310 lines
11 KiB
C#
310 lines
11 KiB
C#
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/*--------------------------------------------------------------------------------------------------------------------
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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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* 解决问题:
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* 1、粒子超出mask区域后不可见
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* 2、粒子与UI的层级遮挡
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* 3、粒子的分辨率适配
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* -------------------------------------------------------------------------------------------------------------------*/
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using UnityEngine;
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using UnityEngine.UI;
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[ExecuteInEditMode]
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[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
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public class UIParticleSystem : MaskableGraphic
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{
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public bool fixedTime = true;
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[Range(1, 40)]
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public int maxParticleCount = 15;
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private Transform _transform;
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private ParticleSystem pSystem;
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private ParticleSystem.Particle[] particles;
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private UIVertex[] _quad = new UIVertex[4];
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private Vector4 imageUV = Vector4.zero;
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private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
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private int textureSheetAnimationFrames;
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private Vector2 textureSheetAnimationFrameSize;
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private ParticleSystemRenderer pRenderer;
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private Material currentMaterial;
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private Texture currentTexture;
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private ParticleSystem.MainModule mainModule;
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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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return currentTexture;
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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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if (pSystem == null)
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{
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pSystem = GetComponent<ParticleSystem>();
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if (pSystem == null)
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{
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return false;
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}
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mainModule = pSystem.main;
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//最大存活粒子数限制为15,不要太大,影响效率
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if (pSystem.main.maxParticles > maxParticleCount)
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{
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mainModule.maxParticles = maxParticleCount;
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}
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pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
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if (pRenderer != null)
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{
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pRenderer.material = null;
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pRenderer.enabled = false;
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}
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currentMaterial = material;
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if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
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{
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currentTexture = currentMaterial.mainTexture;
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if (currentTexture == null)
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currentTexture = Texture2D.whiteTexture;
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}
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material = currentMaterial;
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// automatically set scaling
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mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
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particles = null;
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}
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if (particles == null)
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particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
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imageUV = new Vector4(0, 0, 1, 1);
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// prepare texture sheet animation
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textureSheetAnimation = pSystem.textureSheetAnimation;
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textureSheetAnimationFrames = 0;
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textureSheetAnimationFrameSize = 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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textureSheetAnimationFrameSize = 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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enabled = false;
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//不需要响应事件
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raycastTarget = false;
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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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Vector2 temp = Vector2.zero;
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Vector2 corner1 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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// iterate through current particles
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int count = pSystem.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 = (mainModule.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(pSystem);
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float size = particle.GetCurrentSize(pSystem) * 0.5f;
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// apply scale
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if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
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position /= canvas.scaleFactor;
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// apply texture sheet animation
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Vector4 particleUV = imageUV;
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if (textureSheetAnimation.enabled)
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{
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float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
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if (textureSheetAnimation.frameOverTime.curveMin != null)
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{
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frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
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}
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else if (textureSheetAnimation.frameOverTime.curve != null)
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{
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frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
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}
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else if (textureSheetAnimation.frameOverTime.constant > 0)
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{
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frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
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}
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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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frame += row * textureSheetAnimation.numTilesX;
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break;
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}
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if (textureSheetAnimationFrames == 0)
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{
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textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
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textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
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}
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frame %= textureSheetAnimationFrames;
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particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
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particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
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particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
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particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
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}
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temp.x = particleUV.x;
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temp.y = particleUV.y;
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_quad[0] = UIVertex.simpleVert;
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_quad[0].color = color;
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_quad[0].uv0 = temp;
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temp.x = particleUV.x;
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temp.y = particleUV.w;
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_quad[1] = UIVertex.simpleVert;
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_quad[1].color = color;
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_quad[1].uv0 = temp;
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temp.x = particleUV.z;
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temp.y = 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 = temp;
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temp.x = particleUV.z;
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temp.y = particleUV.y;
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_quad[3] = UIVertex.simpleVert;
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_quad[3].color = color;
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_quad[3].uv0 = temp;
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if (rotation == 0)
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{
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// no rotation
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corner1.x = position.x - size;
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corner1.y = position.y - size;
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corner2.x = position.x + size;
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corner2.y = position.y + size;
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temp.x = corner1.x;
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temp.y = corner1.y;
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_quad[0].position = temp;
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temp.x = corner1.x;
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temp.y = corner2.y;
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_quad[1].position = temp;
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temp.x = corner2.x;
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temp.y = corner2.y;
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_quad[2].position = temp;
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temp.x = corner2.x;
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temp.y = corner1.y;
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_quad[3].position = temp;
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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 (!fixedTime && Application.isPlaying)
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{
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pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
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SetAllDirty();
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if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
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(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
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{
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pSystem = null;
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Initialize();
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}
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}
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}
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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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else
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{
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if (fixedTime)
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{
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pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
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SetAllDirty();
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if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
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(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
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{
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pSystem = null;
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Initialize();
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}
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}
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}
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if (material == currentMaterial)
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return;
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pSystem = null;
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Initialize();
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}
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}
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