Пример #1
0
        private static void RenderCollisionBounds(ParticleSystem system, GizmoType gizmoType)
        {
            if (CollisionModuleUI.s_LastInteractedEditor == null)
            {
                return;
            }
            if (!CollisionModuleUI.s_LastInteractedEditor.m_VisualizeBounds)
            {
                return;
            }
            if (CollisionModuleUI.s_LastInteractedEditor.m_ParticleSystemUI.m_ParticleSystem != system)
            {
                return;
            }
            ParticleSystem.Particle[] array = new ParticleSystem.Particle[system.particleCount];
            int   particles = system.GetParticles(array);
            Color color     = Gizmos.color;

            Gizmos.color = Color.green;
            Matrix4x4 matrix4x = Matrix4x4.identity;

            if (system.simulationSpace == ParticleSystemSimulationSpace.Local)
            {
                matrix4x = system.transform.localToWorldMatrix;
            }
            for (int i = 0; i < particles; i++)
            {
                ParticleSystem.Particle particle = array[i];
                Gizmos.DrawWireSphere(matrix4x.MultiplyPoint(particle.position), particle.GetCurrentSize(system) * 0.5f * CollisionModuleUI.s_LastInteractedEditor.m_RadiusScale.floatValue);
            }
            Gizmos.color = color;
        }
Пример #2
0
    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();

        int numberOfParticles = m_particleSystem.GetParticles(m_particleArray);

        if (m_particleArray == null || m_particleArray.Length <= 0)
        {
            return;
        }

        for (int i = 0; i < numberOfParticles; i++)
        {
            ParticleSystem.Particle particle = m_particleArray[i];
            Vector2[] particleVertices       = new[] { Vector2.zero, Vector2.zero, Vector2.zero, Vector2.zero };
            float     size         = particle.GetCurrentSize(m_particleSystem) * m_sizeMultiplier;
            Vector3   partPosition = particle.position * m_sizeMultiplier;
            Vector2   partCorner1  = (Vector2)(partPosition) + new Vector2(-(size / 2), -(size / 2));
            Vector2   partCorner2  = (Vector2)(partPosition) + new Vector2((size / 2), (size / 2));

            particleVertices[0] = new Vector2(partCorner1.x, partCorner1.y);
            particleVertices[1] = new Vector2(partCorner1.x, partCorner2.y);
            particleVertices[2] = new Vector2(partCorner2.x, partCorner2.y);
            particleVertices[3] = new Vector2(partCorner2.x, partCorner1.y);

            particleVertices[0] = CanvasParticleHelper.RotatePointAroundPivot(particleVertices[0], partPosition, new Vector3(0, 0, -particle.rotation));
            particleVertices[1] = CanvasParticleHelper.RotatePointAroundPivot(particleVertices[1], partPosition, new Vector3(0, 0, -particle.rotation));
            particleVertices[2] = CanvasParticleHelper.RotatePointAroundPivot(particleVertices[2], partPosition, new Vector3(0, 0, -particle.rotation));
            particleVertices[3] = CanvasParticleHelper.RotatePointAroundPivot(particleVertices[3], partPosition, new Vector3(0, 0, -particle.rotation));

            Vector2[] particleUV = new Vector2[4];
            if (m_AtlasUVs != null && m_AtlasUVs.Count > 1)
            {
                int particleFrame = Mathf.FloorToInt((((particle.startLifetime - particle.remainingLifetime)) * m_AtlasUVs.Count) / particle.startLifetime);

                Vector4 textUV = m_AtlasUVs[particleFrame];
                particleUV[0] = new Vector2(textUV.x, textUV.w);
                particleUV[1] = new Vector2(textUV.x, textUV.y);
                particleUV[2] = new Vector2(textUV.z, textUV.y);
                particleUV[3] = new Vector2(textUV.z, textUV.w);
            }
            else
            {
                particleUV[0] = new Vector2(0, 1);
                particleUV[1] = Vector2.zero;
                particleUV[2] = new Vector2(1, 0);
                particleUV[3] = new Vector2(1, 1);
            }


