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109 Commits
3.3.8 ... 4.5.1

Author SHA1 Message Date
semantic-release-bot
6a1fef4150 chore(release): 4.5.1 [skip ci]
## [4.5.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.0...4.5.1) (2023-12-23)

### Bug Fixes

* fix material for mesh sharing group ([6126af9](6126af9f37))
* the changes made to the material used by the ParticleSystem are not immediately reflected ([3184ba9](3184ba94ae)), closes [#280](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/280)
2023-12-23 10:48:34 +00:00
mob-sakai
3184ba94ae fix: the changes made to the material used by the ParticleSystem are not immediately reflected
close #280
2023-12-23 19:43:50 +09:00
mob-sakai
6126af9f37 fix: fix material for mesh sharing group 2023-12-23 19:23:20 +09:00
semantic-release-bot
c6b816c312 chore(release): 4.5.0 [skip ci]
# [4.5.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.4.0...4.5.0) (2023-12-23)

### Bug Fixes

* incorrect rendering of world-space simulated particles while animating scale ([ac58475](ac58475539)), closes [#285](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/285)
* remove obsolete warning ([5d5eb34](5d5eb34590))

### Features

* Automatically generated objects are no longer editable (NotEditable). ([5607dc4](5607dc4eed))
* support IMeshModifier ([5c3232f](5c3232faf3)), closes [#282](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/282)
2023-12-23 07:32:51 +00:00
mob-sakai
5d5eb34590 fix: remove obsolete warning 2023-12-23 14:48:37 +09:00
mob-sakai
5c3232faf3 feat: support IMeshModifier
Custom vertex effects and CompositeCanvasRenderer are supported
close #282
2023-12-23 14:46:39 +09:00
mob-sakai
ac58475539 fix: incorrect rendering of world-space simulated particles while animating scale
close #285
2023-12-23 14:32:04 +09:00
mob-sakai
5607dc4eed feat: Automatically generated objects are no longer editable (NotEditable).
The automatically generated objects (UIParticleRenderer, UIParticleOverlayCamera) are not editable and will not be saved in scenes or prefabs.
2023-12-23 14:28:55 +09:00
mob-sakai
4e4b9eb2a7 doc: update readme 2023-11-09 14:18:16 +09:00
semantic-release-bot
3fac6e4773 chore(release): 4.4.0 [skip ci]
# [4.4.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.3.0...4.4.0) (2023-11-08)

### Features

* support 'Active Apply Color Space' for linear color space ([45c56bb](45c56bbd85))
2023-11-08 11:31:04 +00:00
mob-sakai
45c56bbd85 feat: support 'Active Apply Color Space' for linear color space 2023-11-08 20:24:38 +09:00
semantic-release-bot
2b8d3b1385 chore(release): 4.3.0 [skip ci]
# [4.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.2...4.3.0) (2023-11-08)

### Features

* added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling' ([107f901](107f901fe3))
* reset transform.localScale on upgrading v3.x to v4.x ([c710787](c710787b5b)), closes [#277](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/277)
2023-11-08 03:26:34 +00:00
mob-sakai
c710787b5b feat: reset transform.localScale on upgrading v3.x to v4.x
close #277
2023-11-08 11:53:16 +09:00
mob-sakai
107f901fe3 feat: added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling'
fixed issue when upgrading from 3.x to 4.x
2023-11-07 17:48:02 +09:00
semantic-release-bot
447996ce0f chore(release): 4.2.2 [skip ci]
## [4.2.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.1...4.2.2) (2023-10-25)

### Bug Fixes

* il2cpp code stripping bug ([73f6dad](73f6dad0f3)), closes [#269](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/269)
2023-10-25 17:23:55 +00:00
mob-sakai
73f6dad0f3 fix: il2cpp code stripping bug
close #269
2023-10-26 02:22:52 +09:00
semantic-release-bot
3c11209f17 chore(release): 4.2.1 [skip ci]
## [4.2.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.0...4.2.1) (2023-08-18)

### Bug Fixes

* autoScaling and PositionMode may be locked ([3f2f12d](3f2f12d2cf))
2023-08-18 13:50:36 +00:00
mob-sakai
3f2f12d2cf fix: autoScaling and PositionMode may be locked 2023-08-18 21:22:35 +09:00
semantic-release-bot
b9643b98ff chore(release): 4.2.0 [skip ci]
# [4.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.7...4.2.0) (2023-08-18)

### Bug Fixes

* assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon ([f75fcce](f75fcce0da)), closes [#241](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/241)
* built-in shaders are no longer supported ([c2119c1](c2119c171a)), closes [#233](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/233) [#257](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/257)
* crash occurs when too many vertices are rendered ([723a04d](723a04d0cf))
* error: SerializedObject target has been destroyed ([e930516](e93051603e)), closes [#267](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/267)
* excessive particle emitted on move ParticleSystem for local space simulation and emission over distance ([2fe0bde](2fe0bde422)), closes [#265](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/265)
* fix typos ([52f2ef1](52f2ef1f24))
* generated GameObject will be named '[generated] *' ([9b2e5c1](9b2e5c1d10))
* inactive ParticleSystems are removed from the list on refresh ([4851a18](4851a1880e))
* mesh sharing not working ([8b4ca1a](8b4ca1add5)), closes [#236](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/236)
* nullptr exceptions when using nested UIParticle components in hierarchy ([e67e948](e67e9482e2)), closes [#246](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/246)
* nullReferenceException after copy-n-paste ([425aad0](425aad0cba)), closes [#258](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/258)
* remove unnecessary per-frame allocation. ([e92b514](e92b514624))
* scaling ParticleSystem puts prewarmed particles in wrong location ([fb31db4](fb31db47f2)), closes [#235](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/235)
* sub-emitters option is not work in editor playing ([b308b26](b308b26833)), closes [#231](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/231)
* the camera under UIParticle will be assigned as _orthoCamera ([c42f8c8](c42f8c8ab0))
* UIParticleAttractor attracts the particles at wrong position when in RelativeMode ([68d9925](68d9925a16)), closes [#262](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/262)

### Features

* 'AbsoluteMode' option is renamed to 'PositionMode' ([67eff61](67eff61073))
* 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) ([4103041](410304125f))
* add 'AutoScaling' option for UIParticle ([35325c8](35325c8899))
* add 'UpdateMode' option for UIParticleAttractor ([903f702](903f702d7b)), closes [#250](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/250)
* add particle system getter and setter for attractor ([a4bcf93](a4bcf93022)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add public properties for UIParticleAttractor ([392ab6d](392ab6dd76)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add Start/StopEmission API for UIParticle ([e499836](e4998365c9)), closes [#240](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/240)
2023-08-18 08:54:23 +00:00
mob-sakai
b36a1571b3 chore: fix workflows 2023-08-18 17:52:48 +09:00
mob-sakai
c42f8c8ab0 fix: the camera under UIParticle will be assigned as _orthoCamera
Prevents unintended camera control
2023-08-18 17:45:04 +09:00
mob-sakai
9b2e5c1d10 fix: generated GameObject will be named '[generated] *'
These objects are automatically generated and are not stored in the scene or prefab (HideFlags.DontSave)
2023-08-18 17:45:04 +09:00
mob-sakai
821f08ff5c docs: add FAQ 2023-08-18 17:45:04 +09:00
mob-sakai
28d8698597 fix compile error on Unity 2021.1 2023-08-18 17:45:04 +09:00
mob-sakai
db28f171f7 docs: update docs 2023-08-18 15:08:24 +09:00
mob-sakai
410304125f feat: 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) 2023-08-18 13:17:09 +09:00
mob-sakai
67eff61073 feat: 'AbsoluteMode' option is renamed to 'PositionMode'
AbsoluteMode property is obsolete
2023-08-18 13:17:09 +09:00
mob-sakai
4851a1880e fix: inactive ParticleSystems are removed from the list on refresh 2023-08-18 13:17:09 +09:00
mob-sakai
2fe0bde422 fix: excessive particle emitted on move ParticleSystem for local space simulation and emission over distance
close #265
2023-08-18 13:17:09 +09:00
mob-sakai
c2119c171a fix: built-in shaders are no longer supported
close #233, close #257

Use UI shaders instead.
If built-in non-UI shaders are used, an error is displayed in the inspector.
2023-08-18 13:17:09 +09:00
mob-sakai
3df190382a resharp 2023-08-18 13:17:09 +09:00
mob-sakai
35325c8899 feat: add 'AutoScaling' option for UIParticle
Transform.lossyScale (=world scale) is automatically set to (1, 1, 1).
It prevents the root-Canvas scale from affecting the hierarchy-scaled ParticleSystem.
This option works in reverse of ’IgnoreCanvasScaler’ option in v3.x.
2023-08-18 11:48:05 +09:00
mob-sakai
903f702d7b feat: add 'UpdateMode' option for UIParticleAttractor
close #250
2023-08-18 11:48:05 +09:00
mob-sakai
e93051603e fix: error: SerializedObject target has been destroyed
close #267
2023-08-18 11:48:05 +09:00
mob-sakai
e4998365c9 feat: add Start/StopEmission API for UIParticle
close #240
2023-08-18 11:48:05 +09:00
mob-sakai
68d9925a16 fix: UIParticleAttractor attracts the particles at wrong position when in RelativeMode
close #262
2023-08-18 11:48:05 +09:00
mob-sakai
392ab6dd76 feat: add public properties for UIParticleAttractor
close #253
2023-08-18 11:48:05 +09:00
mob-sakai
f75fcce0da fix: assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon
close #241
2023-08-18 11:48:05 +09:00
mob-sakai
fb31db47f2 fix: scaling ParticleSystem puts prewarmed particles in wrong location
close #235
2023-08-18 11:47:40 +09:00
mob-sakai
425aad0cba fix: nullReferenceException after copy-n-paste
close #258
2023-08-18 11:47:40 +09:00
mob-sakai
8b4ca1add5 fix: mesh sharing not working
close #236
2023-08-18 11:47:40 +09:00
mob-sakai
b308b26833 fix: sub-emitters option is not work in editor playing
close #231
2023-08-18 11:47:40 +09:00
mob-sakai
e67e9482e2 fix: nullptr exceptions when using nested UIParticle components in hierarchy
close #246
2023-08-18 11:47:11 +09:00
mob-sakai
723a04d0cf fix: crash occurs when too many vertices are rendered 2023-08-18 11:47:11 +09:00
mob-sakai
52f2ef1f24 fix: fix typos 2023-08-15 09:40:11 +09:00
Jake O'Connor
e92b514624 fix: remove unnecessary per-frame allocation. 2023-08-15 09:40:11 +09:00
AndreevWezom
a4bcf93022 feat: add particle system getter and setter for attractor
close #253
2023-08-15 09:40:11 +09:00
semantic-release-bot
a499f0c046 chore(release): 4.1.7 [skip ci]
## [4.1.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.6...4.1.7) (2022-08-30)

