rabidus-test/Assets/Dreamteck/Splines/Components/ParticleController.cs

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2023-07-24 16:38:13 +03:00
namespace Dreamteck.Splines
{
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[AddComponentMenu("Dreamteck/Splines/Users/Particle Controller")]
public class ParticleController : SplineUser
{
public ParticleSystem particleSystemComponent
{
get { return _particleSystem; }
set {
_particleSystem = value;
_renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
}
}
[SerializeField]
[HideInInspector]
private ParticleSystem _particleSystem;
private ParticleSystemRenderer _renderer;
public enum EmitPoint { Beginning, Ending, Random, Ordered }
public enum MotionType { None, UseParticleSystem, FollowForward, FollowBackward, ByNormal, ByNormalRandomized }
public enum Wrap { Default, Loop }
[HideInInspector]
public bool pauseWhenNotVisible = false;
[HideInInspector]
public Vector2 offset = Vector2.zero;
[HideInInspector]
public bool volumetric = false;
[HideInInspector]
public bool emitFromShell = false;
[HideInInspector]
public bool apply3DRotation = false;
[HideInInspector]
public Vector2 scale = Vector2.one;
[HideInInspector]
public EmitPoint emitPoint = EmitPoint.Beginning;
[HideInInspector]
public MotionType motionType = MotionType.UseParticleSystem;
[HideInInspector]
public Wrap wrapMode = Wrap.Default;
[HideInInspector]
public float minCycles = 1f;
[HideInInspector]
public float maxCycles = 1f;
private ParticleSystem.Particle[] _particles = new ParticleSystem.Particle[0];
private Particle[] _controllers = new Particle[0];
private int _particleCount = 0;
private int _birthIndex = 0;
private List<Vector4> _customParticleData = new List<Vector4>();
protected override void LateRun()
{
if (_particleSystem == null) return;
if (pauseWhenNotVisible)
{
if (_renderer == null)
{
_renderer = _particleSystem.GetComponent<ParticleSystemRenderer>();
}
if (!_renderer.isVisible) return;
}
int maxParticles = _particleSystem.main.maxParticles;
if (_particles.Length != maxParticles)
{
_particles = new ParticleSystem.Particle[maxParticles];
_customParticleData = new List<Vector4>(maxParticles);
Particle[] newControllers = new Particle[maxParticles];
for (int i = 0; i < newControllers.Length; i++)
{
if (i >= _controllers.Length) break;
newControllers[i] = _controllers[i];
}
_controllers = newControllers;
}
_particleCount = _particleSystem.GetParticles(_particles);
_particleSystem.GetCustomParticleData(_customParticleData, ParticleSystemCustomData.Custom1);
bool isLocal = _particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local;
Transform particleSystemTransform = _particleSystem.transform;
for (int i = 0; i < _particleCount; i++)
{
if (_controllers[i] == null)
{
_controllers[i] = new Particle();
}
if (isLocal)
{
TransformParticle(ref _particles[i], particleSystemTransform);
}
if (_customParticleData[i].w < 1f)
{
OnParticleBorn(i);
}
HandleParticle(i);
if (isLocal)
{
InverseTransformParticle(ref _particles[i], particleSystemTransform);
}
}
_particleSystem.SetParticles(_particles, _particleCount);
_particleSystem.SetCustomParticleData(_customParticleData, ParticleSystemCustomData.Custom1);
}
void TransformParticle(ref ParticleSystem.Particle particle, Transform trs)
{
particle.position = trs.TransformPoint(particle.position);
if (apply3DRotation)
{
}
particle.velocity = trs.TransformDirection(particle.velocity);
}
void InverseTransformParticle(ref ParticleSystem.Particle particle, Transform trs)
{
particle.position = trs.InverseTransformPoint(particle.position);
particle.velocity = trs.InverseTransformDirection(particle.velocity);
}
protected override void Reset()
{
base.Reset();
updateMethod = UpdateMethod.LateUpdate;
if (_particleSystem == null) _particleSystem = GetComponent<ParticleSystem>();
}
void HandleParticle(int index)
{
float lifePercent = _particles[index].remainingLifetime / _particles[index].startLifetime;
if (motionType == MotionType.FollowBackward || motionType == MotionType.FollowForward || motionType == MotionType.None)
{
Evaluate(_controllers[index].GetSplinePercent(wrapMode, _particles[index], motionType), ref evalResult);
ModifySample(ref evalResult);
Vector3 resultRight = evalResult.right;
_particles[index].position = evalResult.position;
if (apply3DRotation)
{
_particles[index].rotation3D = evalResult.rotation.eulerAngles;
}
Vector2 finalOffset = offset;
if (volumetric)
{
if (motionType != MotionType.None)
{
