Esempio n. 1
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    // Use this for initialization
    protected override void OnInit()
    {
        if (transform != null)
        {
            mDefaultPos = transform.localPosition;
        }

        if (mSpinningRender != null)
        {
            mSpinningRender.gameObject.SetActive(false);
        }
        if (mDefaultRender != null)
        {
            mDefaultRender.SetActive(true);
        }

        if (DynamicAtlasManager.IsAvailable(mDynamicAtlasType) && !string.IsNullOrEmpty(spriteName))
        {
            TryRegisterDACallbacks();
            TryLoadDynamicSprite();
        }

        if (mSpriteName != null)
        {
            if (GameEngine.Instance != null)
            {
                GameEngine.Instance.LTStaticAtlas.LoadStaticAtlas(mSpriteName, succ => {
                    SetStaticSpriteAtlas();
                });
            }
        }

        base.OnInit();
    }
Esempio n. 2
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    static DynamicAtlasManager()
    {
        GameObject gameObject = new GameObject("DynamicAtlasParent");

        DontDestroyOnLoad(gameObject);
        DynamicAtlasManager.Instance = gameObject.AddComponent <DynamicAtlasManager>();
    }
Esempio n. 3
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 void TryRegisterUVCallback()
 {
     if (!m_UVCallbackAdded)
     {
         DynamicAtlasManager.GetInstance().AddSpriteUVUpdateCallback(m_DynamicAtlasType, MarkAsChanged);
     }
 }
Esempio n. 4
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 void UpdateUV()
 {
     if (AtlasType == FXAtlasType.Static)
     {
         if (m_Atlas != null)
         {
             Texture texture = m_Atlas.spriteMaterial.mainTexture;
             if (texture != null)
             {
                 m_SpriteUV.Set(m_Sprite.x, m_Sprite.y, m_Sprite.width, m_Sprite.height);
                 m_SpriteUV = NGUIMath.ConvertToTexCoords(m_SpriteUV, texture.width, texture.height);
             }
         }
     }
     else if (AtlasType == FXAtlasType.Dynamic)
     {
         DynamicAtlasManager dynamic_atlas_manager = DynamicAtlasManager.GetInstance();
         if (dynamic_atlas_manager != null)
         {
             DynamicAtlas the_atlas = dynamic_atlas_manager.GetDynamicAtlas(m_DynamicAtlasType);
             if (the_atlas != null)
             {
                 Texture texture = the_atlas.m_Material.mainTexture;
                 if (texture != null && m_Sprite != null)
                 {
                     m_SpriteUV.Set(m_Sprite.x, m_Sprite.y, m_Sprite.width, m_Sprite.height);
                     m_SpriteUV = NGUIMath.ConvertToTexCoords(m_SpriteUV, texture.width, texture.height);
                 }
             }
         }
     }
 }
Esempio n. 5
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    void OnTextureAsyncFailed()
    {
        if (isLoadHeroHead)
        {
            return;
        }

        if (spriteName.Equals(DynamicAtlas.CurrentAsyncedTexture))
        {
            if (mSpinningRender != null)
            {
                mSpinningRender.gameObject.SetActive(false);
            }
        }

        DynamicSpriteData sprite_data = DynamicAtlasManager.GetInstance().GetAtlasSprite(spriteName, mDynamicAtlasType) as DynamicSpriteData;

        if (sprite_data == null || sprite_data.TextureReference == null)
        {
            if (mDefaultRender != null)
            {
                mDefaultRender.SetActive(true);
            }
        }
    }
Esempio n. 6
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    /// <summary>
    /// Retrieve the atlas sprite referenced by the spriteName field.
    /// </summary>

    public UISpriteData GetAtlasSprite()
    {
        if (isLoadHeroHead)
        {
            return(null);
        }