### Bug Fixes

* the annoying empty black scene overlay box shown even when nothing is selected ([bdeeabb](bdeeabbbe1))
2022-08-30 00:42:14 +00:00
takashi.sakai
447c83dbbc docs: add shader sample 2022-08-30 09:40:59 +09:00
Bamdad Bastani
bdeeabbbe1 fix: the annoying empty black scene overlay box shown even when nothing is selected 2022-08-30 09:40:00 +09:00
semantic-release-bot
5e6da2e158 chore(release): 4.1.6 [skip ci]
## [4.1.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.5...4.1.6) (2022-08-10)

### Bug Fixes

* fix abnormal mesh bounds error ([f60d6df](f60d6dfe60)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213) [#218](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/218)
2022-08-10 07:46:41 +00:00
takashi.sakai
f60d6dfe60 fix: fix abnormal mesh bounds error
close #213, close #218
2022-08-10 16:45:50 +09:00
semantic-release-bot
c795d24003 chore(release): 4.1.5 [skip ci]
## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)

### Bug Fixes

* fix culling for RectMask2D ([9e2dbe7](9e2dbe7758)), closes [#220](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/220)
2022-08-10 01:44:58 +00:00
takashi.sakai
9e2dbe7758 fix: fix culling for RectMask2D
close #220
2022-08-10 10:31:50 +09:00
semantic-release-bot
4edcef1bbf chore(release): 4.1.4 [skip ci]
## [4.1.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.3...4.1.4) (2022-07-01)

### Bug Fixes

* add `Enabled` toggle in overlay window ([f97e619](f97e6195e6))
* if `m_Particles` contains null, an error will occur ([550d0c4](550d0c43be)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* ParticleSystem reordering and refreshing in inspector does not work for prefab asset ([7eb4112](7eb41124db))
* refresh button does not works in prefab edit mode ([c1538a8](c1538a8399)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* when `UIParticlrRenderer` destroy manually, an error will occur ([a11d2d0](a11d2d01ce))
2022-07-01 07:49:12 +00:00
mob-sakai
a11d2d01ce fix: when UIParticlrRenderer destroy manually, an error will occur 2022-07-01 16:10:10 +09:00
mob-sakai
550d0c43be fix: if m_Particles contains null, an error will occur
close #214
2022-07-01 16:10:10 +09:00
mob-sakai
c1538a8399 fix: refresh button does not works in prefab edit mode
close #214
2022-07-01 16:10:10 +09:00
mob-sakai
f97e6195e6 fix: add Enabled toggle in overlay window 2022-07-01 16:10:10 +09:00
mob-sakai
7eb41124db fix: ParticleSystem reordering and refreshing in inspector does not work for prefab asset 2022-07-01 16:10:09 +09:00
semantic-release-bot
65c60000c2 chore(release): 4.1.3 [skip ci]
## [4.1.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.2...4.1.3) (2022-06-28)

### Bug Fixes

* error on drag prefab to scene ([fa2f867](fa2f867bca)), closes [#211](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/211)
2022-06-28 08:07:32 +00:00
mob-sakai
fa2f867bca fix: error on drag prefab to scene
close #211
2022-06-28 14:26:09 +09:00
semantic-release-bot
b2b2b0f767 chore(release): 4.1.2 [skip ci]
## [4.1.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.1...4.1.2) (2022-06-27)

### Bug Fixes

* error on editor ([8034228](8034228713)), closes [#210](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/210)
* incorrect position of world space trail particles ([fb7f308](fb7f308f09)), closes [#209](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/209)
2022-06-27 16:08:02 +00:00
mob-sakai
fb7f308f09 fix: incorrect position of world space trail particles
close #209
2022-06-28 00:20:37 +09:00
mob-sakai
8034228713 fix: error on editor
close #210
2022-06-28 00:18:59 +09:00
semantic-release-bot
f526671826 chore(release): 4.1.1 [skip ci]
## [4.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.0...4.1.1) (2022-06-25)

### Bug Fixes

* add absolute mode toggle to overlay window ([48d1994](48d1994f5f))
2022-06-25 06:57:43 +00:00
mob-sakai
81dacb1efe docs: update readme (for absolute mode) 2022-06-25 13:22:09 +09:00
mob-sakai
48d1994f5f fix: add absolute mode toggle to overlay window 2022-06-25 13:22:09 +09:00
semantic-release-bot
f9901a0255 chore(release): 4.1.0 [skip ci]
# [4.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.1...4.1.0) (2022-06-25)

### Features

* add relative/absolute particle position mode ([1879ac8](1879ac8c53)), closes [#205](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/205)
2022-06-25 00:37:09 +00:00
mob-sakai
3b0f6985f6 demo: add relative/absolute position mode demo 2022-06-25 09:07:28 +09:00
mob-sakai
1879ac8c53 feat: add relative/absolute particle position mode
close #205
2022-06-25 09:07:28 +09:00
semantic-release-bot
e651039032 chore(release): 4.0.1 [skip ci]
## [4.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.0...4.0.1) (2022-06-24)

### Bug Fixes

* overlays do not exist in Unity 2019.2-2021.1 ([cd8e037](cd8e0372b6)), closes [#207](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/207) [#208](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/208)
2022-06-24 00:54:28 +00:00
mob-sakai
1d5c87463a docs: update license 2022-06-24 09:46:13 +09:00
mob-sakai
cd8e0372b6 fix: overlays do not exist in Unity 2019.2-2021.1
close #207, close #208
2022-06-24 09:30:51 +09:00
semantic-release-bot
e1715afbab chore(release): 4.0.0 [skip ci]
# [4.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0) (2022-06-21)

### Bug Fixes

* correct world space particle position when changing screen size ([c6644a2](c6644a2132))
* keep properly canvas batches ([d8e96e6](d8e96e69a6))

### Features

* adaptive scaling for UI ([aa0d56f](aa0d56f9fa))
* add overlay window for UIParticle ([7b21c50](7b21c500ef))
* add particle attractor component ([386170c](386170cbf6))
* display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream ([59221d5](59221d5821))
* mesh sharing group ([9afeebf](9afeebf672))
* random mesh sharing group ([4fa43ed](4fa43eda4b))
* support 8+ materials ([b76bf5a](b76bf5a5ad)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)

### BREAKING CHANGES

* If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-21 12:12:02 +00:00
mob-sakai
2f51bff791 docs: update readme 2022-06-21 21:09:59 +09:00
mob-sakai
59221d5821 feat: display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream 2022-06-21 19:52:22 +09:00
mob-sakai
4fe9a3200d fix on editor: on select UIParticle, particles will be cleared 2022-06-21 19:47:08 +09:00
mob-sakai
8c959b257c demo: update demo 2022-06-20 15:48:59 +09:00
semantic-release-bot
6c50cf85f3 chore(release): 4.0.0-preview.1 [skip ci]
# [4.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0-preview.1) (2022-06-18)

### Bug Fixes

* correct world space particle position when changing screen size ([c6644a2](c6644a2132))
* keep properly canvas batches ([d8e96e6](d8e96e69a6))

### Features

* adaptive scaling for UI ([aa0d56f](aa0d56f9fa))
* add overlay window for UIParticle ([7b21c50](7b21c500ef))
* add particle attractor component ([386170c](386170cbf6))
* mesh sharing group ([9afeebf](9afeebf672))
* random mesh sharing group ([4fa43ed](4fa43eda4b))
* support 8+ materials ([b76bf5a](b76bf5a5ad)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)

### BREAKING CHANGES

* If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-18 02:52:01 +00:00
mob-sakai
52ae87f301 demo: update demos 2022-06-18 11:47:59 +09:00
mob-sakai
845365ee27 docs: update readme 2022-06-18 11:47:59 +09:00
mob-sakai
8e1b4eb086 fix build error and something 2022-06-18 11:47:59 +09:00
mob-sakai
97ea668294 test: update test forkflow 2022-06-18 11:47:59 +09:00
mob-sakai
6b11e7c588 demo: add performance demo 2022-06-18 10:20:12 +09:00
mob-sakai
d9e7eb9732 fix to emit 2022-06-18 10:20:12 +09:00
mob-sakai
386170cbf6 feat: add particle attractor component 2022-06-18 10:20:12 +09:00
mob-sakai
37d0c4b711 refactor 2022-06-18 10:20:12 +09:00
mob-sakai
4fa43eda4b feat: random mesh sharing group
The mesh sharing group id will be selected randomly.
2022-06-18 10:20:12 +09:00
mob-sakai
9afeebf672 feat: mesh sharing group
Particle simulation results are shared within the same group.
A large number of the same effects can be displayed with a small load.
2022-06-18 10:20:12 +09:00
mob-sakai
d8e96e69a6 fix: keep properly canvas batches 2022-06-18 10:20:12 +09:00
mob-sakai
01459b06b8 refactor 2022-06-18 10:20:12 +09:00
mob-sakai
7b21c500ef feat: add overlay window for UIParticle 2022-06-18 10:20:12 +09:00
mob-sakai
aa0d56f9fa feat: adaptive scaling for UI
Changing the canvas size does not affect the effect size or position.
This feature provides a constant-looking output and makes it easier to adjust effects.
BREAKING CHANGE: If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-17 21:25:35 +09:00
mob-sakai
c6644a2132 fix: correct world space particle position when changing screen size 2022-06-11 16:23:36 +09:00
mob-sakai
b76bf5a5ad feat: support 8+ materials
Instead of one CanvasRenderer with submeshes, render with multiple CanvasRenderers.
This feature allows the number of materials to be unlimited.
close #122, close #152, close #186
2022-06-11 16:23:36 +09:00
semantic-release-bot
69bde2cf3d chore(release): 3.3.12 [skip ci]
## [3.3.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.11...3.3.12) (2022-06-10)

### Bug Fixes

* always display materials in inspector ([a10042d](a10042d989))
* UNITY_UI_ALPHACLIP in UIAdditive shader is not working ([e817e8d](e817e8d3c7))
2022-06-10 11:32:11 +00:00
mob-sakai
a10042d989 fix: always display materials in inspector 2022-06-10 19:55:49 +09:00
mob-sakai
dd2d185e4a style: tab to space 2022-06-10 17:06:34 +09:00
mob-sakai
e817e8d3c7 fix: UNITY_UI_ALPHACLIP in UIAdditive shader is not working 2022-06-10 17:06:34 +09:00
semantic-release-bot
aaac2b71a3 chore(release): 3.3.11 [skip ci]
## [3.3.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.10...3.3.11) (2022-06-10)

### Bug Fixes

* sorting by layer does not work properly ([ccc09e6](ccc09e6aca))
* when using linear color space, the particle colors are not output correctly ([11c3a7b](11c3a7b374)), closes [#203](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/203)
2022-06-10 07:21:00 +00:00
mob-sakai
11c3a7b374 fix: when using linear color space, the particle colors are not output correctly
To fix, set 'Apply Active Color Space' in renderer module to false.

close #203
2022-06-10 16:12:15 +09:00
micromang
ccc09e6aca fix: sorting by layer does not work properly 2022-06-10 16:10:13 +09:00
semantic-release-bot
5a8f1263ef chore(release): 3.3.10 [skip ci]
## [3.3.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.9...3.3.10) (2022-02-17)