            SetMesh(vh, particleVertices, particleUV, particle.GetCurrentColor(m_particleSystem));
        }
    }
Пример #3
0
        protected override void OnPopulateMesh(VertexHelper vh)
        {
            vh.Clear();
            if (!base.gameObject.activeInHierarchy)
            {
                return;
            }
            int particles = _particleSystem.GetParticles(_particles);

            for (int i = 0; i < particles; i++)
            {
                ParticleSystem.Particle particle = _particles[i];
                Vector2 vector       = ((_particleSystem.simulationSpace != 0) ? _transform.InverseTransformPoint(particle.position) : particle.position);
                float   num          = (0f - particle.rotation) * ((float)Math.PI / 180f);
                float   f            = num + (float)Math.PI / 2f;
                Color32 currentColor = particle.GetCurrentColor(_particleSystem);
                float   num2         = particle.GetCurrentSize(_particleSystem) * 0.5f;
                if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape)
                {
                    vector /= base.canvas.scaleFactor;
                }
                Vector4 uv = _uv;
                if (_textureSheetAnimation.enabled)
                {
                    float num3 = 1f - particle.remainingLifetime / particle.startLifetime;
                    num3 = Mathf.Repeat(num3 * (float)_textureSheetAnimation.cycleCount, 1f);
                    int num4 = 0;
                    switch (_textureSheetAnimation.animation)
                    {
                    case ParticleSystemAnimationType.WholeSheet:
                        num4 = Mathf.FloorToInt(num3 * (float)_textureSheetAnimationFrames);
                        break;

                    case ParticleSystemAnimationType.SingleRow:
                    {
                        num4 = Mathf.FloorToInt(num3 * (float)_textureSheetAnimation.numTilesX);
                        int rowIndex = _textureSheetAnimation.rowIndex;
                        num4 += rowIndex * _textureSheetAnimation.numTilesX;
                        break;
                    }
                    }
                    num4 %= _textureSheetAnimationFrames;
                    uv.x  = (float)(num4 % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
                    uv.y  = (float)Mathf.FloorToInt(num4 / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
                    uv.z  = uv.x + _textureSheedAnimationFrameSize.x;
                    uv.w  = uv.y + _textureSheedAnimationFrameSize.y;
                }
                ref UIVertex reference = ref _quad[0];
                reference      = UIVertex.simpleVert;
                _quad[0].color = currentColor;
                _quad[0].uv0   = new Vector2(uv.x, uv.y);
                ref UIVertex reference2 = ref _quad[1];
                // ...

                void LateUpdate()
                {
                    ParticleSystem.Particle[] particles =
                        new ParticleSystem.Particle[ps.particleCount];

                    int numOfParticles = ps.GetParticles(particles);

                    if (lights.Count != numOfParticles)
                    {
                        for (int i = 0; i < lights.Count; i++)
                        {
                            Destroy(lights[i].gameObject);
                        }

                        lights.Clear();

                        for (int i = 0; i < numOfParticles; i++)
                        {
                            GameObject go = Instantiate(template, transform) as GameObject;
                            go.name = "- " + (i + 1).ToString();

                            lights.Add(go.AddComponent <Light>());
                        }
                    }

                    ParticleSystem.MainModule m = ps.main;
                    bool worldSpace             = m.simulationSpace == ParticleSystemSimulationSpace.World;

                    for (int i = 0; i < numOfParticles; i++)
                    {
                        ParticleSystem.Particle p = particles[i];

                        Light light = lights[i];

                        //light.type = type;

                        //if (type == LightType.Spot)
                        //{
                        //    light.transform.rotation = Quaternion.Euler(p.rotation3D);
                        //}

                        light.range = p.GetCurrentSize(ps) * scale;
                        light.color = Color.Lerp(colour, p.GetCurrentColor(ps), colourFromParticle);

                        light.intensity = intensity;

                        light.shadows = shadows;