        if (!mSpriteSet)
        {
            mSprite = null;
        }

        if (mSprite == null)
        {
            if (!string.IsNullOrEmpty(mSpriteName))
            {
                UISpriteData sp = null;
                // get sprite data from dynamic atlas
                if (DynamicAtlasManager.IsAvailable(mDynamicAtlasType))
                {
                    sp = DynamicAtlasManager.GetInstance().GetAtlasSprite(mSpriteName, mDynamicAtlasType);
                }
                if (sp == null)
                {
                    return(null);
                }
                SetAtlasSprite(sp);
            }
        }
        return(mSprite);
    }
Esempio n. 7
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 public void MarkAsChanged()
 {
     m_Changed = true;
     if (DynamicAtlasManager.IsAvailable(m_DynamicAtlasType))
     {
         m_Sprite = DynamicAtlasManager.GetInstance().GetAtlasSprite(m_SpriteName, m_DynamicAtlasType);
     }
 }
Esempio n. 8
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 void UnregisterUVCallback()
 {
     if (m_UVCallbackAdded)
     {
         DynamicAtlasManager.GetInstance().RemoveSpriteUVUpdateCallback(m_DynamicAtlasType, MarkAsChanged);
         m_UVCallbackAdded = false;
     }
 }
Esempio n. 9
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 void UnloadDynamicSprite()
 {
     if (m_DynamicSpriteLoaded)
     {
         DynamicAtlasManager.GetInstance().UnloadDynamicSprite(m_SpriteName, m_DynamicAtlasType);
         m_DynamicSpriteLoaded = false;
     }
 }
Esempio n. 10
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    void Awake()
    {
        m_instance = this;

        if (Application.isPlaying)
        {
            DontDestroyOnLoad(gameObject);
        }
    }
Esempio n. 11
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 void TryLoadDynamicSprite()
 {
     if (!m_DynamicSpriteLoaded)
     {
         if (!string.IsNullOrEmpty(m_LastSpriteName))
         {
             DynamicAtlasManager.GetInstance().UnloadDynamicSprite(m_LastSpriteName, m_DynamicAtlasType);
         }
         DynamicAtlasManager.GetInstance().LoadDynamicSprite(m_SpriteName, m_DynamicAtlasType);
         m_DynamicSpriteLoaded = true;
     }
 }
Esempio n. 12
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    void OnDisable()
    {
        if (AtlasType == FXAtlasType.Dynamic)
        {
            if (DynamicAtlasManager.IsAvailable(m_DynamicAtlasType))
            {
                UnloadDynamicSprite();
                UnregisterUVCallback();
            }
        }

        //RemoveParticleObjects();
    }
Esempio n. 13
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    void ShutDown()
    {
        EnableRenderer(false);

        if (AtlasType == FXAtlasType.Dynamic)
        {
            if (DynamicAtlasManager.IsAvailable(m_DynamicAtlasType))
            {
                UnloadDynamicSprite();
                UnregisterUVCallback();
            }
        }
    }
Esempio n. 14
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    void TryRegisterDACallbacks()
    {
        if (isLoadHeroHead)
        {
            return;
        }

        if (!mDACallbackFlag)
        {
            DynamicAtlasManager.GetInstance().AddSpriteUVUpdateCallback(mDynamicAtlasType, OnUVUpdated);
            DynamicAtlasManager.GetInstance().AddTextureAsyncCallback(mDynamicAtlasType, OnTextureAsyncSucceeded, OnTextureAsyncFailed);
            mDACallbackFlag = true;
        }
    }
Esempio n. 15
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    void UnloadDynamicSprite()
    {
        if (isLoadHeroHead)
        {
            return;
        }

        if (mLoadFlag)
        {
            DynamicAtlasManager.GetInstance().UnloadDynamicSprite(mSpriteName, mDynamicAtlasType);
            mLoadFlag = false;
            mSprite   = null;
        }
    }
Esempio n. 16
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    void UnregisterDACallbacks()
    {
        if (isLoadHeroHead)
        {
            return;
        }

        if (mDACallbackFlag)
        {
            DynamicAtlasManager.GetInstance().RemoveSpriteUVUpdateCallback(mDynamicAtlasType, OnUVUpdated);
            DynamicAtlasManager.GetInstance().RemoveTextureAsyncCallback(mDynamicAtlasType, OnTextureAsyncSucceeded, OnTextureAsyncFailed);
            mDACallbackFlag = false;
        }
    }
Esempio n. 17
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    //use this for disable notification
    protected override void OnDisable()
    {
        if (isLoadHeroHead)
        {
            return;
        }

        base.OnDisable();

        if (DynamicAtlasManager.IsAvailable(mDynamicAtlasType) && !string.IsNullOrEmpty(spriteName))
        {
            UnloadDynamicSprite();
            UnregisterDACallbacks();
        }
    }
Esempio n. 18
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    void Update()
    {
        if (AtlasType == FXAtlasType.Dynamic)
        {
            if (DynamicAtlasManager.IsAvailable(m_DynamicAtlasType))
            {
                TryRegisterUVCallback();
                TryLoadDynamicSprite();
            }
        }
        if (m_Changed)
        {
            UpdateSprite();
            m_Changed = false;
        }