### Bug Fixes

* annoying warning for [ExecuteInEditMode] ([b6b2c72](b6b2c72b19)), closes [#180](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/180)
* PrefabStageUtility class is not experimental after 2021.2 ([0fd5d7a](0fd5d7affe))
2022-02-17 20:45:55 +00:00
mob-sakai
b6b2c72b19 fix: annoying warning for [ExecuteInEditMode]
Close #180
2022-02-18 04:57:27 +09:00
talessampaio-kazoo
0fd5d7affe fix: PrefabStageUtility class is not experimental after 2021.2 2022-02-18 04:46:01 +09:00
semantic-release-bot
2e4d80bc1c chore(release): 3.3.9 [skip ci]
## [3.3.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.8...3.3.9) (2021-08-02)

### Bug Fixes

* fix for warning CS0618 ([61760d9](61760d940c))
2021-08-02 17:49:09 +00:00
shadeAlex
6b87db7ac7 style: tab to space 2021-08-03 02:48:12 +09:00
shadeAlex
61760d940c fix: fix for warning CS0618 2021-08-03 02:48:12 +09:00
142 changed files with 85067 additions and 11007 deletions

View File

@@ -10,26 +10,39 @@ assignees: mob-sakai
NOTE: Your issue may already be reported! Please search on the [issue tracker](../) before creating one.
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Environment (please complete the following information):**
- Version [e.g. 1.0.0]
- Platform: [e.g. Editor(Windows/Mac), Standalone(Windows/Mac), iOS, Android, WebGL]
- Unity version: [e.g. 2018.2.8f1]
- Build options: [e.g. IL2CPP, .Net 4.x, LWRP]
**Environment (please complete the following)**
- Package version [e.g. 4.2.0, 3.3.14]
- Platform: [e.g. Editor(Windows/Mac), Standalone(Windows/Mac), iOS, Android, WebGL]
- Unity version: [e.g. 2021.3.7f1]
- Project options: [e.g. Mono/IL2CPP, .Net Standard 2.1/.Net 4.x, URP/HDRP, GraphicAPIs]
**Additional context**
Add any other context about the problem here.
Please add any other context about the issue here.
It will help us resolve the issue.
- Error messages and crash dump
- Screenshots, gif animations and movie files
- Reproducible minimal project
- The entire project (zipped Assets, Packages, ProjectSettings) is preferred over `.unitypackage`

View File

@@ -10,13 +10,17 @@ assignees: mob-sakai
NOTE: Your issue may already be reported! Please search on the [issue tracker](../) before creating one.
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
A clear and concise description of what the issue is. (e.g. I'm always frustrated when [...])
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

View File

@@ -13,9 +13,9 @@ jobs:
release:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
- uses: cycjimmy/semantic-release-action@v2
- uses: cycjimmy/semantic-release-action@v3
with:
extra_plugins: |
@semantic-release/changelog

View File

@@ -14,25 +14,29 @@ on:
- synchronize
jobs:
unity-test:
setup:
runs-on: ubuntu-latest
outputs:
versions: ${{ steps.setup.outputs.versions }}
steps:
- id: setup
run: |
VERSIONS=`npx unity-changeset list --versions --all --latest-patch --min 2018.3 --json`
echo "==== Target Unity Versions ===="
echo "${VERSIONS}"
echo "::set-output name=versions::${VERSIONS}"
test:
runs-on: ubuntu-latest
needs: setup
strategy:
fail-fast: false
matrix:
unityVersion: [
"2018.3.14f1",
"2018.4.30f1",
"2019.1.14f1",
"2019.2.21f1",
"2019.3.15f1",
"2019.4.16f1",
"2020.1.17f1",
"2020.2.1f1",
]
version: ${{ fromJson(needs.setup.outputs.versions) }}
steps:
# Checkout sandbox project
- uses: actions/checkout@v2
- uses: actions/checkout@v3
with:
ref: sandbox
submodules: true
@@ -43,52 +47,23 @@ jobs:
working-directory: Packages/dev
run: git checkout ${{ github.sha }}
- uses: actions/cache@v2
# Cache
- uses: actions/cache@v3
with:
path: Library
key: Library-${{ matrix.unityVersion }}-${{ github.sha }}
key: Library-${{ matrix.version }}-${{ github.sha }}
restore-keys: |
Library-${{ matrix.unityVersion }}-
Library-${{ matrix.version }}-
Library-
# Install codecoverage package
- name: "Install codecoverage package"
if: startsWith(matrix.unityVersion, '2019.4.')
run: |
npx openupm-cli add -f com.unity.testtools.codecoverage@0.4.0-preview
# Run tests
- name: "Run tests"
uses: game-ci/unity-test-runner@main
uses: game-ci/unity-test-runner@v2
with:
unityVersion: ${{ matrix.unityVersion }}
customParameters: -nographics -enableCodeCoverage -coverageOptions assemblyFilters:+Coffee.UIParticle.*Tests
customImage: mobsakai/unity3d:${{ matrix.version }}
customParameters: -nographics
# unityVersion: ${{ matrix.version }}
checkName: ${{ matrix.version }} Test Results
githubToken: ${{ github.token }}
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
- uses: actions/upload-artifact@v2
if: always()
with:
name: TestResults-${{ matrix.unityVersion }}
path: |
artifacts/*.xml
CodeCoverage/**/TestCoverageResults_*.xml
publish:
needs: unity-test
runs-on: ubuntu-latest
if: always()
steps:
- uses: actions/download-artifact@v2
with:
path: artifacts
- uses: testspace-com/setup-testspace@v1
with:
domain: ${{github.repository_owner}}
- name: Push test results
if: always()
run: |
testspace `find . -name '*.xml' | tr '\n' ' '`

