310 lines
11 KiB
C#
310 lines
11 KiB
C#
/*--------------------------------------------------------------------------------------------------------------------
|
||
* Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
|
||
* 解决问题:
|
||
* 1、粒子超出mask区域后不可见
|
||
* 2、粒子与UI的层级遮挡
|
||
* 3、粒子的分辨率适配
|
||
* -------------------------------------------------------------------------------------------------------------------*/
|
||
|
||
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
|
||
[ExecuteInEditMode]
|
||
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
|
||
public class UIParticleSystem : MaskableGraphic
|
||
{
|
||
public bool fixedTime = true;
|
||
[Range(1, 40)]
|
||
public int maxParticleCount = 15;
|
||
|
||
private Transform _transform;
|
||
private ParticleSystem pSystem;
|
||
private ParticleSystem.Particle[] particles;
|
||
private UIVertex[] _quad = new UIVertex[4];
|
||
private Vector4 imageUV = Vector4.zero;
|
||
private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
|
||
private int textureSheetAnimationFrames;
|
||
private Vector2 textureSheetAnimationFrameSize;
|
||
private ParticleSystemRenderer pRenderer;
|
||
|
||
private Material currentMaterial;
|
||
|
||
private Texture currentTexture;
|
||
|
||
private ParticleSystem.MainModule mainModule;
|
||
|
||
public override Texture mainTexture
|
||
{
|
||
get
|
||
{
|
||
return currentTexture;
|
||
}
|
||
}
|
||
|
||
protected bool Initialize()
|
||
{
|
||
// initialize members
|
||
if (_transform == null)
|
||
{
|
||
_transform = transform;
|
||
}
|
||
if (pSystem == null)
|
||
{
|
||
pSystem = GetComponent<ParticleSystem>();
|
||
|
||
if (pSystem == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
mainModule = pSystem.main;
|
||
//最大存活粒子数限制为15,不要太大,影响效率
|
||
if (pSystem.main.maxParticles > maxParticleCount)
|
||
{
|
||
mainModule.maxParticles = maxParticleCount;
|
||
}
|
||
|
||
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
|
||
if (pRenderer != null)
|
||
{
|
||
pRenderer.material = null;
|
||
pRenderer.enabled = false;
|
||
}
|
||
|
||
currentMaterial = material;
|
||
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
|
||
{
|
||
currentTexture = currentMaterial.mainTexture;
|
||
if (currentTexture == null)
|
||
currentTexture = Texture2D.whiteTexture;
|
||
}
|
||
material = currentMaterial;
|
||
// automatically set scaling
|
||
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
|
||
|
||
particles = null;
|
||
}
|
||
if (particles == null)
|
||
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
|
||
|
||
imageUV = new Vector4(0, 0, 1, 1);
|
||
|
||
// prepare texture sheet animation
|
||
textureSheetAnimation = pSystem.textureSheetAnimation;
|
||
textureSheetAnimationFrames = 0;
|
||
textureSheetAnimationFrameSize = Vector2.zero;
|
||
if (textureSheetAnimation.enabled)
|
||
{
|
||
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
|
||
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
protected override void Awake()
|
||
{
|
||
base.Awake();
|
||
if (!Initialize())
|
||
enabled = false;
|
||
//不需要响应事件
|
||
raycastTarget = false;
|
||
}
|
||
|
||
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;
|
||
|
||
}
|
||
|
||
if (textureSheetAnimationFrames == 0)
|
||
{
|
||
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
|
||
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
|
||
}
|
||
|
||
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);
|
||
}
|
||
}
|
||
|
||
void Update()
|
||
{
|
||
if (!fixedTime && Application.isPlaying)
|
||
{
|
||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||
SetAllDirty();
|
||
|
||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||
{
|
||
pSystem = null;
|
||
Initialize();
|
||
}
|
||
}
|
||
}
|
||
|
||
void LateUpdate()
|
||
{
|
||
if (!Application.isPlaying)
|
||
{
|
||
SetAllDirty();
|
||
}
|
||
else
|
||
{
|
||
if (fixedTime)
|
||
{
|
||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||
SetAllDirty();
|
||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||
{
|
||
pSystem = null;
|
||
Initialize();
|
||
}
|
||
}
|
||
}
|
||
if (material == currentMaterial)
|
||
return;
|
||
pSystem = null;
|
||
Initialize();
|
||
}
|
||
}
|