#if UNITY_EDITOR
        UpdateGeometry();
#endif
    }
Esempio n. 19
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    public void TryLoadDynamicSprite()
    {
        if (isLoadHeroHead || GameEngine.Instance.LTStaticAtlas.IsHeadAtlas(spriteName))
        {
            return;
        }

        if (!mLoadFlag)
        {
            if (!string.IsNullOrEmpty(spriteName))
            {
                if (mSpinningRender != null)
                {
                    mSpinningRender.SetActive(true);
                }
                if (mDefaultRender != null)
                {
                    mDefaultRender.SetActive(true);
                }

                UISpriteData sp = DynamicAtlasManager.GetInstance().GetAtlasSprite(spriteName, mDynamicAtlasType);
                if (sp != null)
                {
                    // already loaded
                    if (mSpinningRender != null)
                    {
                        mSpinningRender.SetActive(false);
                    }
                    if (mDefaultRender != null)
                    {
                        mDefaultRender.SetActive(false);
                    }
                }

                // reload, add reference
                DynamicAtlasManager.GetInstance().LoadDynamicSprite(mSpriteName, mDynamicAtlasType);
            }

            mLoadFlag = true;
        }
    }
Esempio n. 20
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    // Update is called once per frame
    protected override void OnUpdate()
    {
        base.OnUpdate();

        if (DynamicAtlasManager.IsAvailable(mDynamicAtlasType) && !string.IsNullOrEmpty(spriteName))
        {
            TryRegisterDACallbacks();
            TryLoadDynamicSprite();
        }

        if (mChanged || !mSpriteSet)
        {
            mSpriteSet = true;
            mChanged   = true;

            if (mSprite != null)
            {
                mSprite = ClipAtlasSprite(mOriginSprite);
            }
        }
    }
Esempio n. 21
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    void Update()
    {
        m_CurrentTime += Time.deltaTime;
        if (m_CurrentTime >= Duration)
        {
            m_CurrentTime = 0;
        }

        if (AtlasType == FXAtlasType.Dynamic)
        {
            if (DynamicAtlasManager.IsAvailable(m_DynamicAtlasType))
            {
                TryRegisterUVCallback();
                TryLoadDynamicSprite();
            }
        }

        if (m_Changed)
        {
            UpdateSprite();
        }
    }
Esempio n. 22
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    void UpdateGeometry()
    {
#if UNITY_EDITOR
        if (mUpdateFrame != Time.frameCount || !Application.isPlaying)
#else
        if (mUpdateFrame != Time.frameCount)
#endif
        {
            mUpdateFrame = Time.frameCount;

            if (GetComponent <ParticleSystem>() != null)
            {
                //
                int max_particles = GetComponent <ParticleSystem>().maxParticles;
                m_Particles.Adjust(max_particles);
                bool isBufferChanged = m_Meshes.Adjust(max_particles, true);

                ParticleSystem.Particle[] particles = m_Particles.GetBuffer();
                GetComponent <ParticleSystem>().GetParticles(particles);

                //
                ParticleMesh[] meshes         = m_Meshes.GetBuffer();
                int            mesh_count     = meshes.Length;
                int            particle_count = GetComponent <ParticleSystem>().particleCount;

                if (isBufferChanged)
                {
                    UnityEngine.Profiling.Profiler.BeginSample("FXBillboardParticle 001");
                    for (int i = particle_count; i < mesh_count; i++)
                    {
                        if (meshes[i].m_Renderer != null)
                        {
                            meshes[i].m_Renderer.enabled = false;
                        }
                    }
                    UnityEngine.Profiling.Profiler.EndSample();
                }

                UnityEngine.Profiling.Profiler.BeginSample("FXBillboardParticle 002");
                for (int i = 0; i < particle_count; i++)
                {
                    ParticleSystem.Particle particle = particles[i];

                    float     factor           = (particle.startLifetime - particle.remainingLifetime) / particle.startLifetime;
                    float     size             = particle.GetCurrentSize(GetComponent <ParticleSystem>()) * Mathf.Lerp(FromSize, ToSize, factor);
                    Matrix4x4 transform_matrix = Matrix4x4.TRS(particle.position,
                                                               Quaternion.AngleAxis(particle.rotation, -Camera.main.transform.forward),
                                                               new Vector3(size, size, size));

                    meshes[i].PreUpdate(transform);