View File

@@ -1,3 +1,233 @@
## [4.5.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.0...4.5.1) (2023-12-23)
### Bug Fixes
* fix material for mesh sharing group ([6126af9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6126af9f376dd4c100a1b9d19d9499bdef7d5566))
* the changes made to the material used by the ParticleSystem are not immediately reflected ([3184ba9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3184ba94ae08264223c0c71443ad70acc1a1ccb2)), closes [#280](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/280)
# [4.5.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.4.0...4.5.0) (2023-12-23)
### Bug Fixes
* incorrect rendering of world-space simulated particles while animating scale ([ac58475](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ac584755393d87bda2e80d9653370b7e4c68912f)), closes [#285](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/285)
* remove obsolete warning ([5d5eb34](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5d5eb34590b7cefb0e4ac26c0441e104176ce522))
### Features
* Automatically generated objects are no longer editable (NotEditable). ([5607dc4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5607dc4eed0c086b4651941953df6c7d535712e0))
* support IMeshModifier ([5c3232f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5c3232faf3d2cfad1e3e1a9349b8346c7982a608)), closes [#282](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/282)
# [4.4.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.3.0...4.4.0) (2023-11-08)
### Features
* support 'Active Apply Color Space' for linear color space ([45c56bb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/45c56bbd850202365751ea019baf5131b2eb9fbe))
# [4.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.2...4.3.0) (2023-11-08)
### Features
* added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling' ([107f901](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/107f901fe3232223322681edc4bf908642474298))
* reset transform.localScale on upgrading v3.x to v4.x ([c710787](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c710787b5ba496cf73e7eb43458bb3958139baa9)), closes [#277](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/277)
## [4.2.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.1...4.2.2) (2023-10-25)
### Bug Fixes
* il2cpp code stripping bug ([73f6dad](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/73f6dad0f33641a76ddd05ffc6812ced3f8a276d)), closes [#269](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/269)
## [4.2.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.0...4.2.1) (2023-08-18)
### Bug Fixes
* autoScaling and PositionMode may be locked ([3f2f12d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3f2f12d2cf7541118c02830ec9fdea8183357487))
# [4.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.7...4.2.0) (2023-08-18)
### Bug Fixes
* assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon ([f75fcce](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f75fcce0dae0bc166bd01d36a150aded1fd721f3)), closes [#241](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/241)
* built-in shaders are no longer supported ([c2119c1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c2119c171a1262431eac7fea6bf3125db2bcaaca)), closes [#233](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/233) [#257](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/257)
* crash occurs when too many vertices are rendered ([723a04d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/723a04d0cfd156715a3c92b6d6bd75fdc1862c28))
* error: SerializedObject target has been destroyed ([e930516](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e93051603e121732c92bcd89ded48087c2b0d7fb)), closes [#267](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/267)
* excessive particle emitted on move ParticleSystem for local space simulation and emission over distance ([2fe0bde](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2fe0bde422f9769dfedaf6b053ea07f773646679)), closes [#265](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/265)
* fix typos ([52f2ef1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/52f2ef1f2471a2e1c29fca96255c04b222d9c848))
* generated GameObject will be named '[generated] *' ([9b2e5c1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9b2e5c1d1024e091de6d18a4578cd18b43563e48))
* inactive ParticleSystems are removed from the list on refresh ([4851a18](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4851a1880eef9f385dd9db644ea7e544f95da4fc))
* mesh sharing not working ([8b4ca1a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8b4ca1add5c409601e840253e1c0dbcdbf536da8)), closes [#236](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/236)
* nullptr exceptions when using nested UIParticle components in hierarchy ([e67e948](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e67e9482e2cb840b16e2cfe76e04f7423fcbd3a3)), closes [#246](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/246)
* nullReferenceException after copy-n-paste ([425aad0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/425aad0cbab475635c72bee84ecbf3f2acedccc2)), closes [#258](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/258)
* remove unnecessary per-frame allocation. ([e92b514](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e92b514624cc362e53ddeae5ade20fa732f94c7c))
* scaling ParticleSystem puts prewarmed particles in wrong location ([fb31db4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fb31db47f2debb3aadbdc4d1b88d0efd9c4ad7bd)), closes [#235](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/235)
* sub-emitters option is not work in editor playing ([b308b26](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b308b2683372662bb834b6f6d23ea3435a68d1b3)), closes [#231](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/231)
* the camera under UIParticle will be assigned as _orthoCamera ([c42f8c8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c42f8c8ab0ff033689349a81e02a4808e071a8a2))
* UIParticleAttractor attracts the particles at wrong position when in RelativeMode ([68d9925](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/68d9925a16237df3c7b07b4781172cbd03425421)), closes [#262](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/262)
### Features
* 'AbsoluteMode' option is renamed to 'PositionMode' ([67eff61](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/67eff610736344ba0122163ff5ee63b25c43f555))
* 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) ([4103041](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/410304125f3f25f3f543c7bc01dcc661eab00609))
* add 'AutoScaling' option for UIParticle ([35325c8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/35325c88996fa6aea19a6dd1395c05884e1f84ae))
* add 'UpdateMode' option for UIParticleAttractor ([903f702](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/903f702d7be38228841a5a693e3afdceb4a59d9f)), closes [#250](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/250)
* add particle system getter and setter for attractor ([a4bcf93](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a4bcf93022d2729f3d2a74a2cac4f52e68641b18)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add public properties for UIParticleAttractor ([392ab6d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/392ab6dd76c36e815320d3a50744d19faa631260)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add Start/StopEmission API for UIParticle ([e499836](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e4998365c9825fa385e0a317768ce073a1f15b48)), closes [#240](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/240)
## [4.1.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.6...4.1.7) (2022-08-30)
### Bug Fixes
* the annoying empty black scene overlay box shown even when nothing is selected ([bdeeabb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/bdeeabbbe140b0ba80fac7ac477874c2467d3a16))
## [4.1.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.5...4.1.6) (2022-08-10)
### Bug Fixes
* fix abnormal mesh bounds error ([f60d6df](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f60d6dfe6030ac89527a4265e414e9a0a20d56db)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213) [#218](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/218)
## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)
### Bug Fixes
* fix culling for RectMask2D ([9e2dbe7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9e2dbe7758eb28a4f6a7c11113d9169847880f96)), closes [#220](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/220)
## [4.1.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.3...4.1.4) (2022-07-01)
### Bug Fixes
* add `Enabled` toggle in overlay window ([f97e619](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f97e6195e62b5acfa8f3e97bfe3bc4a7dcadf38a))
* if `m_Particles` contains null, an error will occur ([550d0c4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/550d0c43be35cd07e390ffd5749557c89fee0332)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* ParticleSystem reordering and refreshing in inspector does not work for prefab asset ([7eb4112](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7eb41124db06ea794db76788b35ce82a0af2c402))
* refresh button does not works in prefab edit mode ([c1538a8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c1538a83998608a30dc90944b05f8b75e165cf05)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* when `UIParticlrRenderer` destroy manually, an error will occur ([a11d2d0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a11d2d01ce5f67e3f430bcb0bfdee1ad9abf7cfe))
## [4.1.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.2...4.1.3) (2022-06-28)
### Bug Fixes
* error on drag prefab to scene ([fa2f867](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fa2f867bcaff437bb9420da1abcef970cdb09ade)), closes [#211](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/211)
## [4.1.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.1...4.1.2) (2022-06-27)
### Bug Fixes
* error on editor ([8034228](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/80342287137c07d58a7492875a401d80cb134073)), closes [#210](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/210)
* incorrect position of world space trail particles ([fb7f308](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fb7f308f092db8a1512383857b80110cd626ecf9)), closes [#209](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/209)
## [4.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.0...4.1.1) (2022-06-25)
### Bug Fixes
* add absolute mode toggle to overlay window ([48d1994](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/48d1994f5f8751b707b6ef7695b552df731bece9))
# [4.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.1...4.1.0) (2022-06-25)
### Features
* add relative/absolute particle position mode ([1879ac8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1879ac8c538778e386e68cfc989a6f4f974043ca)), closes [#205](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/205)
## [4.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.0...4.0.1) (2022-06-24)
### Bug Fixes
* overlays do not exist in Unity 2019.2-2021.1 ([cd8e037](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/cd8e0372b63bb6feaaf053518013a641bc7e65ac)), closes [#207](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/207) [#208](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/208)
# [4.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0) (2022-06-21)
### Bug Fixes
* correct world space particle position when changing screen size ([c6644a2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c6644a213263375c7a35b5082ef4b71cc58964e6))
* keep properly canvas batches ([d8e96e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d8e96e69a62dff7a451eaed32c7a814e7e62dbb9))
### Features
* adaptive scaling for UI ([aa0d56f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/aa0d56f9faa05e9679d4b476bcf135eafb1b8af9))
* add overlay window for UIParticle ([7b21c50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7b21c500ef78103b605fdca71051d2357b09602f))
* add particle attractor component ([386170c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/386170cbf68ebf59d4510fe0a45cf83925ec9ba4))
* display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream ([59221d5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/59221d58217a440b77d504e6428bf99f10246260))
* mesh sharing group ([9afeebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9afeebf67212cdf4d3ac9e9a3b78a7ced5c7ecfe))
* random mesh sharing group ([4fa43ed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4fa43eda4bc70c9c827c4fad9d5ae1327bfbc322))
* support 8+ materials ([b76bf5a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b76bf5a5ad378c3c4b16bcf08d21337757557101)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)
### BREAKING CHANGES
* If you update to v4, you may be required to adjust your UIParticle.scale.
# [4.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0-preview.1) (2022-06-18)
### Bug Fixes
* correct world space particle position when changing screen size ([c6644a2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c6644a213263375c7a35b5082ef4b71cc58964e6))
* keep properly canvas batches ([d8e96e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d8e96e69a62dff7a451eaed32c7a814e7e62dbb9))
### Features
* adaptive scaling for UI ([aa0d56f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/aa0d56f9faa05e9679d4b476bcf135eafb1b8af9))
* add overlay window for UIParticle ([7b21c50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7b21c500ef78103b605fdca71051d2357b09602f))
* add particle attractor component ([386170c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/386170cbf68ebf59d4510fe0a45cf83925ec9ba4))
* mesh sharing group ([9afeebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9afeebf67212cdf4d3ac9e9a3b78a7ced5c7ecfe))
* random mesh sharing group ([4fa43ed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4fa43eda4bc70c9c827c4fad9d5ae1327bfbc322))
* support 8+ materials ([b76bf5a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b76bf5a5ad378c3c4b16bcf08d21337757557101)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)
### BREAKING CHANGES
* If you update to v4, you may be required to adjust your UIParticle.scale.
## [3.3.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.11...3.3.12) (2022-06-10)
### Bug Fixes
* always display materials in inspector ([a10042d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a10042d989dea18ff010bdbe970aa434e2bdf117))
* UNITY_UI_ALPHACLIP in UIAdditive shader is not working ([e817e8d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e817e8d3c75188f3243243855b135bd840699199))
## [3.3.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.10...3.3.11) (2022-06-10)
### Bug Fixes
* sorting by layer does not work properly ([ccc09e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ccc09e6aca2fa3d7bc887e6c733e66706e40ae0f))
* when using linear color space, the particle colors are not output correctly ([11c3a7b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/11c3a7b37415d78e1b8ba3988a6e043c9f1861e0)), closes [#203](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/203)
## [3.3.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.9...3.3.10) (2022-02-17)
### Bug Fixes
* annoying warning for [ExecuteInEditMode] ([b6b2c72](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b6b2c72b198566e2880a22831c937eff7e9eff28)), closes [#180](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/180)
* PrefabStageUtility class is not experimental after 2021.2 ([0fd5d7a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0fd5d7affe707fa9e92abd6e192bf400dfb1a80a))
## [3.3.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.8...3.3.9) (2021-08-02)
### Bug Fixes
* fix for warning CS0618 ([61760d9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/61760d940cdd4baacaa196ac1631a0a1a40b7204))
## [3.3.8](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.7...3.3.8) (2021-06-08)

View File

@@ -81,4 +81,4 @@ Community Impact Guidelines were inspired by [Mozilla's code of conduct enforcem
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at https://www.contributor-covenant.org/translations.
https://www.contributor-covenant.org/faq. Translations are available at https://www.contributor-covenant.org/translations.

View File

@@ -1,7 +1,7 @@
Copyright 2018 mob-sakai
Copyright 2018-2023 mob-sakai
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