                        light.transform.position = worldSpace ? p.position : ps.transform.TransformPoint(p.position);
                    }
                }
Пример #5
0
 private static void RenderCollisionBounds(ParticleSystem system, GizmoType gizmoType)
 {
     if (((s_LastInteractedEditor != null) && s_LastInteractedEditor.m_VisualizeBounds) && (s_LastInteractedEditor.m_ParticleSystemUI.m_ParticleSystem == system))
     {
         ParticleSystem.Particle[] particles = new ParticleSystem.Particle[system.particleCount];
         int   num   = system.GetParticles(particles);
         Color color = Gizmos.color;
         Gizmos.color = Color.green;
         Matrix4x4 identity = Matrix4x4.identity;
         if (system.simulationSpace == ParticleSystemSimulationSpace.Local)
         {
             identity = system.transform.localToWorldMatrix;
         }
         for (int i = 0; i < num; i++)
         {
             ParticleSystem.Particle particle = particles[i];
             Vector3 center = identity.MultiplyPoint(particle.position);
             Gizmos.DrawWireSphere(center, (particle.GetCurrentSize(system) * 0.5f) * s_LastInteractedEditor.m_RadiusScale.floatValue);
         }
         Gizmos.color = color;
     }
 }
        void Update()
        {
            GetParticleSystem();

            int particlesAlive = particleSystem2D.GetParticles(particleArray);

            for (int p = 0; p < particlesAlive; p++)
            {
                ParticleSystem.Particle particle = particleArray [p];

                if (particle.remainingLifetime < 0.01f || particle.GetCurrentSize(particleSystem2D) < 0.01f)
                {
                    continue;
                }

                particle.startSize *= (1f - 5f * Time.deltaTime);

                particleArray[p] = particle;
            }

            particleSystem2D.SetParticles(particleArray, particlesAlive);
        }
Пример #7
0
        void LateUpdate()
        {
            if (Detector == null || _meshMode == MeshMode.Unsupported)
            {
                return;
            }

            switch (_meshMode)
            {
            case MeshMode.MeshRendered: {
                Matrix4x4 localToWorldMatrix = transform.localToWorldMatrix;
                UpdateMesh(localToWorldMatrix);
            }
            break;

            case MeshMode.ParticleRendered: {
                int numParticlesAlive = _particleSystem.GetParticles(_particles);
                if (numParticlesAlive > 0)            //只适用于单个粒子
                {
                    ParticleSystem.Particle particle = _particles[0];
                    Matrix4x4 localToWorldMatrix     = transform.localToWorldMatrix;

                    Vector3    particlePos = _particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : Vector3.zero;
                    Quaternion particleRot = Quaternion.Euler(particle.rotation3D);
                    float      scale       = particle.GetCurrentSize(_particleSystem);
                    if (scale == 0)
                    {
                        scale = 0.0001f;
                    }
                    Vector3   particleScale = new Vector3(scale, scale, scale);
                    Matrix4x4 matLocal      = Matrix4x4.TRS(particlePos, particleRot, particleScale);
                    localToWorldMatrix *= matLocal;

                    UpdateMesh(localToWorldMatrix);
                }
            }
            break;
            }
        }
Пример #8
0
        private void LateUpdate()
        {
            Init();

            // GetParticles is allocation free because we reuse the m_Particles buffer between updates
            int numParticlesAlive = m_CachedParticleSystem.GetParticles(m_ParticleSpawners);

            // Change only the particles that are alive
            for (int i = 0; i < numParticlesAlive; i++)
            {
                ParticleSystem.Particle p = m_ParticleSpawners[i];
                if (Vector3.Distance(p.position, m_PrevPosition[i]) > m_DistanceBetweenParticles)
                {
                    m_EmitParams.startSize = p.GetCurrentSize(m_CachedParticleSystem);
                    m_EmitParams.position  = p.position + Random.insideUnitSphere * m_PosDeviation;
                    m_PlumeParticles.Emit(m_EmitParams, 1);
                }
                m_PrevPosition[i] = p.position;
            }

            // Apply the particle changes to the particle system
            m_CachedParticleSystem.SetParticles(m_ParticleSpawners, numParticlesAlive);
        }
Пример #9
0
        private static void RenderCollisionBounds(ParticleSystem system, GizmoType gizmoType)
        {
            if (CollisionModuleUI.s_LastInteractedEditor == null || !CollisionModuleUI.s_LastInteractedEditor.m_VisualizeBounds || (Object)CollisionModuleUI.s_LastInteractedEditor.m_ParticleSystemUI.m_ParticleSystem != (Object)system)
            {
                return;
            }
            ParticleSystem.Particle[] particles1 = new ParticleSystem.Particle[system.particleCount];
            int   particles2 = system.GetParticles(particles1);
            Color color      = Gizmos.color;

