3.0.0-preview.1

# [3.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.3.0...v3.0.0-preview.1) (2020-02-12)

### Bug Fixes

* change the text in the inspector to make it more understandable. ([7ca0b6f](7ca0b6fa34)), closes [#66](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/66)
* editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh ([e5ebadd](e5ebadd847)), closes [#69](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/69)
* getting massive errors on editor ([ef82fa8](ef82fa82a6)), closes [#67](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/67)
* heavy editor UI ([d3b470a](d3b470a2be))
* remove a menu to add overlay camera ([f5d3b6e](f5d3b6edb5))
* rotating the particle rect may cause out of bounds ([3439842](3439842119)), closes [#55](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/55)
* scale will be decrease on editor ([0c59846](0c59846f11))
* UI darker than normal when change to linear color space ([db4d8a7](db4d8a742c)), closes [#57](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/57)

### Build System

* update develop environment ([9fcf169](9fcf169cd3))

### Features

* add menu to import sample ([b8b1827](b8b1827318))
* add samples test ([287b5cc](287b5cc832))
* **editor:** add osc package (portable mode) ([6c7f880](6c7f880435))

### BREAKING CHANGES

* update develop environment to Unity 2018.3.
Unity 2018.2 will continue to be supported.
This commit is contained in:
semantic-release-bot
2020-02-12 12:38:06 +00:00
parent 9c525ad0f0
commit a4cbebeb29
69 changed files with 91322 additions and 1294 deletions

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/// Credit glennpow, Zarlang
/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
/// Updated by Zarlang with a more robust implementation, including TextureSheet annimation support
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Demos
{
#if UNITY_5_3_OR_NEWER
[ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
public class UIParticleSystem_Demo : MaskableGraphic
{
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
public bool fixedTime = true;
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;
#if UNITY_5_5_OR_NEWER
private ParticleSystem.MainModule mainModule;
#endif
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;
}
#if UNITY_5_5_OR_NEWER
mainModule = pSystem.main;
if (pSystem.main.maxParticles > 14000)
{
mainModule.maxParticles = 14000;
}
#else
if (pSystem.maxParticles > 14000)
pSystem.maxParticles = 14000;
#endif
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
if (pRenderer != null)
pRenderer.enabled = false;
//Shader foundShader = Shader.Find("UI Extensions/Particles/Additive");
//Material pMaterial = new Material(foundShader);
//if (material == null)
//material = pMaterial;
currentMaterial = material;
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
{
currentTexture = currentMaterial.mainTexture;
if (currentTexture == null)
currentTexture = Texture2D.whiteTexture;
}
material = currentMaterial;
// automatically set scaling
#if UNITY_5_5_OR_NEWER
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
#else
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
#endif
particles = null;
}
#if UNITY_5_5_OR_NEWER
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
#else
if (particles == null)
particles = new ParticleSystem.Particle[pSystem.maxParticles];
#endif
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;
}
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
#if UNITY_5_5_OR_NEWER
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#else
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
#endif
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 UNITY_5_5_OR_NEWER
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
// apply texture sheet animation
Vector4 particleUV = imageUV;
if (textureSheetAnimation.enabled)
{
#if UNITY_5_5_OR_NEWER
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);
}
#else
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
#endif
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;
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
// }
frame += row * textureSheetAnimation.numTilesX;
break;
}
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();
}
}
#endif
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Collections.Generic;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo : MonoBehaviour
{
[SerializeField] ParticleSystem [] m_ParticleSystems = new ParticleSystem [0];
[SerializeField] List<Transform> m_ScalingByTransforms = new List<Transform> ();
[SerializeField] List<UIParticle> m_ScalingByUIParticles = new List<UIParticle> ();
public void SetTimeScale (float scale)
{
Time.timeScale = scale;
}
public void EnableTrailRibbon (bool ribbonMode)
{
foreach (var p in m_ParticleSystems)
{
var trails = p.trails;
trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle;
}
}
public void EnableSprite (bool enabled)
{
foreach (var p in m_ParticleSystems)
{
var tex = p.textureSheetAnimation;
tex.enabled = enabled;
}
}
public void EnableMask (bool enabled)
{
foreach (var m in FindObjectsOfType<Mask> ())
{
m.enabled = enabled;
}
}
public void EnableMask2D (bool enabled)
{
foreach (var m in FindObjectsOfType<RectMask2D> ())
{
m.enabled = enabled;
}
}
public void SetScale (float scale)
{
m_ScalingByTransforms.ForEach (x => x.localScale = Vector3.one * (10 * scale));
m_ScalingByUIParticles.ForEach (x => x.scale = scale);
}
public void SetUIParticleScale (float scale)
{
foreach (var uip in FindObjectsOfType<UIParticle> ())
{
uip.scale = scale;
}
}
public void LoadScene (string name)
{
SceneManager.LoadScene (name);
}
public void PlayAllParticleEffect ()
{
foreach (var animator in FindObjectsOfType<Animator> ())
{
animator.Play ("Play");
}
foreach (var particle in FindObjectsOfType<ParticleSystem> ())
{
particle.Play ();
}
}
public void SetWorldSpase (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
GetComponent<Canvas> ().renderMode = RenderMode.WorldSpace;
transform.rotation = Quaternion.Euler (new Vector3 (0, 6, 0));
}
}
public void SetScreenSpase (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
}
}
public void SetOverlay (bool flag)
{
if (flag)
{
GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceOverlay;
}
}
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