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# [3.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.3.0...v3.0.0-preview.1) (2020-02-12) ### Bug Fixes * change the text in the inspector to make it more understandable. ([7ca0b6f](7ca0b6fa34)), closes [#66](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/66) * editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh ([e5ebadd](e5ebadd847)), closes [#69](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/69) * getting massive errors on editor ([ef82fa8](ef82fa82a6)), closes [#67](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/67) * heavy editor UI ([d3b470a](d3b470a2be)) * remove a menu to add overlay camera ([f5d3b6e](f5d3b6edb5)) * rotating the particle rect may cause out of bounds ([3439842](3439842119)), closes [#55](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/55) * scale will be decrease on editor ([0c59846](0c59846f11)) * UI darker than normal when change to linear color space ([db4d8a7](db4d8a742c)), closes [#57](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/57) ### Build System * update develop environment ([9fcf169](9fcf169cd3)) ### Features * add menu to import sample ([b8b1827](b8b1827318)) * add samples test ([287b5cc](287b5cc832)) * **editor:** add osc package (portable mode) ([6c7f880](6c7f880435)) ### BREAKING CHANGES * update develop environment to Unity 2018.3. Unity 2018.2 will continue to be supported.
111 lines
2.4 KiB
C#
111 lines
2.4 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using System.Collections.Generic;
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namespace Coffee.UIExtensions.Demo
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{
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public class UIParticle_Demo : MonoBehaviour
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{
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[SerializeField] ParticleSystem [] m_ParticleSystems = new ParticleSystem [0];
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[SerializeField] List<Transform> m_ScalingByTransforms = new List<Transform> ();
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[SerializeField] List<UIParticle> m_ScalingByUIParticles = new List<UIParticle> ();
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public void SetTimeScale (float scale)
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{
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Time.timeScale = scale;
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}
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public void EnableTrailRibbon (bool ribbonMode)
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{
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foreach (var p in m_ParticleSystems)
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{
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var trails = p.trails;
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trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle;
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}
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}
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public void EnableSprite (bool enabled)
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{
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foreach (var p in m_ParticleSystems)
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{
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var tex = p.textureSheetAnimation;
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tex.enabled = enabled;
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}
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}
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public void EnableMask (bool enabled)
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{
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foreach (var m in FindObjectsOfType<Mask> ())
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{
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m.enabled = enabled;
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}
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}
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public void EnableMask2D (bool enabled)
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{
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foreach (var m in FindObjectsOfType<RectMask2D> ())
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{
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m.enabled = enabled;
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}
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}
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public void SetScale (float scale)
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{
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m_ScalingByTransforms.ForEach (x => x.localScale = Vector3.one * (10 * scale));
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m_ScalingByUIParticles.ForEach (x => x.scale = scale);
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}
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public void SetUIParticleScale (float scale)
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{
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foreach (var uip in FindObjectsOfType<UIParticle> ())
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{
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uip.scale = scale;
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}
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}
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public void LoadScene (string name)
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{
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SceneManager.LoadScene (name);
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}
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public void PlayAllParticleEffect ()
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{
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foreach (var animator in FindObjectsOfType<Animator> ())
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{
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animator.Play ("Play");
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}
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foreach (var particle in FindObjectsOfType<ParticleSystem> ())
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{
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particle.Play ();
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}
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}
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public void SetWorldSpase (bool flag)
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{
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if (flag)
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{
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GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
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GetComponent<Canvas> ().renderMode = RenderMode.WorldSpace;
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transform.rotation = Quaternion.Euler (new Vector3 (0, 6, 0));
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}
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}
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public void SetScreenSpase (bool flag)
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{
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if (flag)
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{
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GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceCamera;
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}
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}
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public void SetOverlay (bool flag)
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{
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if (flag)
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{
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GetComponent<Canvas> ().renderMode = RenderMode.ScreenSpaceOverlay;
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}
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}
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}
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} |