            Gizmos.color = Color.green;
            Matrix4x4 matrix4x4 = Matrix4x4.identity;

            if (system.simulationSpace == ParticleSystemSimulationSpace.Local)
            {
                matrix4x4 = system.transform.localToWorldMatrix;
            }
            for (int index = 0; index < particles2; ++index)
            {
                ParticleSystem.Particle particle = particles1[index];
                Gizmos.DrawWireSphere(matrix4x4.MultiplyPoint(particle.position), particle.GetCurrentSize(system) * 0.5f * CollisionModuleUI.s_LastInteractedEditor.m_RadiusScale.floatValue);
            }
            Gizmos.color = color;
        }
Пример #10
0
    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();
            }
        }
    }
Пример #11
0
    protected override void OnPopulateMesh(VertexHelper vh)
    {
                #if UNITY_EDITOR
        if (!Application.isPlaying)
        {
            if (!Initialize())
            {
                return;
            }
        }
                #endif

        // prepare vertices
        vh.Clear();

        if (!gameObject.activeInHierarchy)
        {
            return;
        }

        // iterate through current particles
        int count = _particleSystem.GetParticles(_particles);

        for (int i = 0; i < count; ++i)
        {
            ParticleSystem.Particle particle = _particles[i];

            // get particle properties
            Vector2 position   = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
            float   rotation   = -particle.rotation * Mathf.Deg2Rad;
            float   rotation90 = rotation + Mathf.PI / 2;
            Color32 color      = particle.GetCurrentColor(_particleSystem);
            float   size       = particle.GetCurrentSize(_particleSystem) * 0.5f;

            // apply scale
            if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape)
            {
                position /= canvas.scaleFactor;
            }

            // apply texture sheet animation
            Vector4 particleUV = _uv;
            if (_textureSheetAnimation.enabled)
            {
                float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
                //                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:
                    frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
                    break;

                case ParticleSystemAnimationType.SingleRow:
                    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);
        }
    }
Пример #12
0
        protected override void OnPopulateMesh(VertexHelper vh)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                if (!Initialize())
                {
                    return;
                }
            }
#endif
            // prepare vertices
            vh.Clear();

            if (!gameObject.activeInHierarchy)
            {
                return;
            }

            if (!isInitialised && !pSystem.main.playOnAwake)
            {
                pSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
                isInitialised = true;
            }

            Vector2 temp    = Vector2.zero;
            Vector2 corner1 = Vector2.zero;
            Vector2 corner2 = Vector2.zero;
            // iterate through current particles
            int count = pSystem.GetParticles(particles);

            for (int i = 0; i < count; ++i)
            {
                ParticleSystem.Particle particle = particles[i];

                // get particle properties
#if UNITY_5_5_OR_NEWER
                Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
                Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
                float   rotation   = -particle.rotation * Mathf.Deg2Rad;
                float   rotation90 = rotation + Mathf.PI / 2;
                Color32 color      = particle.GetCurrentColor(pSystem);
                float   size       = particle.GetCurrentSize(pSystem) * 0.5f;

                // 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

                // apply texture sheet animation
                Vector4 particleUV = imageUV;
                if (textureSheetAnimation.enabled)
                {
#if UNITY_5_5_OR_NEWER
                    float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);

                    if (textureSheetAnimation.frameOverTime.curveMin != null)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
                    }
                    else if (textureSheetAnimation.frameOverTime.curve != null)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
                    }
                    else if (textureSheetAnimation.frameOverTime.constant > 0)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
                    }
#else
                    float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
#endif

                    frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
                    int frame = 0;

                    switch (textureSheetAnimation.animation)
                    {
                    case ParticleSystemAnimationType.WholeSheet:
                        frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
                        break;

                    case ParticleSystemAnimationType.SingleRow:
                        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) * textureSheetAnimationFrameSize.x;
                    particleUV.y = 1.0f - Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
                    particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
                    particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
                }

                temp.x = particleUV.x;
                temp.y = particleUV.y;

