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# [3.0.0-preview.18](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.17...v3.0.0-preview.18) (2020-08-19) ### Bug Fixes * AsmdefEx is no longer required ([50e749c](50e749c183)) * fix camera for baking mesh ([6395a4f](6395a4fa74)) * support .Net Framework 3.5 (again) ([23fcb06](23fcb06bf9)) ### Features * 3.0.0 updater ([f99292b](f99292b9a1)) * add menu to create UIParticle ([14f1c78](14f1c782ff)) * Combine baked meshes to improve performance ([633d058](633d058756)) * improve performance ([77c056a](77c056ad5f)) * optimization for vertices transforms and adding node for trails ([e070e8d](e070e8d5ee)), closes [#75](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/75) * option to ignoring canvas scaling ([fe85fed](fe85fed3c0)) * support 3d scaling ([42a84bc](42a84bc5e1)) * support custom simulation space ([a83e647](a83e64761c)), closes [#78](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/78) * support for particle systems including trail only ([f389d39](f389d39953)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61) ### BREAKING CHANGES * The bake-task has changed significantly. It may look different from previous versions.
109 lines
4.3 KiB
C#
109 lines
4.3 KiB
C#
using System.IO;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEngine;
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namespace Coffee.UIExtensions
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{
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public class UIParticleMenu
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{
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#if !UNITY_2019_1_OR_NEWER
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static string GetPreviousSamplePath(string displayName, string sampleName)
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{
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string sampleRoot = string.Format("Assets/Samples/{0}", displayName);
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var sampleRootInfo = new DirectoryInfo(sampleRoot);
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if (!sampleRootInfo.Exists) return null;
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foreach (var versionDir in sampleRootInfo.GetDirectories())
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{
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var samplePath = Path.Combine(versionDir.ToString(), sampleName);
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if (Directory.Exists(samplePath))
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return samplePath;
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}
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return null;
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}
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static void ImportSample(string packageName, string sampleName)
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{
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string jsonPath = string.Format("Packages/{0}/package.json", packageName);
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string json = File.ReadAllText(jsonPath);
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string version = Regex.Match(json, "\"version\"\\s*:\\s*\"([^\"]+)\"").Groups[1].Value;
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string displayName = Regex.Match(json, "\"displayName\"\\s*:\\s*\"([^\"]+)\"").Groups[1].Value;
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string src = string.Format("{0}/Samples~/{1}", Path.GetDirectoryName(jsonPath), sampleName);
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string dst = string.Format("Assets/Samples/{0}/{1}/{2}", displayName, version, sampleName);
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string previous = GetPreviousSamplePath(displayName, sampleName);
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if (!string.IsNullOrEmpty(previous))
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{
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string msg = "A different version of the sample is already imported at\n\n"
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+ previous
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+ "\n\nIt will be deleted when you update. Are you sure you want to continue?";
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if (!EditorUtility.DisplayDialog("Sample Importer", msg, "OK", "Cancel"))
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return;
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FileUtil.DeleteFileOrDirectory(previous + ".meta");
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FileUtil.DeleteFileOrDirectory(previous);
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string versionDir = Path.GetDirectoryName(previous);
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if (Directory.GetFiles(versionDir, "*.meta", SearchOption.TopDirectoryOnly).Length == 0)
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{
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FileUtil.DeleteFileOrDirectory(versionDir + ".meta");
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FileUtil.DeleteFileOrDirectory(versionDir);
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}
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}
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Directory.CreateDirectory(Path.GetDirectoryName(dst));
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FileUtil.CopyFileOrDirectory(src, dst);
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AssetDatabase.ImportAsset(dst, ImportAssetOptions.ImportRecursive);
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}
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[MenuItem("Assets/Samples/Import UIParticle Sample")]
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static void ImportSample()
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{
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ImportSample("com.coffee.ui-particle", "Demo");
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}
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#endif
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[MenuItem("GameObject/UI/Particle System", false, 2019)]
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public static void AddParticle(MenuCommand menuCommand)
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{
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// Create UI element.
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EditorApplication.ExecuteMenuItem("GameObject/UI/Image");
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var ui = Selection.activeGameObject;
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// Create ParticleSystem.
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EditorApplication.ExecuteMenuItem("GameObject/Effects/Particle System");
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var ps = Selection.activeGameObject;
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var transform = ps.transform;
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var localRotation = transform.localRotation;
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transform.SetParent(ui.transform.parent, true);
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var pos = transform.localPosition;
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pos.z = 0;
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ps.transform.localPosition = pos;
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ps.transform.localRotation = localRotation;
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// Destroy UI elemant
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Object.DestroyImmediate(ui);
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// Assign default material.
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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var defaultMat = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat");
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renderer.material = defaultMat ? defaultMat : renderer.material;
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// Set to hierarchy mode
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var particleSystem = ps.GetComponent<ParticleSystem>();
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var main = particleSystem.main;
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main.scalingMode = ParticleSystemScalingMode.Hierarchy;
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// Add UIParticle.
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var uiParticle = ps.AddComponent<UIParticle>();
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uiParticle.ignoreCanvasScaler = true;
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uiParticle.scale = 10;
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}
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}
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}
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