                    if (AtlasType == FXAtlasType.Static)
                    {
                        if (meshes[i].m_Renderer != null && m_Atlas != null)
                        {
                            meshes[i].m_Renderer.sharedMaterial = m_Atlas.spriteMaterial;
                            meshes[i].m_Renderer.enabled        = true;
                        }
                    }
                    else if (AtlasType == FXAtlasType.Dynamic)
                    {
                        DynamicAtlasManager dynamic_atlas_manager = DynamicAtlasManager.GetInstance();
                        if (meshes[i].m_Renderer != null && dynamic_atlas_manager != null)
                        {
                            DynamicAtlas dynamic_atlas = dynamic_atlas_manager.GetDynamicAtlas(m_DynamicAtlasType);
                            if (dynamic_atlas != null)
                            {
                                meshes[i].m_Renderer.sharedMaterial = dynamic_atlas.m_Material;
                                meshes[i].m_Renderer.enabled        = true;
                            }
                        }
                    }

                    if (GetComponent <ParticleSystem>().simulationSpace == ParticleSystemSimulationSpace.Local)
                    {
                        meshes[i].m_Vertices[0].Set(-0.5f, -0.5f, 0);
                        meshes[i].m_Vertices[0] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[0]);

                        meshes[i].m_Vertices[1].Set(-0.5f, 0.5f, 0);
                        meshes[i].m_Vertices[1] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[1]);

                        meshes[i].m_Vertices[2].Set(0.5f, 0.5f, 0);
                        meshes[i].m_Vertices[2] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[2]);

                        meshes[i].m_Vertices[3].Set(0.5f, -0.5f, 0);
                        meshes[i].m_Vertices[3] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[3]);
                    }
                    else
                    {
                        Matrix4x4 world2local_matrix = transform.worldToLocalMatrix;

                        meshes[i].m_Vertices[0].Set(-0.5f, -0.5f, 0);
                        meshes[i].m_Vertices[0] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[0]);
                        meshes[i].m_Vertices[0] = world2local_matrix.MultiplyPoint(meshes[i].m_Vertices[0]);

                        meshes[i].m_Vertices[1].Set(-0.5f, 0.5f, 0);
                        meshes[i].m_Vertices[1] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[1]);
                        meshes[i].m_Vertices[1] = world2local_matrix.MultiplyPoint(meshes[i].m_Vertices[1]);

                        meshes[i].m_Vertices[2].Set(0.5f, 0.5f, 0);
                        meshes[i].m_Vertices[2] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[2]);
                        meshes[i].m_Vertices[2] = world2local_matrix.MultiplyPoint(meshes[i].m_Vertices[2]);

                        meshes[i].m_Vertices[3].Set(0.5f, -0.5f, 0);
                        meshes[i].m_Vertices[3] = transform_matrix.MultiplyPoint(meshes[i].m_Vertices[3]);
                        meshes[i].m_Vertices[3] = world2local_matrix.MultiplyPoint(meshes[i].m_Vertices[3]);
                    }

                    //
                    Rect  uv          = m_SpriteUV;
                    float frame       = TileX * TileY * factor;
                    int   frame_index = (int)frame;
                    int   frameX      = frame_index % TileX;
                    int   frameY      = TileY - frame_index / TileY - 1;
                    float stepX       = m_SpriteUV.width / (float)TileX;
                    float stepY       = m_SpriteUV.height / (float)TileY;
                    uv.Set(stepX * frameX + m_SpriteUV.x, stepY * frameY + m_SpriteUV.y, stepX, stepY);

                    meshes[i].m_UVs[0].Set(uv.xMin, uv.yMin);
                    meshes[i].m_UVs[1].Set(uv.xMin, uv.yMax);
                    meshes[i].m_UVs[2].Set(uv.xMax, uv.yMax);
                    meshes[i].m_UVs[3].Set(uv.xMax, uv.yMin);

                    //
                    Color color = particle.GetCurrentColor(GetComponent <ParticleSystem>()) * Color.Lerp(FromColor, ToColor, factor);
                    meshes[i].m_Colors[0] = color;
                    meshes[i].m_Colors[1] = color;
                    meshes[i].m_Colors[2] = color;
                    meshes[i].m_Colors[3] = color;

                    meshes[i].m_Indices[0] = 0;
                    meshes[i].m_Indices[1] = 1;
                    meshes[i].m_Indices[2] = 2;
                    meshes[i].m_Indices[3] = 0;
                    meshes[i].m_Indices[4] = 2;
                    meshes[i].m_Indices[5] = 3;

                    meshes[i].Update();
                }
                UnityEngine.Profiling.Profiler.EndSample();
            }
        }
    }
Esempio n. 23
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 void OnDestroy()
 {
     m_instance = null;
 }