsSettingLifetime() || playgroundSystem.particleCache == null || playgroundSystem.particleCache.Length == 0)
            {
                return;
            }

            // Reset trails if a crucial state is changed
            if (_currentParticleCount != playgroundSystem.particleCount || _currentLoopValue != playgroundSystem.loop || _currentParticleMinLifetime != playgroundSystem.lifetimeMin || _currentParticleMaxLifetime != playgroundSystem.lifetime || _localSpace != (playgroundSystem.shurikenParticleSystem.simulationSpace == ParticleSystemSimulationSpace.Local))
            {
                ResetTrails();
            }

            // Set calculation matrix if this is local space
            if (_localSpace)
            {
                _localMatrix.SetTRS(playgroundSystem.particleSystemTransform.position, playgroundSystem.particleSystemTransform.rotation, playgroundSystem.particleSystemTransform.lossyScale);
            }

            // Check material
            if (material != _materialCache)
            {
                SetMaterial(material);
            }

            // Consume the particle birth queue
            while (_isDoneThread && _birthQueue.Count > 0)
            {
                // Reuse or create new trails
                bool canReuseTrail       = trails.Count > 0 && _trailReuseQueue.Count > 0;
                int  reuseQueuePeekValue = canReuseTrail? _trailReuseQueue.Peek() : 0;
                if (canReuseTrail && (reuseQueuePeekValue < 0 || reuseQueuePeekValue > trails.Count - 1 || !trails[reuseQueuePeekValue].IsQueuedForReuse()))
                {
                    _trailReuseQueue.Dequeue();
                    canReuseTrail = false;
                }
                if (canReuseTrail)
                {
                    ReuseTrail(_trailReuseQueue.Dequeue(), _birthQueue.Dequeue());
                }
                else
                {
                    CreateTrail(_birthQueue.Dequeue());
                }
            }

            // Remove any trails that has ended
            if (_isDoneThread)
            {
                for (int i = 0; i < trails.Count; i++)
                {
                    if (trails[i].trailPoints != null && trails[i].trailPoints.Count > 1 && trails[i].trailPoints[trails[i].trailPoints.Count - 1] != null && trails[i].CanRemoveTrail())
                    {
                        if (!trails[i].IsQueuedForReuse())
                        {
                            _trailReuseQueue.Enqueue(i);
                            trails[i].QueueForReuse();
                        }
                    }
                }
            }

            // Update all trail meshes and their render settings
            for (int i = 0; i < trails.Count; i++)
            {
                ParticlePlaygroundTrail trail = trails[i];
                // Set shadow casting/receiving
                trail.trailRenderer.receiveShadows = receiveShadows;
                                #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
                trail.trailRenderer.castShadows = castShadows;
                                #else
                trail.trailRenderer.shadowCastingMode = shadowCastingMode;
                                #endif
                if (_isDoneThread && !trail.IsQueuedForReuse())
                {
                    trail.UpdateMesh();
                }
            }

            // Check if there's any event listeners
            _hasTrailPointEventListener = trailPointEvent != null;

            // Check that the calculation delegate is assigned
            if (_trailsCalculationAction == null)
            {
                _trailsCalculationAction = CalculationDelegate;
            }

            _calculationStartTime = Application.isPlaying? Time.time : Time.realtimeSinceStartup;

            // Finally calculate all trails
            if (multithreading)
            {
                if (_isDoneThread)
                {
                    _isDoneThread = false;
                    PlaygroundC.RunAsync(_trailsCalculationAction);
                }
            }
            else
            {
                _isDoneThread = false;
                _trailsCalculationAction();
            }
        }