296
README.md
View File

@@ -1,19 +1,15 @@
Particle Effect For UGUI (UI Particle)
===
**:warning: NOTE: Do not use [the obsolete tags and branches](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/108) to reference the package. They will be removed in near future. :warning:**
This plugin provide a component to render particle effect for uGUI in Unity 2018.2 or later.
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
![](https://img.shields.io/badge/Editor-2018.2+-4796F2?logo=unity)
[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases&sort=semver)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases&sort=semver&filter=3.%2A&label=release(3.x))](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) [![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/LICENSE.txt)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
![](https://img.shields.io/badge/Unity%202018.2+-supported-blue.svg)
![](https://img.shields.io/badge/Unity%202019.x-supported-blue.svg)
![](https://img.shields.io/badge/Unity%202020.x-supported-blue.svg)
![](https://img.shields.io/badge/Universal%20Rendering%20Pipeline-supported-blue.svg)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
<< [Description](#Description) | [Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >>
@@ -30,47 +26,65 @@ This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to
You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas.
Compares this "Baking mesh" approach with the conventional approach:
(This scene is included in the package.)
[Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
|Approach|Good|Bad|Screenshot|
|-|-|-|-|
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2 or later.**<br>Requires UI shaders to use Mask.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|[Not support `TEXCOORD*.zw` components for custom vertex stream](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191#issuecomment-1043409186)|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|Do nothing|Rendered as is.|**Looks like a glitch.**<br>Not maskable.<br>Not sortable.|<img src="https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif" width="500px">|
|Convert particle to UIVertex<br>[\(UIParticleSystem\)](https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/)|Maskable.<br>Sortable.<br>Less objects.|**Adjustment is difficult.**<br>Requires UI shaders.<br>Difficult to adjust scale.<br>Force hierarchy scalling.<br>Simulation results are incorrect.<br>Trail, rotation of transform, time scaling are not supported.<br>Generate heavy GC every frame.|<img src="https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif" width="500px">|
|Use Canvas to sort|Rendered as is.<br>Sortable.|**You must to manage sorting orders.**<br>Not maskable.<br>More batches.|<img src="https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif" width="500px">|
|Use RenderTexture|Maskable.<br>Sortable.|**Requires Camera and RenderTexture.**<br>Difficult to adjust position and size.<br>Quality depends on the RenderTexture's setting.|<img src="https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif" width="500px">|
|Approach|FPS on Editor|FPS on iPhone6|FPS on Xperia XZ|
|--|--|--|--|
|Particle System|43|57|22|
|UIParticleSystem|4|3|0 (unmeasurable)|
|Sorting By Canvas|43|44|18|
|UIParticle|17|12|4|
|UIParticle with MeshSharing|44|45|30|
<br><br>
#### Features
* Easy to use: the package is out-of-the-box
* Sort particle effects with UI
* Sort particle effects and UI by sibling index
* No Camera, RenderTexture or Canvas are required
* Masking with Mask or RectMask2D
* Masking by Mask or RectMask2D
* Support Trail module
* Change alpha with CanvasGroup
* No heavy allocation every frame
* Support CanvasGroup alpha
* No allocations
* Support overlay, camera space and world space
* Support Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP)
* Support disabling `Enter Play Mode Options > Reload Domain`
* Support changing material property with AnimationClip (AnimatableProperty)
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
* [4.0.0+] Support 8+ materials
* [4.0.0+] Correct world space particle position when changing window size for standalone platforms (Windows, MacOSX and Linux)
* [4.0.0+] Adaptive scaling for UI
* [4.0.0+] Mesh sharing group to improve performance
![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif)
* [4.0.0+] Particle attractor component
![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
* [4.1.0+] Relative/Absolute particle position mode
![](https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif)
<br><br><br><br>
## Demo
* [WebGL Demo](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI)
* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif)
* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
[JMO]: https://assetstore.unity.com/publishers/1669
![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
<br><br><br><br>
@@ -78,39 +92,41 @@ Compares this "Baking mesh" approach with the conventional approach:
### Requirement
![](https://img.shields.io/badge/Unity%202018.2+-supported-blue.svg)
![](https://img.shields.io/badge/Unity%202019.x-supported-blue.svg)
![](https://img.shields.io/badge/Unity%202020.x-supported-blue.svg)
![](https://img.shields.io/badge/Universal%20Rendering%20Pipeline-supported-blue.svg)
Unity 2018.2 or later
### Using OpenUPM
### Install via OpenUPM
This package is available on [OpenUPM](https://openupm.com).
You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
This package is available on [OpenUPM](https://openupm.com).
It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli).
```
openupm add com.coffee.ui-particle
```
### Using Git
### Install via Package Manager Window (using Git URL)
Find the manifest.json file in the Packages folder of your project and add a line to `dependencies` field.
1. Select `Window/Package Manager` menu to open `Package Manager` window.
2. Click `+` and `Install package from git URL...`
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/57317aa4-e55c-4568-b2aa-2ee2a78ddc02)
3. Input `https://github.com/mob-sakai/ParticleEffectForUGUI.git` and click `Install`
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/72cc38b5-cb32-4c85-8209-c85f7bb931ea)
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git"`
To update the package, change suffix `#{version}` to the target version.
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#3.3.0",`
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
### For Unity 2018.2
### Install via manifest.json (using Git URL)
Unity 2018.2 supports embedded packages.
1. Open `Packages/manifest.json` in your project.
2. Add this line below `"dependencies": {`
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",`
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/fe1cad9c-8d09-4e17-b6f5-9eac0d267921)
3. To update the package, change suffix `#{version}`.
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.2.0",`
### Install as an embed package
1. Download a source code zip file from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) page
2. Extract it
3. Import it under `Packages` directory in your Unity project
2. Extract it and place it under `Packages` directory in your project.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/4c3d3439-5bb0-4e87-a917-ebe328ef89a8)
<br><br><br><br>
@@ -147,16 +163,17 @@ Unity 2018.2 supports embedded packages.
`UIParticle` controls the ParticleSystems that is attached to its own game objects and child game objects.
![](https://user-images.githubusercontent.com/12690315/99765566-af129a80-2b42-11eb-88f6-661182d0b619.png)
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29)
| Properties | Description |
| -- | -- |
| Maskable | Does this graphic allow masking. |
| Ignore Canvas Scale | Ignore the scale of the root canvas.<br>This prevents it from displaying small even in hierarchy scaling mode of `ParticleSystem`. |
| Scale | Scale the rendering.<br>When the `3D` toggle is enabled, 3D scale (x,y,z) is supported. |
| Animatable Properties | If you want update material properties (e.g. `_MainTex_ST`, `_Color`) in AnimationClip, use this to mark the changes. |
| Shrink By Material | Shrink rendering by material.<br>Performance will be improved, but in some cases the rendering is not correct. |
| Rendering Order | The ParticleSystems to be rendered.<br>You can change the rendering order and the materials. |
| Mesh Sharing | Particle simulation results are shared within the same group.<br>A large number of the same effects can be displayed with a small load.<br>When the `Random` toggle is enabled, it will be grouped randomaly. |
| Position Mode | **Absolute:** Emit from the world position of the `ParticleSystem`.<br>**Relative:** Emit from the scaled position of the `ParticleSystem`. |
| Auto Scaling | Transform.lossyScale (=world scale) will be set to `(1, 1, 1)` on update.<br>It prevents the root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`. |
| Rendering Order | The ParticleSystem list to be rendered.<br>You can change the order and the materials. |
NOTE: Press `Refresh` button to reconstruct rendering order based on children ParticleSystem's sorting order and z position.
@@ -171,7 +188,7 @@ NOTE: Press `Refresh` button to reconstruct rendering order based on children Pa
<br><br>
### With your ParticleSystem prefab
### With your existing ParticleSystem prefab
1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle.
![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png)
@@ -180,9 +197,10 @@ NOTE: Press `Refresh` button to reconstruct rendering order based on children Pa
<br><br>
### With `Mask` or `MaskRect2D` component
### With `Mask` or `RectMask2D` component
If you want to mask particles, set a stencil supported shader (such as `UI/UIAdditive`) to material for ParticleSystem.
If you use some custom shaders, see [How to make a custom shader to support Mask/RectMask2D component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) section.
![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png)
@@ -196,31 +214,195 @@ If you want to mask particles, set a stencil supported shader (such as `UI/UIAdd
var go = GameObject.Instantiate(prefab);
var uiParticle = go.AddComponent<UIParticle>();
// Play/Stop the controled ParticleSystems.
// Control by ParticleSystem.
particleSystem.Play();
particleSystem.Emit(10);
// Control by UIParticle.
uiParticle.Play();
uiParticle.Stop();
```
<br><br>
### UIParticleAttractor component
`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e)
![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
| Properties | Description |
| -- | -- |
| Particle System | Attracts particles generated by the specified particle system. |
| Distination Radius | Once the particle is within the radius, the particle lifetime will become 0 and `OnAttracted` will be called. |
| Delay Rate | Delay to start attracting.<br>It is a percentage of the particle's start lifetime. |
| Max Speed | Maximum speed of attracting.<br> If this value is too small, attracting may not be completed by the end of the lifetime and `OnAttracted` may not be called. |
| Movement | Attracting movement type. (Linear, Smooth, Sphere) |
| Update Mode | **Normal:** Update with scaled delta time.<br>**Unscaled Time:** Update with unscaled delta time. |
| OnAttracted | An event called when attracting is complete (per particle). |
<br><br><br><br>
## Development Note
### Animatable material property
### FAQ: Why are my particle effects not displayed correctly?
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
Animation clips can change the material properties of the Renderer, such as ParticleSystemRenderer.
It uses MaterialPropertyBlock so it does not create new material instances.
Using material properties, you can change UV animation, scale and color etc.
* [Shader Limitation](https://github.com/mob-sakai/ParticleEffectForUGUI#shader-limitation)
* Most cases can be solved by using `UI/Additive` or `UI/Default`.
* Particles are masked
* `UIParticle` is maskable.
* Set `Mask` or `RectMask2D` component properly.
* Particles are too small
* If particles are small enough, they will not appear on the screen.
* Increase the `Scale` value.
* If you don't want to change the apparent size depending on the resolution, try `Auto Scaling` option.