                _quad[0]       = UIVertex.simpleVert;
                _quad[0].color = color;
                _quad[0].uv0   = temp;

                temp.x         = particleUV.x;
                temp.y         = particleUV.w;
                _quad[1]       = UIVertex.simpleVert;
                _quad[1].color = color;
                _quad[1].uv0   = temp;

                temp.x         = particleUV.z;
                temp.y         = particleUV.w;
                _quad[2]       = UIVertex.simpleVert;
                _quad[2].color = color;
                _quad[2].uv0   = temp;

                temp.x         = particleUV.z;
                temp.y         = particleUV.y;
                _quad[3]       = UIVertex.simpleVert;
                _quad[3].color = color;
                _quad[3].uv0   = temp;

                if (rotation == 0)
                {
                    // no rotation
                    corner1.x = position.x - size;
                    corner1.y = position.y - size;
                    corner2.x = position.x + size;
                    corner2.y = position.y + size;

                    temp.x            = corner1.x;
                    temp.y            = corner1.y;
                    _quad[0].position = temp;
                    temp.x            = corner1.x;
                    temp.y            = corner2.y;
                    _quad[1].position = temp;
                    temp.x            = corner2.x;
                    temp.y            = corner2.y;
                    _quad[2].position = temp;
                    temp.x            = corner2.x;
                    temp.y            = corner1.y;
                    _quad[3].position = temp;
                }
                else
                {
                    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

                        // 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);
            }
        }
Пример #13
0
        protected override void OnPopulateMesh(VertexHelper vh)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                if (!Initialize())
                {
                    return;
                }
            }
#endif
            // prepare vertices
            vh.Clear();

            if (!gameObject.activeInHierarchy)
            {
                return;
            }

            Vector2 temp    = Vector2.zero;
            Vector2 corner1 = Vector2.zero;
            Vector2 corner2 = Vector2.zero;
            // iterate through current particles
            int count = pSystem.GetParticles(particles);

            for (int i = 0; i < count; ++i)
            {
                ParticleSystem.Particle particle = particles[i];

                // get particle properties
                Vector2 position   = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
                float   rotation   = -particle.rotation * Mathf.Deg2Rad;
                float   rotation90 = rotation + Mathf.PI / 2;
                Color32 color      = particle.GetCurrentColor(pSystem);
                float   size       = particle.GetCurrentSize(pSystem) * 0.5f;

                // apply scale
                if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
                {
                    position /= canvas.scaleFactor;
                }

                // apply texture sheet animation
                Vector4 particleUV = imageUV;
                if (textureSheetAnimation.enabled)
                {
                    float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);

                    if (textureSheetAnimation.frameOverTime.curveMin != null)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
                    }
                    else if (textureSheetAnimation.frameOverTime.curve != null)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
                    }
                    else if (textureSheetAnimation.frameOverTime.constant > 0)
                    {
                        frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
                    }

                    frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
                    int frame = 0;

                    switch (textureSheetAnimation.animation)
                    {
                    case ParticleSystemAnimationType.WholeSheet:
                        frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
                        break;

                    case ParticleSystemAnimationType.SingleRow:
                        frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);

                        int row = textureSheetAnimation.rowIndex;
                        frame += row * textureSheetAnimation.numTilesX;
                        break;
                    }

                    frame %= textureSheetAnimationFrames;

                    particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
                    particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
                    particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
                    particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
                }

                temp.x = particleUV.x;
                temp.y = particleUV.y;

                _quad[0]       = UIVertex.simpleVert;
                _quad[0].color = color;
                _quad[0].uv0   = temp;

                temp.x         = particleUV.x;
                temp.y         = particleUV.w;
                _quad[1]       = UIVertex.simpleVert;
                _quad[1].color = color;
                _quad[1].uv0   = temp;

                temp.x         = particleUV.z;
                temp.y         = particleUV.w;
                _quad[2]       = UIVertex.simpleVert;
                _quad[2].color = color;
                _quad[2].uv0   = temp;

                temp.x         = particleUV.z;
                temp.y         = particleUV.y;
                _quad[3]       = UIVertex.simpleVert;
                _quad[3].color = color;
                _quad[3].uv0   = temp;

                if (rotation == 0)
                {
                    // no rotation
                    corner1.x = position.x - size;
                    corner1.y = position.y - size;
                    corner2.x = position.x + size;
                    corner2.y = position.y + size;

