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PlumberUltimateAds/Assets/Scripts/MS/UIParticleSystem.cs

215 lines
6.2 KiB
C#

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/*
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CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源
CGSOSO 主打游戏开发影视设计等CG资源素材。
插件如若商用,请务必官网购买!
daily assets update for try.
U should buy the asset from home store if u use it in your project!
*/
using System;
using UnityEngine;
using UnityEngine.Sprites;
using UnityEngine.UI;
namespace MS
{
[ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(ParticleSystem))]
public class UIParticleSystem : MaskableGraphic
{
public Texture particleTexture;
public Sprite particleSprite;
private Transform _transform;
private ParticleSystem _particleSystem;
private ParticleSystem.Particle[] _particles;
private UIVertex[] _quad = new UIVertex[4];
private Vector4 _uv = Vector4.zero;
private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
private int _textureSheetAnimationFrames;
private Vector2 _textureSheedAnimationFrameSize;
public override Texture mainTexture
{
get
{
if ((bool)particleTexture)
{
return particleTexture;
}
if ((bool)particleSprite)
{
return particleSprite.texture;
}
return null;
}
}
protected bool Initialize()
{
if (_transform == null)
{
_transform = base.transform;
}
if (_particleSystem == null)
{
_particleSystem = GetComponent<ParticleSystem>();
if (_particleSystem == null)
{
return false;
}
ParticleSystemRenderer particleSystemRenderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
if (particleSystemRenderer == null)
{
particleSystemRenderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
}
Material sharedMaterial = particleSystemRenderer.sharedMaterial;
if ((bool)sharedMaterial && sharedMaterial.HasProperty("_MainTex"))
{
particleTexture = sharedMaterial.mainTexture;
}
Material material = new Material(Shader.Find("Legacy Shaders/Particles/Alpha Blended"));
if (Application.isPlaying)
{
particleSystemRenderer.material = material;
}
_particleSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
_particles = null;
}
if (_particles == null)
{
_particles = new ParticleSystem.Particle[_particleSystem.maxParticles];
}
if ((bool)particleTexture)
{
_uv = new Vector4(0f, 0f, 1f, 1f);
}
else if ((bool)particleSprite)
{
_uv = DataUtility.GetOuterUV(particleSprite);
}
_textureSheetAnimation = _particleSystem.textureSheetAnimation;
_textureSheetAnimationFrames = 0;
_textureSheedAnimationFrameSize = Vector2.zero;
if (_textureSheetAnimation.enabled)
{
_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
_textureSheedAnimationFrameSize = new Vector2(1f / (float)_textureSheetAnimation.numTilesX, 1f / (float)_textureSheetAnimation.numTilesY);
}
return true;
}
protected override void Awake()
{
base.Awake();
if (!Initialize())
{
base.enabled = false;
}
}
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 a = (_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)
{
a /= 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;
}
_quad[0] = UIVertex.simpleVert;
_quad[0].color = currentColor;
_quad[0].uv0 = new Vector2(uv.x, uv.y);
_quad[1] = UIVertex.simpleVert;
_quad[1].color = currentColor;
_quad[1].uv0 = new Vector2(uv.x, uv.w);
_quad[2] = UIVertex.simpleVert;
_quad[2].color = currentColor;
_quad[2].uv0 = new Vector2(uv.z, uv.w);
_quad[3] = UIVertex.simpleVert;
_quad[3].color = currentColor;
_quad[3].uv0 = new Vector2(uv.z, uv.y);
if (num == 0f)
{
Vector2 vector = new Vector2(a.x - num2, a.y - num2);
Vector2 vector2 = new Vector2(a.x + num2, a.y + num2);
_quad[0].position = new Vector2(vector.x, vector.y);
_quad[1].position = new Vector2(vector.x, vector2.y);
_quad[2].position = new Vector2(vector2.x, vector2.y);
_quad[3].position = new Vector2(vector2.x, vector.y);
}
else
{
Vector2 b = new Vector2(Mathf.Cos(num), Mathf.Sin(num)) * num2;
Vector2 b2 = new Vector2(Mathf.Cos(f), Mathf.Sin(f)) * num2;
_quad[0].position = a - b - b2;
_quad[1].position = a - b + b2;
_quad[2].position = a + b + b2;
_quad[3].position = a + b - b2;
}
vh.AddUIVertexQuad(_quad);
}
}
private void Update()
{
if (Application.isPlaying)
{
_particleSystem.Simulate(Time.unscaledDeltaTime, withChildren: false, restart: false);
SetAllDirty();
}
}
}
}