* Particles are too many
* No more than 65535 vertices can be displayed (for mesh combination limitations).
* Please set `Emission` module and `Max Particles` of ParticleSystem properly.
* Particles are emitted off-screen.
* When `Position Mode = Relative`, particles are emitted from scaled position of the ParticleSystem, not from the screen point of the ParticleSystem.
* Place the ParticleSystem in the proper position or try `Position Mode = Absolute`.
* Attaching `UIParticle` to the same object as `ParticleSystem`
* `Transform.localScale` will be overridden by `Auto Scaling` option.
* It is recommended to place `ParticleSystem` under `UIParticle`.
Well, there is a component called CanvasRenderer.
It is used by all Graphic components for UI (Text, Image, Raw Image, etc.) including UIParticle.
However, It is **NOT** a Renderer.
Therefore, in UIParticle, changing ParticleSystemRenderer's MaterialPropertyBlock by animation clip is ignored.
To prevent this, Use "Animatable Material Property".
"Animatable Material Property" gets the necessary properties from ParticleSystemRenderer's MaterialPropertyBlock and sets them to the CanvasRenderer's material.
<br>
### Shader Limitation
The use of UI shaders is recommended.
- If you need a simple Additive shader, use the `UI/Additive` shader instead.
- If you need a simple alpha-blend shader, use the `UI/Default` shader instead.
- If your custom shader does not work properly with UIParticle, consider creating a custom UI shader.
#### Built-in shaders are not supported
UIParticle does not support all built-in shaders except for `UI/Default`.
If their use is detected, an error is displayed in the inspector.
Use UI shaders instead.
#### (2019.4 or earlier) UV.zw components will be discarded
UIParticleRenderer renders the particles based on UIVertex.
Therefore, only xy components is available for each UV in the shader. (zw components will be discarded).
So unfortunately UIParticles will not work well with some shaders.
#### (2019.4 or earlier) Custom vertex streams
When using custom vertex streams, you can fill zw components with "unnecessary" data.
https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191
<br>
### Overheads
UIParticle has some overheads and the batching depends on uGUI.
When improving performance, keep the following in mind:
- If you are displaying a large number of the same effect, consider `Mesh Sharing` feature in [UIParticle Component](#uiparticle-component).
- If you don't like the uniform output, consider `Random Group` feature.
![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif)
- If you are using multiple materials, you will have more draw calls.
- Consider single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module in ParticleSystem.
### How to make a custom shader to support Mask/RectMask2D component
<details>
<summary>Shader tips</summary>
```ShaderLab
Shader "Your/Custom/Shader"
{
Properties
{
// ...
// #### required for Mask ####
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
// ...
}
// #### required for Mask ####
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
// ...
Pass
{
// ...
// #### required for RectMask2D ####
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
float4 _ClipRect;
// #### required for Mask ####
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
// ...
};
struct v2f
{
// ...
// #### required for RectMask2D ####
float4 worldPosition : TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f OUT;
// ...
// #### required for RectMask2D ####
OUT.worldPosition = v.vertex;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
// ...
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
```
</details>
<br><br><br><br>

View File

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objectReference: {fileID: 0}
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propertyPath: m_AnchorMin.x
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View File

@@ -1,85 +1,87 @@
using System;
using System.Linq;
using System.Reflection;
using Coffee.UIExtensions;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Object = UnityEngine.Object;
public class CFX_Demo_With_UIParticle : MonoBehaviour
namespace Coffee.UIExtensions.Demo
{
private UIParticle UiParticle;
private Toggle spawnOnUI;
private MonoBehaviour demo;
// Start is called before the first frame update
private void Start()
public class CFX_Demo_With_UIParticle : MonoBehaviour
{
UiParticle = GetComponentInChildren<UIParticle>();
spawnOnUI = GetComponentInChildren<Toggle>();
private MonoBehaviour _demo;
private Toggle _spawnOnUI;
private UIParticle _uiParticle;
demo = FindObjectOfType("CFX_Demo_New") as MonoBehaviour
?? FindObjectOfType("WFX_Demo_New") as MonoBehaviour;
SetCanvasWidth(800);
SetCanvasRenderOverlay(true);
}
private Object FindObjectOfType(string typeName)
{
var type = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(x => x.GetTypes())
.FirstOrDefault(x => x.Name == typeName);
return type == null ? null : FindObjectOfType(type);
}
// Update is called once per frame
private void Update()
{
if (!spawnOnUI.isOn || !demo || !Input.GetMouseButtonDown(0)) return;
foreach (Transform child in UiParticle.transform)
// Start is called before the first frame update
private void Start()
{
Destroy(child.gameObject);
_uiParticle = GetComponentInChildren<UIParticle>();
_spawnOnUI = GetComponentInChildren<Toggle>();
_demo = FindObjectOfType("CFX_Demo_New") as MonoBehaviour
?? FindObjectOfType("WFX_Demo_New") as MonoBehaviour;
SetCanvasWidth(800);
SetCanvasRenderOverlay(true);
}
var particle = demo.GetType()
.GetMethod("spawnParticle", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
.Invoke(demo, new object[0]) as GameObject;
particle.transform.localScale = Vector3.one;
UiParticle.SetParticleSystemInstance(particle);
}
public void SetCanvasWidth(int width)
{
var scaler = GetComponentInParent<CanvasScaler>();
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0;
var resolution = scaler.referenceResolution;
resolution.x = width;
scaler.referenceResolution = resolution;
}
public void SetCanvasRenderOverlay(bool enable)
{
var canvas = GetComponentInParent<Canvas>();
if (enable)
// Update is called once per frame
private void Update()
{
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
else
{
canvas.worldCamera = Camera.main;
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.planeDistance = 5;
}
}
if (!_spawnOnUI.isOn || !_demo || !Input.GetMouseButtonDown(0)) return;
public void LoadScene(string scene)
{
SceneManager.LoadScene(scene);
foreach (Transform child in _uiParticle.transform)
{
Destroy(child.gameObject);
}
var particle = _demo.GetType()
.GetMethod("spawnParticle", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
?.Invoke(_demo, Array.Empty<object>()) as GameObject;
if (!particle) return;
particle.transform.localScale = Vector3.one;
_uiParticle.SetParticleSystemInstance(particle);
}
private static Object FindObjectOfType(string typeName)
{
var type = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(x => x.GetTypes())
.FirstOrDefault(x => x.Name == typeName);
return type == null ? null : FindObjectOfType(type);
}
public void SetCanvasWidth(int width)
{
var scaler = GetComponentInParent<CanvasScaler>();
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0;
var resolution = scaler.referenceResolution;
resolution.x = width;
scaler.referenceResolution = resolution;
}
public void SetCanvasRenderOverlay(bool enable)
{
var canvas = GetComponentInParent<Canvas>();
if (enable)
{
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
else
{
canvas.worldCamera = Camera.main;
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.planeDistance = 5;
}
}
public void LoadScene(string scene)
{
SceneManager.LoadScene(scene);
}
}
}

View File

@@ -63,8 +63,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
@@ -90,7 +88,7 @@ GameObject:
- component: {fileID: 5041533387716296293}
- component: {fileID: 5122306272436999681}
m_Layer: 5
m_Name: Buttons (1)
m_Name: Button - Canvas Width
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -204,8 +202,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
@@ -285,8 +281,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
@@ -399,8 +393,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
@@ -483,8 +475,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
@@ -559,8 +549,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
@@ -732,8 +720,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 10905, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
@@ -806,8 +792,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
@@ -828,7 +812,7 @@ GameObject:
- component: {fileID: 3859681902116860941}
- component: {fileID: 3859681902116860938}
m_Layer: 5
m_Name: Toggle
m_Name: Toggle - Spawn On UI
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -898,8 +882,6 @@ MonoBehaviour:
onValueChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.Toggle+ToggleEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
m_IsOn: 1
--- !u!1 &3859681902214993101
GameObject:
@@ -965,8 +947,6 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
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View File

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Cartoon FX & War FX Demo
===
Please import assets "Cartoon FX Free" and/or "War FX Free" from Unity asset store.
Please import assets "Cartoon FX Free" and/or "War FX Free" from Unity asset store.

View File

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using UnityEngine;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions.Demo
{
public class CopyItemOnStart : MonoBehaviour
{
[FormerlySerializedAs("origin")]
[SerializeField]
private GameObject m_Origin;
[FormerlySerializedAs("count")]
[SerializeField]
private int m_Count;
private void Start()
{
if (!m_Origin) return;
m_Origin.SetActive(false);
var parent = m_Origin.transform.parent;
for (var i = 0; i < m_Count; i++)
{
var go = Instantiate(m_Origin, parent, false);
go.name = $"{m_Origin.name} {i + 1}";
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go.SetActive(true);
}
}
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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
public class UIElementDragger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[SerializeField]
private Target m_Target;
[SerializeField]
private Transform m_CustomTarget;
[FormerlySerializedAs("ex2")]
[SerializeField]
private bool m_UseCanvasScale;
private Canvas _canvas;
private RectTransform _rectTransform;
private void OnEnable()
{
_rectTransform = GetComponent<RectTransform>();
_canvas = GetComponentInParent<Canvas>();
}
public void OnBeginDrag(PointerEventData eventData)
{
}
public void OnDrag(PointerEventData eventData)
{
var delta = (Vector3)GetLocalDelta(eventData.delta);
switch (m_Target)
{
case Target.Self:
_rectTransform.localPosition += delta;
break;
case Target.Parent:
_rectTransform.parent.localPosition += delta;
break;
case Target.Custom:
_rectTransform.localPosition += delta;
if (m_CustomTarget)
{
if (m_UseCanvasScale)
{
delta.Scale(_canvas.rootCanvas.transform.localScale);
}
m_CustomTarget.localPosition += delta;
}
break;
}
}
public void OnEndDrag(PointerEventData eventData)
{
}
private Vector2 GetLocalDelta(Vector2 evDelta)
{
switch (_canvas.renderMode)
{
case RenderMode.ScreenSpaceOverlay:
{
var zero = transform.InverseTransformPoint(Vector2.zero);
var delta = transform.InverseTransformPoint(evDelta);
return delta - zero;
}
case RenderMode.ScreenSpaceCamera:
case RenderMode.WorldSpace:
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Vector2.zero,
_canvas.worldCamera, out var zero);
RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, evDelta,
_canvas.worldCamera, out var delta);
return delta - zero;
}
default:
throw new NotSupportedException();
}
}
private enum Target
{
Self,
Parent,
Custom
}
}

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using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo : MonoBehaviour
{
[FormerlySerializedAs("root")]
[SerializeField]
private Canvas m_RootCanvas;
private int _height;
private int _score;
private int _width;
private void Start()
{
_width = Screen.width;
_height = Screen.height;
}
public void ResizeScreen()
{
switch (Application.platform)
{