                    temp.x            = corner1.x;
                    temp.y            = corner1.y;
                    _quad[0].position = temp;
                    temp.x            = corner1.x;
                    temp.y            = corner2.y;
                    _quad[1].position = temp;
                    temp.x            = corner2.x;
                    temp.y            = corner2.y;
                    _quad[2].position = temp;
                    temp.x            = corner2.x;
                    temp.y            = corner1.y;
                    _quad[3].position = temp;
                }
                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);
            }
        }
        public void ReconstructParticleSystem()
        {
            foreach (ParticleCollider curParticleCollider in particleColliders)
            {
                GameObject curGO = curParticleCollider.gameObject;
                ParticleSystem.Particle curParticle = curParticleCollider.Particle;

                float   rotationCorrection = 1f;
                Vector3 pivot = particleSystemRenderer.pivot;
                Vector3 size  = curParticle.GetCurrentSize3D(particleSys);

                // Get hierarchy scale
                Vector3 transformScale = particleSys.transform.localScale;

                // Apply position
                switch (particleSys.main.simulationSpace)
                {
                case ParticleSystemSimulationSpace.Local:
                    curGO.transform.SetParent(particleSys.gameObject.transform);
                    curGO.transform.localPosition = curParticle.position;

                    pivot = Vector3.Scale(pivot, transformScale);
                    break;

                case ParticleSystemSimulationSpace.World:
                    curGO.transform.SetParent(null);
                    curGO.transform.position = curParticle.position;

                    size = Vector3.Scale(size, transformScale);
                    break;
                }

                switch (particleSystemRenderer.renderMode)
                {
                case ParticleSystemRenderMode.Billboard:
                    // Billboard to camera
                    curGO.transform.LookAt(curGO.transform.position + cam.transform.rotation * Vector3.forward, cam.transform.rotation * Vector3.up);

                    rotationCorrection = -1f;
                    break;

                case ParticleSystemRenderMode.Mesh:
                    curGO.transform.rotation = Quaternion.identity;

                    // For mesh pivots, Z is Y and Y is Z
                    pivot.z = particleSystemRenderer.pivot.y * -1f;
                    pivot.y = particleSystemRenderer.pivot.z * -1f;

                    pivot *= curParticle.GetCurrentSize(particleSys);
                    break;

                default:
                    Debug.LogError("Unsupported render mode " + particleSystemRenderer.renderMode);
                    break;
                }

                // Apply rotation
                curGO.transform.Rotate(new Vector3(curParticle.rotation3D.x, curParticle.rotation3D.y, curParticle.rotation3D.z * rotationCorrection));

                // Apply scale
                curGO.transform.localScale = size;

                // Apply pivot
                pivot = Vector3.Scale(pivot, size);
                curGO.transform.position += (curGO.transform.right * pivot.x);
                curGO.transform.position += (curGO.transform.up * pivot.y);
                curGO.transform.position += (curGO.transform.forward * pivot.z * -1f);

                // Apply texture sheet animation
                ParticleSystem.TextureSheetAnimationModule texModule = particleSys.textureSheetAnimation;
                if (texModule.enabled)
                {
                    SubUVTextureInfo subUV = new SubUVTextureInfo(texModule, curParticle);

                    switch (texModule.animation)
                    {
                    case ParticleSystemAnimationType.WholeSheet:
                        curParticleCollider.gameObject.GetComponent <MeshRenderer>().material.mainTextureScale  = new Vector2(1 / subUV.columns, 1 / subUV.rows);
                        curParticleCollider.gameObject.GetComponent <MeshRenderer>().material.mainTextureOffset = new Vector2(subUV.currentColumn / subUV.columns, (subUV.rows - subUV.currentRow - 1) / subUV.rows);

                        break;

                    case ParticleSystemAnimationType.SingleRow:
                        Debug.Log("Single Row texture sheet animations currently not supported.");

                        break;

                    default:
                        Debug.Log("Unsupported texture sheet animation animation type.");

                        break;
                    }
                }

                // Apply color
                Color    particleColor = curParticle.GetCurrentColor(particleSys);
                Material mat           = curGO.GetComponent <MeshRenderer>().material;
                Color    matColor      = particleSystemRenderer.material.GetColor(TINT_COLOR);
                curGO.GetComponent <MeshRenderer>().material.SetColor(TINT_COLOR, particleColor * matColor);
            }
        }
Пример #15
0
        private void LateUpdate()
        {
            if (m_UseMesh)
            {
                m_Verticies.Clear();
                m_Triangles.Clear();
                m_VertexColors.Clear();
            }