finalOffset += Vector2.Lerp(_controllers[index].startOffset, _controllers[index].endOffset, 1f - lifePercent);
finalOffset.x *= scale.x;
finalOffset.y *= scale.y;
} else
{
finalOffset += _controllers[index].startOffset;
}
}
_particles[index].position += resultRight * (finalOffset.x * evalResult.size) + evalResult.up * (finalOffset.y * evalResult.size);
_particles[index].velocity = evalResult.forward;
_particles[index].startColor = _controllers[index].startColor * evalResult.color;
}
}
private void OnParticleBorn(int index)
{
Vector4 custom = _customParticleData[index];
custom.w = 1;
_customParticleData[index] = custom;
double percent = 0.0;
float emissionRate = Mathf.Lerp(_particleSystem.emission.rateOverTime.constantMin, _particleSystem.emission.rateOverTime.constantMax, 0.5f);
float expectedParticleCount = emissionRate * _particleSystem.main.startLifetime.constantMax;
_birthIndex++;
if (_birthIndex > expectedParticleCount)
{
_birthIndex = 0;
}
switch (emitPoint)
{
case EmitPoint.Beginning: percent = 0f; break;
case EmitPoint.Ending: percent = 1f; break;
case EmitPoint.Random: percent = Random.Range(0f, 1f); break;
case EmitPoint.Ordered: percent = expectedParticleCount > 0 ? (float)_birthIndex / expectedParticleCount : 0f; break;
}
Evaluate(percent, ref evalResult);
ModifySample(ref evalResult);
_controllers[index].startColor = _particles[index].startColor;
_controllers[index].startPercent = percent;
_controllers[index].cycleSpeed = Random.Range(minCycles, maxCycles);
Vector2 circle = Vector2.zero;
if (volumetric)
{
if (emitFromShell) circle = Quaternion.AngleAxis(Random.Range(0f, 360f), Vector3.forward) * Vector2.right;
else circle = Random.insideUnitCircle;
}
_controllers[index].startOffset = circle * 0.5f;
_controllers[index].endOffset = Random.insideUnitCircle * 0.5f;
Vector3 right = Vector3.Cross(evalResult.forward, evalResult.up);
_particles[index].position = evalResult.position + right * _controllers[index].startOffset.x * evalResult.size * scale.x + evalResult.up * _controllers[index].startOffset.y * evalResult.size * scale.y;
float forceX = _particleSystem.forceOverLifetime.x.constantMax;
float forceY = _particleSystem.forceOverLifetime.y.constantMax;
float forceZ = _particleSystem.forceOverLifetime.z.constantMax;
if (_particleSystem.forceOverLifetime.randomized)
{
forceX = Random.Range(_particleSystem.forceOverLifetime.x.constantMin, _particleSystem.forceOverLifetime.x.constantMax);
forceY = Random.Range(_particleSystem.forceOverLifetime.y.constantMin, _particleSystem.forceOverLifetime.y.constantMax);
forceZ = Random.Range(_particleSystem.forceOverLifetime.z.constantMin, _particleSystem.forceOverLifetime.z.constantMax);
}
float time = _particles[index].startLifetime - _particles[index].remainingLifetime;
Vector3 forceDistance = new Vector3(forceX, forceY, forceZ) * 0.5f * (time * time);
float startSpeed = _particleSystem.main.startSpeed.constantMax;
if (motionType == MotionType.ByNormal)
{
_particles[index].position += evalResult.up * startSpeed * (_particles[index].startLifetime - _particles[index].remainingLifetime);
_particles[index].position += forceDistance;
_particles[index].velocity = evalResult.up * startSpeed + new Vector3(forceX, forceY, forceZ) * time;
}
else if (motionType == MotionType.ByNormalRandomized)
{
Vector3 normal = Quaternion.AngleAxis(Random.Range(0f, 360f), evalResult.forward) * evalResult.up;
_particles[index].position += normal * startSpeed * (_particles[index].startLifetime - _particles[index].remainingLifetime);
_particles[index].position += forceDistance;
_particles[index].velocity = normal * startSpeed + new Vector3(forceX, forceY, forceZ) * time;
}
HandleParticle(index);
}
public class Particle
{
internal Vector2 startOffset = Vector2.zero;
internal Vector2 endOffset = Vector2.zero;
internal float cycleSpeed = 0f;
internal Color startColor = Color.white;
internal double startPercent = 0.0;
internal double GetSplinePercent(Wrap wrap, ParticleSystem.Particle particle, MotionType motionType)
{
float lifePercent = particle.remainingLifetime / particle.startLifetime;
if(motionType == MotionType.FollowBackward)
{
lifePercent = 1f - lifePercent;
}
switch (wrap)
{
case Wrap.Default: return DMath.Clamp01(startPercent + (1f - lifePercent) * cycleSpeed);
case Wrap.Loop:
double loopPoint = startPercent + (1.0 - lifePercent) * cycleSpeed;
if(loopPoint > 1.0) loopPoint -= Mathf.FloorToInt((float)loopPoint);
return loopPoint;
}
return 0.0;
}
}
}
}