将Spline移出Plugin,以调整SplineRenderer的OnWillCameraRender
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265
Assets/Dreamteck/Splines/Components/ParticleController.cs
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265
Assets/Dreamteck/Splines/Components/ParticleController.cs
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namespace Dreamteck.Splines
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{
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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[AddComponentMenu("Dreamteck/Splines/Users/Particle Controller")]
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public class ParticleController : SplineUser
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{
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public ParticleSystem particleSystemComponent
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{
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get { return _particleSystem; }
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set {
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_particleSystem = value;
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_renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
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}
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}
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[SerializeField]
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[HideInInspector]
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private ParticleSystem _particleSystem;
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private ParticleSystemRenderer _renderer;
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public enum EmitPoint { Beginning, Ending, Random, Ordered }
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public enum MotionType { None, UseParticleSystem, FollowForward, FollowBackward, ByNormal, ByNormalRandomized }
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public enum Wrap { Default, Loop }
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[HideInInspector]
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public bool pauseWhenNotVisible = false;
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[HideInInspector]
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public Vector2 offset = Vector2.zero;
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[HideInInspector]
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public bool volumetric = false;
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[HideInInspector]
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public bool emitFromShell = false;
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[HideInInspector]
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public bool apply3DRotation = false;
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[HideInInspector]
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public Vector2 scale = Vector2.one;
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[HideInInspector]
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public EmitPoint emitPoint = EmitPoint.Beginning;
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[HideInInspector]
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public MotionType motionType = MotionType.UseParticleSystem;
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[HideInInspector]
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public Wrap wrapMode = Wrap.Default;
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[HideInInspector]
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public float minCycles = 1f;
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[HideInInspector]
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public float maxCycles = 1f;
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private ParticleSystem.Particle[] _particles = new ParticleSystem.Particle[0];
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private Particle[] _controllers = new Particle[0];
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private int _particleCount = 0;
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private int _birthIndex = 0;
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private List<Vector4> _customParticleData = new List<Vector4>();
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protected override void LateRun()
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{
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if (_particleSystem == null) return;
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if (pauseWhenNotVisible)
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{
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if (_renderer == null)
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{
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_renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
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}
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if (!_renderer.isVisible) return;
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}
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int maxParticles = _particleSystem.main.maxParticles;
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if (_particles.Length != maxParticles)
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{
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_particles = new ParticleSystem.Particle[maxParticles];
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_customParticleData = new List<Vector4>(maxParticles);
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Particle[] newControllers = new Particle[maxParticles];
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for (int i = 0; i < newControllers.Length; i++)
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{
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if (i >= _controllers.Length) break;
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newControllers[i] = _controllers[i];
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}
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_controllers = newControllers;
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}
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_particleCount = _particleSystem.GetParticles(_particles);
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_particleSystem.GetCustomParticleData(_customParticleData, ParticleSystemCustomData.Custom1);
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bool isLocal = _particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local;
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Transform particleSystemTransform = _particleSystem.transform;
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for (int i = 0; i < _particleCount; i++)
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{
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if (_controllers[i] == null)
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{
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_controllers[i] = new Particle();
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}
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if (isLocal)
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{
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TransformParticle(ref _particles[i], particleSystemTransform);
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}
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if (_customParticleData[i].w < 1f)
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{
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OnParticleBorn(i);
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}
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HandleParticle(i);
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if (isLocal)
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{
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InverseTransformParticle(ref _particles[i], particleSystemTransform);
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}
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}
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_particleSystem.SetCustomParticleData(_customParticleData, ParticleSystemCustomData.Custom1);
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_particleSystem.SetParticles(_particles, _particleCount);
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}
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void TransformParticle(ref ParticleSystem.Particle particle, Transform trs)
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{
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particle.position = trs.TransformPoint(particle.position);
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if (apply3DRotation)
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{
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}
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particle.velocity = trs.TransformDirection(particle.velocity);
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}
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void InverseTransformParticle(ref ParticleSystem.Particle particle, Transform trs)
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{
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particle.position = trs.InverseTransformPoint(particle.position);
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particle.velocity = trs.InverseTransformDirection(particle.velocity);
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}
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protected override void Reset()
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{
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base.Reset();
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updateMethod = UpdateMethod.LateUpdate;
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if (_particleSystem == null) _particleSystem = GetComponent<ParticleSystem>();
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}
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void HandleParticle(int index)
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{
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float lifePercent = _particles[index].remainingLifetime / _particles[index].startLifetime;
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if (motionType == MotionType.FollowBackward || motionType == MotionType.FollowForward || motionType == MotionType.None)
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{
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Evaluate(_controllers[index].GetSplinePercent(wrapMode, _particles[index], motionType), ref evalResult);