            CreateOrUpdateArrays();

            m_PS.GetParticles(m_Particles);
            m_ParticleCount = m_PS.particleCount;

            m_VertexIndex = 0;
            m_LineIndex   = 0;

            if (m_UseMesh)
            {
                for (int i = 0; i < m_ParticleCount; ++i)
                {
                    m_ParticleMeshData[i].ClearData();
                }
            }

            switch (m_ParticleMainModule.simulationSpace)
            {
            case ParticleSystemSimulationSpace.Local:
            {
                m_SimulationTransform = transform;
                break;
            }

            case ParticleSystemSimulationSpace.World:
            {
                m_SimulationTransform       = transform;
                m_SimulationTransformMatrix = transform.worldToLocalMatrix;
                break;
            }

            case ParticleSystemSimulationSpace.Custom:
            {
                m_SimulationTransform       = m_ParticleMainModule.customSimulationSpace;
                m_SimulationTransformMatrix = m_SimulationTransform.localToWorldMatrix * transform.worldToLocalMatrix;
                break;
            }
            }

            for (int i = 0; i < m_ParticleCount; ++i)
            {
                ParticleSystem.Particle firstParticle = m_Particles[i];
                int currentLinesCount = 0;

                if (m_LineIndex >= m_MaxLinesCount)
                {
                    break;
                }

                for (int j = i + 1; j < m_ParticleCount; ++j)
                {
                    if (currentLinesCount >= m_MaxLinesPerParticle || m_LineIndex >= m_MaxLinesCount)
                    {
                        break;
                    }

                    ParticleSystem.Particle secondParticle = m_Particles[j];

                    float particleSqrDst = (firstParticle.position - secondParticle.position).sqrMagnitude;

                    if (particleSqrDst < m_SearchDst * m_SearchDst)
                    {
                        LineRenderer line = GetNextLine();

                        line.useWorldSpace = m_ParticleMainModule.simulationSpace == ParticleSystemSimulationSpace.World;

                        line.SetPosition(0, firstParticle.position);
                        line.SetPosition(1, secondParticle.position);

                        //Set line Width
                        line.startWidth = Mathf.Lerp(m_LineWidths[0], firstParticle.GetCurrentSize(m_PS), m_LineSizeFromParticle);
                        line.endWidth   = Mathf.Lerp(m_LineWidths[1], secondParticle.GetCurrentSize(m_PS), m_LineSizeFromParticle);

                        //Set Line Color
                        line.startColor = Color.Lerp(m_LineColors[0], firstParticle.GetCurrentColor(m_PS), m_LineColorFromParticle);
                        line.endColor   = Color.Lerp(m_LineColors[1], secondParticle.GetCurrentColor(m_PS), m_LineColorFromParticle);

                        ++m_LineIndex;
                        ++currentLinesCount;

                        if (m_UseMesh)
                        {
                            m_ParticleMeshData[i].AddNeighbor(j);
                        }
                    }
                }
            }

            //Hide unused lines
            for (int i = m_LineIndex; i < m_LinePool.Count; ++i)
            {
                m_LinePool[i].gameObject.SetActive(false);
            }

            if (m_UseMesh)
            {
                SetUpMesh();
            }
            else
            {
                m_Mesh.Clear();
            }
        }
Пример #16
0
        private void DrawParticleBillboard(ParticleSystem.Particle particle, VertexHelper vh)
        {
            var center = particle.position;

            var rotation = Quaternion.Euler(particle.rotation3D);

            if (ParticleSystem.main.simulationSpace == ParticleSystemSimulationSpace.World)
            {
                center = rectTransform.InverseTransformPoint(center);
            }

            float timeAlive       = particle.startLifetime - particle.remainingLifetime;
            float globalTimeAlive = timeAlive / particle.startLifetime;

            Vector3 size3D = Vector3.zero;

