You've already forked ParticleEffectForUGUI
mirror of
https://github.com/mob-sakai/ParticleEffectForUGUI.git
synced 2026-05-14 20:20:06 +00:00
fix #23; In overlay, particle size is too small
This commit is contained in:
110
UIParticleOverlayCamera.cs
Normal file
110
UIParticleOverlayCamera.cs
Normal file
@@ -0,0 +1,110 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Coffee.UIExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
[ExecuteInEditMode]
|
||||
public class UIParticleOverlayCamera : MonoBehaviour
|
||||
{
|
||||
//################################
|
||||
// Public/Protected Members.
|
||||
//################################
|
||||
/// <summary>
|
||||
/// Get instance object.
|
||||
/// If instance does not exist, Find instance in scene, or create new one.
|
||||
/// </summary>
|
||||
public static UIParticleOverlayCamera instance
|
||||
{
|
||||
get
|
||||
{
|
||||
// Find instance in scene, or create new one.
|
||||
if (object.ReferenceEquals (s_Instance, null))
|
||||
{
|
||||
s_Instance = FindObjectOfType<UIParticleOverlayCamera> () ?? new GameObject (typeof (UIParticleOverlayCamera).Name, typeof (UIParticleOverlayCamera)).GetComponent<UIParticleOverlayCamera> ();
|
||||
s_Instance.gameObject.SetActive (true);
|
||||
s_Instance.enabled = true;
|
||||
}
|
||||
return s_Instance;
|
||||
}
|
||||
}
|
||||
|
||||
public static Camera GetCameraForOvrelay (Canvas canvas)
|
||||
{
|
||||
var i = instance;
|
||||
var rt = canvas.rootCanvas.transform as RectTransform;
|
||||
var cam = i.cameraForOvrelay;
|
||||
var trans = i.transform;
|
||||
cam.enabled = false;
|
||||
|
||||
var pos = rt.localPosition;
|
||||
cam.orthographic = true;
|
||||
cam.orthographicSize = Mathf.Max (pos.x, pos.y);
|
||||
cam.nearClipPlane = 0.3f;
|
||||
cam.farClipPlane = 1000f;
|
||||
pos.z -= 100;
|
||||
trans.localPosition = pos;
|
||||
|
||||
return cam;
|
||||
}
|
||||
|
||||
//################################
|
||||
// Private Members.
|
||||
//################################
|
||||
Camera cameraForOvrelay { get { return m_Camera ? m_Camera : (m_Camera = GetComponent<Camera> ()) ? m_Camera : (m_Camera = gameObject.AddComponent<Camera> ()); } }
|
||||
Camera m_Camera;
|
||||
static UIParticleOverlayCamera s_Instance;
|
||||
|
||||
/// <summary>
|
||||
/// Awake is called when the script instance is being loaded.
|
||||
/// </summary>
|
||||
void Awake ()
|
||||
{
|
||||
// Hold the instance.
|
||||
if (s_Instance == null)
|
||||
{
|
||||
s_Instance = GetComponent<UIParticleOverlayCamera> ();
|
||||
}
|
||||
// If the instance is duplicated, destroy itself.
|
||||
else if (s_Instance != this)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning ("Multiple " + typeof (UIParticleOverlayCamera).Name + " in scene.", this.gameObject);
|
||||
enabled = false;
|
||||
#if UNITY_EDITOR
|
||||
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
DestroyImmediate (gameObject);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
Destroy (gameObject);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
cameraForOvrelay.enabled = false;
|
||||
|
||||
// Singleton has DontDestroy flag.
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
DontDestroyOnLoad (gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This function is called when the MonoBehaviour will be destroyed.
|
||||
/// </summary>
|
||||
void OnDestroy ()
|
||||
{
|
||||
// Clear instance on destroy.
|
||||
if (s_Instance == this)
|
||||
{
|
||||
s_Instance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user