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Vector3 resultRight = evalResult.right;
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_particles[index].position = evalResult.position;
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if (apply3DRotation)
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{
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_particles[index].rotation3D = evalResult.rotation.eulerAngles;
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}
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Vector2 finalOffset = offset;
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if (volumetric)
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{
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if (motionType != MotionType.None)
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{
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finalOffset += Vector2.Lerp(_controllers[index].startOffset, _controllers[index].endOffset, 1f - lifePercent);
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finalOffset.x *= scale.x;
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finalOffset.y *= scale.y;
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} else
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{
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finalOffset += _controllers[index].startOffset;
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}
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}
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_particles[index].position += resultRight * (finalOffset.x * evalResult.size) + evalResult.up * (finalOffset.y * evalResult.size);
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_particles[index].velocity = evalResult.forward;
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_particles[index].startColor = _controllers[index].startColor * evalResult.color;
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}
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}
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private void OnParticleBorn(int index)
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{
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Vector4 custom = _customParticleData[index];
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custom.w = 1;
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_customParticleData[index] = custom;
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double percent = 0.0;
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float emissionRate = Mathf.Lerp(_particleSystem.emission.rateOverTime.constantMin, _particleSystem.emission.rateOverTime.constantMax, 0.5f);
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float expectedParticleCount = emissionRate * _particleSystem.main.startLifetime.constantMax;
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_birthIndex++;
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if (_birthIndex > expectedParticleCount)
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{
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_birthIndex = 0;
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}
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switch (emitPoint)
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{
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case EmitPoint.Beginning: percent = 0f; break;
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case EmitPoint.Ending: percent = 1f; break;
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case EmitPoint.Random: percent = Random.Range(0f, 1f); break;
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case EmitPoint.Ordered: percent = expectedParticleCount > 0 ? (float)_birthIndex / expectedParticleCount : 0f; break;
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}
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Evaluate(percent, ref evalResult);
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_controllers[index].startColor = _particles[index].startColor;
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_controllers[index].startPercent = percent;
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_controllers[index].cycleSpeed = Random.Range(minCycles, maxCycles);
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Vector2 circle = Vector2.zero;
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if (volumetric)
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{
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if (emitFromShell) circle = Quaternion.AngleAxis(Random.Range(0f, 360f), Vector3.forward) * Vector2.right;
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else circle = Random.insideUnitCircle;
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}
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_controllers[index].startOffset = circle * 0.5f;
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_controllers[index].endOffset = Random.insideUnitCircle * 0.5f;
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Vector3 right = Vector3.Cross(evalResult.forward, evalResult.up);
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_particles[index].position = evalResult.position + right * _controllers[index].startOffset.x * evalResult.size * scale.x + evalResult.up * _controllers[index].startOffset.y * evalResult.size * scale.y;
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float forceX = _particleSystem.forceOverLifetime.x.constantMax;
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float forceY = _particleSystem.forceOverLifetime.y.constantMax;
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float forceZ = _particleSystem.forceOverLifetime.z.constantMax;
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if (_particleSystem.forceOverLifetime.randomized)
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{
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forceX = Random.Range(_particleSystem.forceOverLifetime.x.constantMin, _particleSystem.forceOverLifetime.x.constantMax);
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forceY = Random.Range(_particleSystem.forceOverLifetime.y.constantMin, _particleSystem.forceOverLifetime.y.constantMax);
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forceZ = Random.Range(_particleSystem.forceOverLifetime.z.constantMin, _particleSystem.forceOverLifetime.z.constantMax);
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}
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float time = _particles[index].startLifetime - _particles[index].remainingLifetime;
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Vector3 forceDistance = new Vector3(forceX, forceY, forceZ) * 0.5f * (time * time);
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float startSpeed = _particleSystem.main.startSpeed.constantMax;
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if (motionType == MotionType.ByNormal)
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{
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_particles[index].position += evalResult.up * startSpeed * (_particles[index].startLifetime - _particles[index].remainingLifetime);
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_particles[index].position += forceDistance;
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_particles[index].velocity = evalResult.up * startSpeed + new Vector3(forceX, forceY, forceZ) * time;
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}
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else if (motionType == MotionType.ByNormalRandomized)
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{
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Vector3 normal = Quaternion.AngleAxis(Random.Range(0f, 360f), evalResult.forward) * evalResult.up;
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_particles[index].position += normal * startSpeed * (_particles[index].startLifetime - _particles[index].remainingLifetime);
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_particles[index].position += forceDistance;
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_particles[index].velocity = normal * startSpeed + new Vector3(forceX, forceY, forceZ) * time;
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}
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HandleParticle(index);
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}
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public class Particle
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{
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internal Vector2 startOffset = Vector2.zero;
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internal Vector2 endOffset = Vector2.zero;
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internal float cycleSpeed = 0f;
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internal Color startColor = Color.white;
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internal double startPercent = 0.0;
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internal double GetSplinePercent(Wrap wrap, ParticleSystem.Particle particle, MotionType motionType)
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{
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float lifePercent = particle.remainingLifetime / particle.startLifetime;
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if(motionType == MotionType.FollowBackward)
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{
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lifePercent = 1f - lifePercent;
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}
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switch (wrap)
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{
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case Wrap.Default: return DMath.Clamp01(startPercent + (1f - lifePercent) * cycleSpeed);
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case Wrap.Loop:
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double loopPoint = startPercent + (1.0 - lifePercent) * cycleSpeed;
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if(loopPoint > 1.0) loopPoint -= Mathf.FloorToInt((float)loopPoint);
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return loopPoint;
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}
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return 0.0;
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}
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}
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}
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}
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