case RuntimePlatform.OSXPlayer:
case RuntimePlatform.WindowsPlayer:
case RuntimePlatform.LinuxPlayer:
if (Screen.width == _width && Screen.height == _height)
{
Screen.SetResolution(_height, _width, Screen.fullScreen);
}
else if (Screen.width == _height && Screen.height == _width)
{
Screen.SetResolution(Mathf.Min(_width, _height), Mathf.Min(_width, _height), Screen.fullScreen);
}
else
{
Screen.SetResolution(_width, _height, Screen.fullScreen);
}
break;
}
}
public void FullScreen()
{
Screen.fullScreen = !Screen.fullScreen;
}
public void EnableAnimations(bool flag)
{
foreach (var animator in FindObjectsOfType<Animator>())
{
animator.enabled = flag;
}
}
public void UIParticle_MeshSharing(bool flag)
{
foreach (var uip in m_RootCanvas.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = flag
? UIParticle.MeshSharing.Auto
: UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool flag)
{
foreach (var uip in m_RootCanvas.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = flag
? 4
: 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in FindObjectsOfType<UIParticle>())
{
uip.scale = scale;
}
}
public void ParticleSystem_WorldSpaseSimulation(bool flag)
{
foreach (var p in FindObjectsOfType<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = flag
? ParticleSystemSimulationSpace.World
: ParticleSystemSimulationSpace.Local;
}
}
public void ParticleSystem_WorldSpaseSimulation(ParticleSystem ps)
{
foreach (var p in ps.GetComponentsInChildren<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = ParticleSystemSimulationSpace.World;
p.Clear();
}
}
public void ParticleSystem_LocalSpaseSimulation(ParticleSystem ps)
{
foreach (var p in ps.GetComponentsInChildren<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = ParticleSystemSimulationSpace.Local;
p.Clear();
}
}
public void ParticleSystem_Emit(ParticleSystem ps)
{
ps.Emit(5);
}
public void ParticleSystem_SetScale(float scale)
{
foreach (var ps in FindObjectsOfType<ParticleSystem>())
{
ps.transform.localScale = new Vector3(scale, scale, scale);
}
}
public void UIParticleAttractor_Linear(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Linear;
}
public void UIParticleAttractor_Smooth(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Smooth;
}
public void UIParticleAttractor_Sphere(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Sphere;
}
public void UIParticleAttractor_OnAttract(Text scoreText)
{
_score++;
scoreText.text = _score.ToString();
scoreText.GetComponent<Animator>().Play(0);
}
public void Canvas_WorldSpace(bool flag)
{
if (!flag) return;
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.renderMode = RenderMode.WorldSpace;
canvas.transform.rotation = Quaternion.Euler(new Vector3(0, 10, 0));
}
public void Canvas_CameraSpace(bool flag)
{
if (!flag) return;
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
}
public void Canvas_Overlay(bool flag)
{
if (!flag) return;
var canvas = FindObjectOfType<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
}
}

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using UnityEngine;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo_UIParticleController : MonoBehaviour
{
[FormerlySerializedAs("root")]
[SerializeField]
private Transform m_RootTransform;
public void UIParticle_MeshSharing(bool flag)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = flag
? UIParticle.MeshSharing.Auto
: UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool flag)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = flag
? 4
: 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.scale = scale;
}
}
}
}

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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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m_Name: UIParticle_Demo_Spread
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m_ShaderKeywords:
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@@ -77,6 +79,7 @@ Material:
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m_Colors:
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{
"name": "Coffee.NanoMonitor",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": false,
"defineConstraints": []
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@@ -0,0 +1,296 @@
using System;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Serialization;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditorInternal;
#endif
namespace Coffee.NanoMonitor
{
#if UNITY_EDITOR
[CustomEditor(typeof(NanoMonitor))]
internal class NanoMonitorEditor : Editor
{
private ReorderableList _monitorItemList;
private void OnEnable()
{
var items = serializedObject.FindProperty("m_CustomMonitorItems");
_monitorItemList = new ReorderableList(serializedObject, items)
{
draggable = false,
drawHeaderCallback = r =>
{
EditorGUI.LabelField(r, new GUIContent("Custom Monitor Items"));
},
drawElementCallback = (r, i, _, __) =>
{
EditorGUI.LabelField(new Rect(r.x, r.y, r.width, r.height - 2), GUIContent.none,
EditorStyles.textArea);
var labelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 80;
EditorGUI.PropertyField(new Rect(r.x + 2, r.y + 3, r.width - 4, r.height - 4),
items.GetArrayElementAtIndex(i), true);
EditorGUIUtility.labelWidth = labelWidth;
},
elementHeightCallback = i => EditorGUI.GetPropertyHeight(items.GetArrayElementAtIndex(i)) + 6
};
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
_monitorItemList.DoLayoutList();
serializedObject.ApplyModifiedProperties();
}
}
#endif
[DisallowMultipleComponent]
public sealed class NanoMonitor : MonoBehaviour
{
//################################
// Serialize Members.
//################################
// Settings
[Header("Settings")]
[SerializeField]
[Range(0.01f, 2f)]
private float m_Interval = 1f;
[SerializeField]
[Range(0, 3)]
private int m_Precision = 2;
[SerializeField]
private Font m_Font;
// Foldout
[Header("Foldout")]
[SerializeField]
private bool m_Opened;
[FormerlySerializedAs("m_Collapse")]
[SerializeField]
private GameObject m_FoldoutObject;
[SerializeField]
private Button m_OpenButton;
[SerializeField]
private Button m_CloseButton;
// View
[Header("View")]
[SerializeField]
private MonitorUI m_Fps;
[SerializeField]
private MonitorUI m_Gc;
[SerializeField]
private MonitorUI m_MonoUsage;
[SerializeField]
private MonitorUI m_UnityUsage;
[HideInInspector]
[SerializeField]
private CustomMonitorItem[] m_CustomMonitorItems = new CustomMonitorItem[0];
//################################
// Private Members.
//################################
private double _elapsed;
private double _fpsElapsed;
private int _frames;
private void Update()
{
_frames++;
_elapsed += Time.unscaledDeltaTime;
_fpsElapsed += Time.unscaledDeltaTime;
if (_elapsed < m_Interval) return;
if (m_Fps)
{
m_Fps.SetText("FPS: {0}", (int)(_frames / _fpsElapsed));
}
if (m_Gc)
{
m_Gc.SetText("GC: {0}", GC.CollectionCount(0));
}
if (m_MonoUsage)
{
var monoUsed = (Profiler.GetMonoUsedSizeLong() >> 10) / 1024f;
var monoTotal = (Profiler.GetMonoHeapSizeLong() >> 10) / 1024f;
if (m_Precision == 3)
{
m_MonoUsage.SetText("Mono: {0:N3}/{1:N3}MB", monoUsed, monoTotal);
}
else if (m_Precision == 2)
{
m_MonoUsage.SetText("Mono: {0:N2}/{1:N2}MB", monoUsed, monoTotal);
}
else if (m_Precision == 1)
{
m_MonoUsage.SetText("Mono: {0:N1}/{1:N1}MB", monoUsed, monoTotal);
}
else
{
m_MonoUsage.SetText("Mono: {0:N0}/{1:N0}MB", monoUsed, monoTotal);
}
}
if (m_UnityUsage)
{
var unityUsed = (Profiler.GetTotalAllocatedMemoryLong() >> 10) / 1024f;
var unityTotal = (Profiler.GetTotalReservedMemoryLong() >> 10) / 1024f;
if (m_Precision == 3)
{
m_UnityUsage.SetText("Unity: {0:N3}/{1:N3}MB", unityUsed, unityTotal);
}
else if (m_Precision == 2)
{
m_UnityUsage.SetText("Unity: {0:N2}/{1:N2}MB", unityUsed, unityTotal);
}
else if (m_Precision == 1)
{
m_UnityUsage.SetText("Unity: {0:N1}/{1:N1}MB", unityUsed, unityTotal);
}
else
{
m_UnityUsage.SetText("Unity: {0:N0}/{1:N0}MB", unityUsed, unityTotal);
}
}
foreach (var item in m_CustomMonitorItems)
{
item.UpdateText();
}
_frames = 0;
_elapsed %= m_Interval;
_fpsElapsed = 0;
}
//################################
// Unity Callbacks.
//################################
private void OnEnable()
{
if (m_OpenButton)
{
m_OpenButton.onClick.AddListener(Open);
}
if (m_CloseButton)
{
m_CloseButton.onClick.AddListener(Close);
}
if (m_Opened)
{
Open();
}
else
{
Close();
}
}
private void OnDisable()
{
if (m_OpenButton)
{
m_OpenButton.onClick.RemoveListener(Open);
}
if (m_CloseButton)
{
m_CloseButton.onClick.RemoveListener(Close);
}
}
#if UNITY_EDITOR
private void OnValidate()
{
if (m_Font)
{
foreach (var ui in GetComponentsInChildren<MonitorUI>(true))
{
ui.font = m_Font;
}
}
if (m_Opened)
{
Open();
}
else
{
Close();
}
}
#endif
//################################
// Public Members.
//################################
public void Clean()
{
Resources.UnloadUnusedAssets();
GC.Collect();
}
private void Open()
{
_frames = 0;
_elapsed = m_Interval;
_fpsElapsed = 0;
if (m_FoldoutObject)
{
m_FoldoutObject.SetActive(true);
}
if (m_CloseButton)
{
m_CloseButton.gameObject.SetActive(true);
}
if (m_OpenButton)
{
m_OpenButton.gameObject.SetActive(false);
}
}
private void Close()
{
if (m_FoldoutObject)
{
m_FoldoutObject.SetActive(false);
}
if (m_CloseButton)
{
m_CloseButton.gameObject.SetActive(false);
}
if (m_OpenButton)
{
m_OpenButton.gameObject.SetActive(true);
}
}
}
}

View File

@@ -1,5 +1,5 @@
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folderAsset: yes
DefaultImporter:
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userData:
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@@ -0,0 +1,160 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.NanoMonitor
{
public class FixedFont
{
private const string k_Characters =
"_!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
private static readonly Dictionary<Font, FixedFont> s_Fonts = new Dictionary<Font, FixedFont>();
private static readonly TextGenerator s_TextGenerator = new TextGenerator(100);
private static TextGenerationSettings s_Settings = new TextGenerationSettings
{
scaleFactor = 1,
horizontalOverflow = HorizontalWrapMode.Overflow,
verticalOverflow = VerticalWrapMode.Overflow,
alignByGeometry = true,
textAnchor = TextAnchor.MiddleCenter,
color = Color.white
};
private readonly Font _font;
private readonly UIVertex[] _tmpVerts = new UIVertex[4];
private UICharInfo[] _charInfos;
private int _resolution;
private UIVertex[] _verts;
private FixedFont(Font font)
{
_font = font;
}
public int fontSize
{
get
{
return _font.dynamic ? 32 : _font.fontSize;
}
}
public static FixedFont GetOrCreate(Font font)
{
if (font == null) return null;
if (s_Fonts.TryGetValue(font, out var data)) return data;
data = new FixedFont(font);
s_Fonts.Add(font, data);
return data;
}
public void Invalidate()
{
_resolution = 0;
}
public void UpdateFont()
{
if (!_font) return;
var mat = _font.material;
if (!mat) return;
var tex = mat.mainTexture;
if (!tex) return;
var currentResolution = tex.width * tex.height;
if (_resolution == currentResolution) return;
_resolution = currentResolution;
s_Settings.font = _font;
s_TextGenerator.Invalidate();
s_TextGenerator.Populate(k_Characters, s_Settings);
_verts = s_TextGenerator.GetVerticesArray();
_charInfos = s_TextGenerator.GetCharactersArray();
float offsetX = 0;
for (var i = 0; i < _verts.Length; i++)
{
if ((i & 3) == 0)
{
offsetX = _verts[i].position.x;
}
var v = _verts[i];
v.position -= new Vector3(offsetX, 0);
_verts[i] = v;
}
}
public float Layout(char c, float offset, float scale)
{
if (_charInfos == null) return offset;
if (c < 0x20 || 0x7e < c) return offset;
var ci = c - 0x20;
return offset + _charInfos[ci].charWidth * scale;
}
public float Append(VertexHelper toFill, char c, float offset, float scale, Color color)
{
if (_verts == null || _charInfos == null) return offset;
if (c < 0x20 || 0x7e < c) return offset;
var ci = c - 0x20;
for (var i = 0; i < 4; i++)
{
_tmpVerts[i] = _verts[ci * 4 + i];
_tmpVerts[i].position = _tmpVerts[i].position * scale + new Vector3(offset, 0);
_tmpVerts[i].color = ci == 0 ? Color.clear : color;
}
toFill.AddUIVertexQuad(_tmpVerts);
return offset + _charInfos[ci].charWidth * scale;
}
public void Fill(VertexHelper toFill, Color color, RectTransform tr)
{
if (_verts == null || _charInfos == null) return;
const int ci = '*' - 0x20;
var uv = (_verts[ci * 4].uv0 + _verts[ci * 4 + 2].uv0) / 2;
var rect = tr.rect;
