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);
}
}
}