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3.0.0-preview.18
# [3.0.0-preview.18](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.17...v3.0.0-preview.18) (2020-08-19) ### Bug Fixes * AsmdefEx is no longer required ([50e749c](50e749c183)) * fix camera for baking mesh ([6395a4f](6395a4fa74)) * support .Net Framework 3.5 (again) ([23fcb06](23fcb06bf9)) ### Features * 3.0.0 updater ([f99292b](f99292b9a1)) * add menu to create UIParticle ([14f1c78](14f1c782ff)) * Combine baked meshes to improve performance ([633d058](633d058756)) * improve performance ([77c056a](77c056ad5f)) * optimization for vertices transforms and adding node for trails ([e070e8d](e070e8d5ee)), closes [#75](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/75) * option to ignoring canvas scaling ([fe85fed](fe85fed3c0)) * support 3d scaling ([42a84bc](42a84bc5e1)) * support custom simulation space ([a83e647](a83e64761c)), closes [#78](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/78) * support for particle systems including trail only ([f389d39](f389d39953)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61) ### BREAKING CHANGES * The bake-task has changed significantly. It may look different from previous versions.
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56
Scripts/AnimatableProperty.cs
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56
Scripts/AnimatableProperty.cs
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using System;
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using UnityEngine;
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namespace Coffee.UIExtensions
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{
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[System.Serializable]
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public class AnimatableProperty : ISerializationCallbackReceiver
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{
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public enum ShaderPropertyType
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{
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Color,
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Vector,
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Float,
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Range,
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Texture,
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}
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[SerializeField] string m_Name = "";
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[SerializeField] ShaderPropertyType m_Type = ShaderPropertyType.Vector;
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public int id { get; private set; }
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public ShaderPropertyType type
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{
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get { return m_Type; }
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}
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public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
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{
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switch (type)
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{
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case ShaderPropertyType.Color:
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material.SetColor(id, mpb.GetColor(id));
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break;
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case ShaderPropertyType.Vector:
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material.SetVector(id, mpb.GetVector(id));
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break;
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case ShaderPropertyType.Float:
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case ShaderPropertyType.Range:
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material.SetFloat(id, mpb.GetFloat(id));
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break;
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case ShaderPropertyType.Texture:
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material.SetTexture(id, mpb.GetTexture(id));
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break;
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}
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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id = Shader.PropertyToID(m_Name);
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}
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}
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}
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