using System; using UnityEngine.Playables; namespace UnityEngine.Timeline { /// /// Playable that synchronizes a particle system simulation. /// public class ParticleControlPlayable : PlayableBehaviour { const float kUnsetTime = float.MaxValue; float m_LastPlayableTime = kUnsetTime; float m_LastParticleTime = kUnsetTime; uint m_RandomSeed = 1; /// /// Creates a Playable with a ParticleControlPlayable behaviour attached /// /// The PlayableGraph to inject the Playable into. /// The particle systtem to control /// A random seed to use for particle simulation /// Returns the created Playable. public static ScriptPlayable Create(PlayableGraph graph, ParticleSystem component, uint randomSeed) { if (component == null) return ScriptPlayable.Null; var handle = ScriptPlayable.Create(graph); handle.GetBehaviour().Initialize(component, randomSeed); return handle; } /// /// The particle system to control /// public ParticleSystem particleSystem { get; private set; } /// /// Initializes the behaviour with a particle system and random seed. /// /// /// public void Initialize(ParticleSystem ps, uint randomSeed) { m_RandomSeed = Math.Max(1, randomSeed); particleSystem = ps; SetRandomSeed(particleSystem, m_RandomSeed); #if UNITY_EDITOR if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(ps)) UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; #endif } #if UNITY_EDITOR /// /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. /// /// The playable this behaviour is attached to. public override void OnPlayableDestroy(Playable playable) { if (!Application.isPlaying) UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; } void OnPrefabUpdated(GameObject go) { // When the instance is updated from, this will cause the next evaluate to resimulate. if (UnityEditor.PrefabUtility.GetRootGameObject(particleSystem) == go) m_LastPlayableTime = kUnsetTime; } #endif static void SetRandomSeed(ParticleSystem particleSystem, uint randomSeed) { if (particleSystem == null) return; particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); if (particleSystem.useAutoRandomSeed) { particleSystem.useAutoRandomSeed = false; particleSystem.randomSeed = randomSeed; } for (int i = 0; i < particleSystem.subEmitters.subEmittersCount; i++) { SetRandomSeed(particleSystem.subEmitters.GetSubEmitterSystem(i), ++randomSeed); } } /// /// This function is called during the PrepareFrame phase of the PlayableGraph. /// /// The Playable that owns the current PlayableBehaviour. /// A FrameData structure that contains information about the current frame context. public override void PrepareFrame(Playable playable, FrameData data) { if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy) { // case 1212943 m_LastPlayableTime = kUnsetTime; return; } var time = (float) playable.GetTime(); var particleTime = particleSystem.time; // if particle system time has changed externally, a re-sync is needed if (m_LastPlayableTime > time || !Mathf.Approximately(particleTime, m_LastParticleTime)) Simulate(time, true); else if (m_LastPlayableTime < time) Simulate(time - m_LastPlayableTime, false); m_LastPlayableTime = time; m_LastParticleTime = particleSystem.time; } /// /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. /// /// The Playable that owns the current PlayableBehaviour. /// A FrameData structure that contains information about the current frame context. public override void OnBehaviourPlay(Playable playable, FrameData info) { m_LastPlayableTime = kUnsetTime; } /// /// This function is called when the Playable play state is changed to PlayState.Paused. /// /// The playable this behaviour is attached to. /// A FrameData structure that contains information about the current frame context. public override void OnBehaviourPause(Playable playable, FrameData info) { m_LastPlayableTime = kUnsetTime; } private void Simulate(float time, bool restart) { const bool withChildren = false; const bool fixedTimeStep = false; float maxTime = Time.maximumDeltaTime; if (restart) particleSystem.Simulate(0, withChildren, true, fixedTimeStep); // simulating by too large a time-step causes sub-emitters not to work, and loops not to // simulate correctly while (time > maxTime) { particleSystem.Simulate(maxTime, withChildren, false, fixedTimeStep); time -= maxTime; } if (time > 0) particleSystem.Simulate(time, withChildren, false, fixedTimeStep); } } }