                    #if UNITY_5_4_OR_NEWER
            size3D = particle.GetCurrentSize3D(ParticleSystem);
            #else
            var size = particle.GetCurrentSize(ParticleSystem);
            size3D = new Vector3(size, size, size);
            #endif

            if (m_RenderMode == UiParticleRenderMode.StreachedBillboard)
            {
                GetStrechedBillboardsSizeAndRotation(particle, globalTimeAlive, ref size3D, ref rotation);
            }


            var leftTop     = new Vector3(-size3D.x * 0.5f, size3D.y * 0.5f);
            var rightTop    = new Vector3(size3D.x * 0.5f, size3D.y * 0.5f);
            var rightBottom = new Vector3(size3D.x * 0.5f, -size3D.y * 0.5f);
            var leftBottom  = new Vector3(-size3D.x * 0.5f, -size3D.y * 0.5f);


            leftTop     = rotation * leftTop + center;
            rightTop    = rotation * rightTop + center;
            rightBottom = rotation * rightBottom + center;
            leftBottom  = rotation * leftBottom + center;

            Color32 color32 = particle.GetCurrentColor(ParticleSystem);
            var     i       = vh.currentVertCount;

            Vector2[] uvs = new Vector2[4];

            if (!ParticleSystem.textureSheetAnimation.enabled)
            {
                uvs [0] = new Vector2(0f, 0f);
                uvs [1] = new Vector2(0f, 1f);
                uvs [2] = new Vector2(1f, 1f);
                uvs [3] = new Vector2(1f, 0f);
            }
            else
            {
                var textureAnimator = ParticleSystem.textureSheetAnimation;

                float lifeTimePerCycle = particle.startLifetime / textureAnimator.cycleCount;
                float timePerCycle     = timeAlive % lifeTimePerCycle;

                float timeAliveAnim01 = timePerCycle / lifeTimePerCycle;;                 // in percents


                float frame01;
                var   totalFramesCount = textureAnimator.numTilesY * textureAnimator.numTilesX;
                #if UNITY_5_4_OR_NEWER
                frame01 = textureAnimator.frameOverTime.Evaluate(timeAliveAnim01);
                #else
                frame01 = m_FrameOverLifetime.Evaluate(timeAliveAnim01, (int)particle.randomSeed, 0, totalFramesCount - 1);
                #endif



                var frame = 0f;
                switch (textureAnimator.animation)
                {
                case ParticleSystemAnimationType.WholeSheet:
                {
                    frame = Mathf.Clamp(Mathf.Floor(frame01 * totalFramesCount), 0, totalFramesCount - 1);
                    break;
                }

                case ParticleSystemAnimationType.SingleRow:
                {
                    frame = Mathf.Clamp(Mathf.Floor(frame01 * textureAnimator.numTilesX), 0, textureAnimator.numTilesX - 1);
                    int row = textureAnimator.rowIndex;
                    if (textureAnimator.useRandomRow)
                    {
                        Random.InitState((int)particle.randomSeed);
                        row = Random.Range(0, textureAnimator.numTilesY);
                    }
                    frame += row * textureAnimator.numTilesX;
                    break;
                }
                }


                int x = (int)frame % textureAnimator.numTilesX;
                int y = (int)frame / textureAnimator.numTilesY;


                var xDelta = 1f / textureAnimator.numTilesX;
                var yDelta = 1f / textureAnimator.numTilesY;
                y = textureAnimator.numTilesY - 1 - y;
                var sX = x * xDelta;
                var sY = y * yDelta;
                var eX = sX + xDelta;
                var eY = sY + yDelta;

                uvs [0] = new Vector2(sX, sY);
                uvs [1] = new Vector2(sX, eY);
                uvs [2] = new Vector2(eX, eY);
                uvs [3] = new Vector2(eX, sY);
            }

            vh.AddVert(leftBottom, color32, uvs [0]);
            vh.AddVert(leftTop, color32, uvs [1]);
            vh.AddVert(rightTop, color32, uvs [2]);
            vh.AddVert(rightBottom, color32, uvs [3]);

            vh.AddTriangle(i, i + 1, i + 2);
            vh.AddTriangle(i + 2, i + 3, i);
        }
Пример #17
0
 /// <summary>
 ///  Handles the particle update
 /// </summary>
 /// <param name="particle">Current assigned particle</param>
 protected override void HandleParticleUpdate(ParticleSystem.Particle particle, ParticleSystem particleSystem)
 {
     this.lightSource.intensity = this.intensitySizeRelation * particle.GetCurrentSize(particleSystem);
     this.lightSource.color     = particle.GetCurrentColor(particleSystem);
 }