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182 lines
6.5 KiB
C#
182 lines
6.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.BossRoom.VisualEffects
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{
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/// <summary>
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/// Utility script attached to special-effects prefabs. These prefabs are
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/// used by various ActionFX that need to show special short-lived graphics
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/// such as "charging up" particles, ground path indicators, etc.
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///
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/// There are two different conceptual "modes":
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/// - keep running until somebody explicitly calls Shutdown() (this is used by Actions with indeterminate durations; set m_AutoShutdownTime to -1)
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/// - automatically call Shutdown() after a fixed amount of time (set m_AutoShutdownTime to the number of seconds)
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///
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/// Note that whichever mode is used, Shutdown() may be called prematurely by whoever owns this graphic
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/// in the case of aborted actions.
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///
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/// Once Shutdown() is called (one way or another), the object self-destructs after the particles end
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/// (or after a specific additional amount of time).
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/// </summary>
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///
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/// <remarks>
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/// When a particle system ends, it usually needs to stick around for a little while
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/// to let the last remaining particles finish rendering. Shutdown() turns off particles,
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/// and then self-destructs after the particles are all gone. ParticleSystems can technically
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/// self-destruct on their own after being stopped: see the "Stop Action" field in the
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/// ParticleSystem's inspector. But this script also acts as a way to self-destruct non-particle
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/// graphics, and if you're implementing object pooling (for improved mobile performance), this
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/// class can be refactored to move itself into an object pool instead of self-destructing.
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/// </remarks>
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public class SpecialFXGraphic : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("Particles that should be stopped on Shutdown")]
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public List<ParticleSystem> m_ParticleSystemsToTurnOffOnShutdown;
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[SerializeField]
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[Tooltip("If this graphic should automatically Shutdown after a certain time, set it here (in seconds). -1 means no auto-shutdown.")]
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private float m_AutoShutdownTime = -1;
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[SerializeField]
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[Tooltip("After Shutdown, how long before we self-destruct? 0 means no self destruct. -1 means self-destruct after ALL particles have disappeared")]
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private float m_PostShutdownSelfDestructTime = -1;
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[SerializeField]
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[Tooltip("If this graphic should keep its spawn rotation during its lifetime.")]
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bool m_StayAtSpawnRotation;
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// track when Shutdown() is called so we don't try to do it twice
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private bool m_IsShutdown = false;
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// we keep a reference to our self-destruction coroutine in case we need to abort it prematurely
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private Coroutine coroWaitForSelfDestruct = null;
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Quaternion m_StartRotation;
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private void Start()
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{
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m_StartRotation = transform.rotation;
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if (m_AutoShutdownTime != -1)
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{
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coroWaitForSelfDestruct = StartCoroutine(CoroWaitForSelfDestruct());
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}
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}
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public void Shutdown()
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{
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if (!m_IsShutdown)
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{
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foreach (var particleSystem in m_ParticleSystemsToTurnOffOnShutdown)
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{
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if (particleSystem)
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{
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particleSystem.Stop();
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}
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}
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// now, when and how do we fully destroy ourselves?
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if (m_PostShutdownSelfDestructTime >= 0)
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{
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// we have a fixed-time, so just destroy ourselves after that time
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Destroy(gameObject, m_PostShutdownSelfDestructTime);
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}
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else if (m_PostShutdownSelfDestructTime == -1)
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{
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// special case! It means "keep checking the particles and self-destruct when they're all fully done"
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StartCoroutine(CoroWaitForParticlesToEnd());
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}
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m_IsShutdown = true;
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}
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}
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private IEnumerator CoroWaitForParticlesToEnd()
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{
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bool foundAliveParticles;
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do
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{
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yield return new WaitForEndOfFrame();
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foundAliveParticles = false;
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foreach (var particleSystem in m_ParticleSystemsToTurnOffOnShutdown)
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{
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if (particleSystem.IsAlive())
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{
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foundAliveParticles = true;
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}
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}
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} while (foundAliveParticles);
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if (coroWaitForSelfDestruct != null)
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{
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StopCoroutine(coroWaitForSelfDestruct);
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}
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Destroy(gameObject);
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yield break;
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}
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private IEnumerator CoroWaitForSelfDestruct()
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{
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yield return new WaitForSeconds(m_AutoShutdownTime);
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coroWaitForSelfDestruct = null;
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if (!m_IsShutdown)
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{
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Shutdown();
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}
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}
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void Update()
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{
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if (m_StayAtSpawnRotation)
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{
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transform.rotation = m_StartRotation;
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}
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// A custom editor that provides a button in the Inspector to auto-add all the
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/// particle systems in a SpecialFXGraphic (so we don't have to manually maintain the list).
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/// </summary>
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[CustomEditor(typeof(SpecialFXGraphic))]
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public class SpecialFXGraphicEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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if (GUILayout.Button("Auto-Add All Particle Systems"))
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{
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AddAllParticleSystems((SpecialFXGraphic)target);
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}
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}
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private void AddAllParticleSystems(SpecialFXGraphic specialFxGraphic)
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{
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if (specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown == null)
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{
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specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown = new List<ParticleSystem>();
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}
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specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown.Clear();
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foreach (var particleSystem in specialFxGraphic.GetComponentsInChildren<ParticleSystem>())
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{
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specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown.Add(particleSystem);
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}
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}
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}
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#endif
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}
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