var size = rect.size / 2;
var offset = (new Vector2(0.5f, 0.5f) - tr.pivot) * rect.size;
for (var i = 0; i < 4; i++)
{
_tmpVerts[i] = new UIVertex
{
uv0 = uv,
color = color
};
switch (i)
{
case 0:
_tmpVerts[i].position = new Vector2(-size.x, -size.y) + offset;
break;
case 1:
_tmpVerts[i].position = new Vector2(-size.x, size.y) + offset;
break;
case 2:
_tmpVerts[i].position = new Vector2(size.x, size.y) + offset;
break;
case 3:
_tmpVerts[i].position = new Vector2(size.x, -size.y) + offset;
break;
}
}
toFill.AddUIVertexQuad(_tmpVerts);
}
}
}

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externalObjects: {}
serializedVersion: 2
defaultReferences:
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icon: {instanceID: 0}
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@@ -0,0 +1,239 @@
using System.Text;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.NanoMonitor
{
#if UNITY_EDITOR
[CustomEditor(typeof(MonitorUI))]
public class MonitorTextEditor : Editor
{
private SerializedProperty _color;
private SerializedProperty _font;
private SerializedProperty _fontSize;
private SerializedProperty _mode;
private SerializedProperty _text;
private SerializedProperty _textAnchor;
private void OnEnable()
{
_mode = serializedObject.FindProperty("m_Mode");
_text = serializedObject.FindProperty("m_Text");
_color = serializedObject.FindProperty("m_Color");
var fontData = serializedObject.FindProperty("m_FontData");
_fontSize = fontData.FindPropertyRelative("m_FontSize");
_font = fontData.FindPropertyRelative("m_Font");
_textAnchor = serializedObject.FindProperty("m_TextAnchor");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_mode);
if ((MonitorUI.Mode)_mode.intValue == MonitorUI.Mode.Text)
{
EditorGUILayout.PropertyField(_text);
EditorGUILayout.PropertyField(_fontSize);
EditorGUILayout.PropertyField(_textAnchor);
EditorGUILayout.PropertyField(_font);
}
EditorGUILayout.PropertyField(_color);
serializedObject.ApplyModifiedProperties();
}
}
#endif
public class MonitorUI : Text
{
public enum Mode
{
Text,
Fill
}
public enum TextAnchor
{
Left,
Center,
Right
}
//################################
// Serialize Members.
//################################
[SerializeField] private Mode m_Mode = Mode.Text;
[SerializeField] private TextAnchor m_TextAnchor;
//################################
// Private Members.
//################################
private readonly StringBuilder _sb = new StringBuilder(64);
//################################
// Public Members.
//################################
public override string text
{
get
{
return _sb.ToString();
}
set
{
m_Text = value;
if (_sb.IsEqual(m_Text)) return;
_sb.Length = 0;
_sb.Append(m_Text);
SetVerticesDirty();
}
}
public TextAnchor textAnchor
{
get
{
return m_TextAnchor;
}
set
{
if (m_TextAnchor == value) return;
m_TextAnchor = value;
SetVerticesDirty();
}
}
public override bool raycastTarget
{
get
{
return m_Mode == Mode.Fill;
}
set { }
}
//################################
// Unity Callbacks.
//################################
protected override void OnEnable()
{
RegisterDirtyMaterialCallback(UpdateFont);
base.OnEnable();
raycastTarget = false;
maskable = false;
_sb.Length = 0;
_sb.Append(m_Text);
}
protected override void OnDisable()
{
UnregisterDirtyMaterialCallback(UpdateFont);
base.OnDisable();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (!_sb.IsEqual(m_Text))
{
_sb.Length = 0;
_sb.Append(m_Text);
}
}
#endif
public void SetText(string format, double arg0 = 0, double arg1 = 0, double arg2 = 0, double arg3 = 0)
{
_sb.Length = 0;
_sb.AppendFormatNoAlloc(format, arg0, arg1, arg2, arg3);
SetVerticesDirty();
}
public void SetText(StringBuilder builder)
{
_sb.Length = 0;
_sb.Append(builder);
SetVerticesDirty();
}
private void UpdateFont()
{
var fontData = FixedFont.GetOrCreate(font);
if (fontData != null)
{
fontData.Invalidate();
fontData.UpdateFont();
}
}
protected override void OnPopulateMesh(VertexHelper toFill)
{
toFill.Clear();
var fontData = FixedFont.GetOrCreate(font);
if (fontData == null) return;
fontData.UpdateFont();
if (m_Mode == Mode.Fill)
{
fontData.Fill(toFill, color, rectTransform);
return;
}
var scale = (float)fontSize / fontData.fontSize;
float offset = 0;
switch (textAnchor)
{
case TextAnchor.Left:
offset = rectTransform.rect.xMin;
break;
case TextAnchor.Center:
for (var i = 0; i < _sb.Length; i++)
{
offset = fontData.Layout(_sb[i], offset, scale);
}
offset = -offset / 2;
break;
case TextAnchor.Right:
for (var i = 0; i < _sb.Length; i++)
{
offset = fontData.Layout(_sb[i], offset, scale);
}
offset = rectTransform.rect.xMax - offset;
break;
}
for (var i = 0; i < _sb.Length; i++)
{
offset = fontData.Append(toFill, _sb[i], offset, scale, color);
}
}
protected override void UpdateMaterial()
{
base.UpdateMaterial();
var fontData = FixedFont.GetOrCreate(font);
if (fontData != null)
{
fontData.UpdateFont();
}
}
}
}

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@@ -0,0 +1,12 @@
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serializedVersion: 2
defaultReferences:
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@@ -0,0 +1,55 @@
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Coffee.NanoMonitor
{
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(CustomMonitorItem))]
internal sealed class CustomMonitorItemDrawer : PropertyDrawer
{
public override void OnGUI(Rect p, SerializedProperty property, GUIContent label)
{
var pos = new Rect(p.x, p.y + 18 * 0, p.width, 16);
EditorGUI.PropertyField(pos, property.FindPropertyRelative("m_Text"));
pos.y += 18;
EditorGUI.PropertyField(pos, property.FindPropertyRelative("m_Format"));
pos.y += 18;
EditorGUI.indentLevel++;
EditorGUI.PropertyField(pos, property.FindPropertyRelative("m_Arg0"));
pos.y += 18;
EditorGUI.PropertyField(pos, property.FindPropertyRelative("m_Arg1"));
pos.y += 18;
EditorGUI.PropertyField(pos, property.FindPropertyRelative("m_Arg2"));
EditorGUI.indentLevel--;
property.serializedObject.ApplyModifiedProperties();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return (EditorGUIUtility.singleLineHeight + 2) * 5;
}
}
#endif
[Serializable]
public class CustomMonitorItem
{
[SerializeField] private MonitorUI m_Text;
[SerializeField] private string m_Format = "";
[SerializeField] private NumericProperty m_Arg0;
[SerializeField] private NumericProperty m_Arg1;
[SerializeField] private NumericProperty m_Arg2;
public void UpdateText()
{
if (m_Text)
{
m_Text.SetText(m_Format, m_Arg0.Get(), m_Arg1.Get(), m_Arg2.Get());
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5c50c6434f4ad4488bfc5b0928dbb4c4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,236 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Coffee.NanoMonitor
{
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(NumericProperty))]
internal sealed class NumericPropertyDrawer : PropertyDrawer
{
private static Action<PropertyInfo> s_OnMenuSelected;
private static GenericMenu s_PropertyMenu;
private static readonly Dictionary<Type, string> s_SupportedTypes = new Dictionary<Type, string>
{
{ typeof(bool), "bool" },
{ typeof(sbyte), "sbyte" },
{ typeof(short), "short" },
{ typeof(int), "int" },
{ typeof(long), "long" },
{ typeof(byte), "byte" },
{ typeof(ushort), "ushort" },
{ typeof(uint), "uint" },
{ typeof(ulong), "ulong" },
{ typeof(float), "float" },
{ typeof(double), "double" },
{ typeof(decimal), "decimal" }
};
private static void Init()
{
if (s_PropertyMenu != null) return;
const BindingFlags bindingFlags = BindingFlags.Public
| BindingFlags.NonPublic
| BindingFlags.Static
| BindingFlags.GetProperty;
var properties = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(assembly => assembly.GetTypes())
.SelectMany(type => type.GetProperties(bindingFlags))
.Where(pi => pi.GetMethod != null && s_SupportedTypes.ContainsKey(pi.PropertyType))
.OrderBy(pi => ConvertToMenuItem(pi, false))
.ToArray();
s_PropertyMenu = new GenericMenu();
s_PropertyMenu.AddItem(new GUIContent("No Property"), false,
arg => s_OnMenuSelected?.Invoke(arg as PropertyInfo), null);
s_PropertyMenu.AddItem(new GUIContent("(Non Public Properties)/"), false, () => { });
s_PropertyMenu.AddSeparator("");
foreach (var pi in properties)
{
s_PropertyMenu.AddItem(new GUIContent(ConvertToMenuItem(pi, true)), false,
arg => s_OnMenuSelected?.Invoke(arg as PropertyInfo), pi);
}
}
private static string ConvertToMenuItem(PropertyInfo p, bool propertyType)
{
var type = p.DeclaringType;
if (type == null) return "";
var category = p.GetMethod.IsPublic && type.IsPublic
? ""
: "(Non Public Properties)/";
var typeName = type.FullName;
var asmName = type.Assembly.GetName().Name;
if (asmName == "UnityEngine.CoreModule")
{
asmName = "UnityEngine";
}
return propertyType
? $"{category}{asmName}/{typeName}/{s_SupportedTypes[p.PropertyType]} {p.Name}"
: $"{category}{asmName}/{typeName}/{p.Name}";
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
Init();
label = EditorGUI.BeginProperty(position, label, property);
var path = property.FindPropertyRelative("m_Path");
var split = path.stringValue.Split(';', ' ', ',');
var name = split.Length == 4 ? $"{split[0]}.{split[3]}" : "No Property";
position = EditorGUI.PrefixLabel(position, label);
if (GUI.Button(position, name, EditorStyles.popup))
{
s_OnMenuSelected = p =>
{
path.stringValue = p == null
? ""
: $"{p.DeclaringType?.FullName}, {p.DeclaringType?.Assembly.GetName().Name};{p.Name}";
property.serializedObject.ApplyModifiedProperties();
};
s_PropertyMenu.DropDown(position);
}
EditorGUI.EndProperty();
}
}
#endif
[Serializable]
public class NumericProperty : ISerializationCallbackReceiver
{
//################################
// Serialized Members.
//################################
[SerializeField] private string m_Path = "";
//################################
// Private Members.
//################################
private Func<double> _get;
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
var pInfo = GetPropertyInfo(m_Path);
_get = CreateFunc(pInfo?.GetMethod);
}
//################################
// Public Members.
//################################
public double Get()
{
return _get?.Invoke() ?? -1;
}
private static PropertyInfo GetPropertyInfo(string path)
{
var p = path.Split(';');
if (p.Length != 2) return null;
var type = Type.GetType(p[0]);
if (type == null)
{
Debug.LogException(new Exception($"Type '{p[0]}' is not found"));
return null;
}
var pInfo = type.GetProperty(p[1], BindingFlags.GetProperty | BindingFlags.Public | BindingFlags.Static);
if (pInfo == null)
{
Debug.LogException(new Exception($"Member '{p[1]}' is not found in type '{type}'"));
}
return pInfo;
}
private static Func<double> CreateFunc(MethodInfo mInfo)
{
if (mInfo == null) return null;
switch (Type.GetTypeCode(mInfo.ReturnType))
{
case TypeCode.Boolean:
{
var func = (Func<bool>)mInfo.CreateDelegate(typeof(Func<bool>));
return () => func() ? 1 : 0;
}
case TypeCode.Byte:
{
var func = (Func<byte>)mInfo.CreateDelegate(typeof(Func<byte>));
return () => func();
}
case TypeCode.SByte:
{
var func = (Func<sbyte>)mInfo.CreateDelegate(typeof(Func<sbyte>));
return () => func();
}
case TypeCode.UInt16:
{
var func = (Func<ushort>)mInfo.CreateDelegate(typeof(Func<ushort>));
return () => func();
}
case TypeCode.UInt32:
{
var func = (Func<uint>)mInfo.CreateDelegate(typeof(Func<uint>));
return () => func();
}
case TypeCode.UInt64:
{
var func = (Func<ulong>)mInfo.CreateDelegate(typeof(Func<ulong>));
return () => func();
}
case TypeCode.Int16:
{
var func = (Func<short>)mInfo.CreateDelegate(typeof(Func<short>));
return () => func();
}
case TypeCode.Int32:
{
var f = (Func<int>)mInfo.CreateDelegate(typeof(Func<int>));
return () => f();
}
case TypeCode.Int64:
{
var f = (Func<long>)mInfo.CreateDelegate(typeof(Func<long>));
return () => f();
}
case TypeCode.Decimal:
{
var f = (Func<decimal>)mInfo.CreateDelegate(typeof(Func<decimal>));
return () => (double)f();
}
case TypeCode.Double:
{
var f = (Func<double>)mInfo.CreateDelegate(typeof(Func<double>));
return f;
}
case TypeCode.Single:
{
var f = (Func<float>)mInfo.CreateDelegate(typeof(Func<float>));
return () => f();
}
default:
{
var message = $"Method '{mInfo.DeclaringType}.{mInfo.Name} ({mInfo.ReturnType})' is not supported.";
Debug.LogException(new Exception(message));
return null;
}
}
}
}
}

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