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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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feat: add particle attractor component
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204
Scripts/UIParticleAttractor.cs
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204
Scripts/UIParticleAttractor.cs
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using UnityEngine;
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using Coffee.UIParticleExtensions;
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using UnityEngine.Events;
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using System;
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namespace Coffee.UIExtensions
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{
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[ExecuteAlways]
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public class UIParticleAttractor : MonoBehaviour
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{
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public enum Movement
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{
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Linear,
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Smooth,
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Sphere,
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}
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[SerializeField]
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private ParticleSystem m_ParticleSystem;
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[Range(0.1f, 10f)]
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[SerializeField]
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private float m_DestinationRadius = 1;
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[Range(0f, 0.95f)]
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[SerializeField]
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private float m_DelayRate = 0;
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[Range(0.001f, 100f)]
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[SerializeField]
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private float m_MaxSpeed = 1;
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[SerializeField]
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private Movement m_Movement;
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[SerializeField]
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private UnityEvent m_OnAttracted;
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public float delay
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{
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get
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{
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return m_DelayRate;
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}
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set
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{
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m_DelayRate = value;
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}
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}
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public float maxSpeed
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{
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get
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{
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return m_MaxSpeed;
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}
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set
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{
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m_MaxSpeed = value;
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}
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}
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public Movement movement
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{
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get
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{
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return m_Movement;
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}
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set
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{
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m_Movement = value;
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}
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}
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private UIParticle _uiParticle;
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private void OnEnable()
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{
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if (m_ParticleSystem == null)
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{
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Debug.LogError("No particle system attached to particle attractor script", this);
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enabled = false;
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return;
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}
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_uiParticle = m_ParticleSystem.GetComponentInParent<UIParticle>();
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if (_uiParticle && !_uiParticle.particles.Contains(m_ParticleSystem))
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{
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_uiParticle = null;
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}
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UIParticleUpdater.Register(this);
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}
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private void OnDisable()
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{
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_uiParticle = null;
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UIParticleUpdater.Unregister(this);
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}
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internal void Attract()
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{
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if (m_ParticleSystem == null) return;
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var count = m_ParticleSystem.particleCount;
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if (count == 0) return;
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var particles = ParticleSystemExtensions.GetParticleArray(count);
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m_ParticleSystem.GetParticles(particles, count);
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var dstPos = GetDestinationPosition();
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for (var i = 0; i < count; i++)
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{
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// Attracted
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var p = particles[i];
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if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius)
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{
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p.remainingLifetime = 0f;
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particles[i] = p;
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if (m_OnAttracted != null)
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{
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try
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{
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m_OnAttracted.Invoke();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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continue;
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}
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// Calc attracting time
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var delayTime = p.startLifetime * m_DelayRate;
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var duration = p.startLifetime - delayTime;
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var time = Mathf.Max(0, p.startLifetime - p.remainingLifetime - delayTime);
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// Delay
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if (time <= 0) continue;
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// Attract
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p.position = GetAttractedPosition(p.position, dstPos, duration, time);
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p.velocity *= 0.5f;
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particles[i] = p;
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}
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m_ParticleSystem.SetParticles(particles, count);
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}
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private Vector3 GetDestinationPosition()
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{
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var isUI = _uiParticle && _uiParticle.enabled;
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var psPos = m_ParticleSystem.transform.position;
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var attractorPos = transform.position;
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var dstPos = attractorPos;
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if (m_ParticleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local)
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{
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dstPos = m_ParticleSystem.transform.InverseTransformPoint(dstPos);
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if (isUI)
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{
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dstPos = dstPos.GetScaled(_uiParticle.transform.localScale, _uiParticle.scale3D.Inverse());
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}
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}
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else
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying && isUI)
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{
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var diff = dstPos - psPos;
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diff = diff.GetScaled(_uiParticle.transform.localScale, _uiParticle.scale3D.Inverse());
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return psPos + diff;
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}
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#endif
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if (isUI)
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{
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dstPos.Scale(_uiParticle.transform.localScale);
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dstPos.Scale(_uiParticle.scale3D.Inverse());
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}
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}
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return dstPos;
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}
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private Vector3 GetAttractedPosition(Vector3 current, Vector3 target, float duration, float time)
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{
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var speed = m_MaxSpeed;
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switch (m_Movement)
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{
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case Movement.Linear:
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speed /= duration;
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break;
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case Movement.Smooth:
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target = Vector3.Lerp(current, target, time / duration);
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break;
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case Movement.Sphere:
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target = Vector3.Slerp(current, target, time / duration);
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break;
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}
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return Vector3.MoveTowards(current, target, speed);
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}
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}
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}
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