当前位置:   article > 正文

【Unity3d】将Particle转成UGUI_粒子转化为canvasrenderer

粒子转化为canvasrenderer

在unity官方论坛看到的一个解决方案,可以将Particle直接转换成CanvasRenderer元素显示。
新建一个UIParticleSystem.cs脚本,将以下代码复制进去:

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;

[ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer))]
[RequireComponent(typeof(ParticleSystem))]
public class UIParticleSystem : MaskableGraphic
{

    public Texture particleTexture;
    public Sprite particleSprite;

    private Transform _transform;
    private ParticleSystem _particleSystem;
    private ParticleSystem.Particle[] _particles;
    private UIVertex[] _quad = new UIVertex[4];
    private Vector4 _uv = Vector4.zero;
    private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation;
    private int _textureSheetAnimationFrames;
    private Vector2 _textureSheedAnimationFrameSize;

    public override Texture mainTexture
    {
        get
        {
            if (particleTexture)
            {
                return particleTexture;
            }

            if (particleSprite)
            {
                return particleSprite.texture;
            }

            return null;
        }
    }

    protected bool Initialize()
    {
        // initialize members
        if (_transform == null)
        {
            _transform = transform;
        }

        // prepare particle system
        ParticleSystemRenderer renderer = GetComponent<ParticleSystemRenderer>();
        bool setParticleSystemMaterial = false;

        if (_particleSystem == null)
        {
            _particleSystem = GetComponent<ParticleSystem>();

            if (_particleSystem == null)
            {
                return false;
            }

            // get current particle texture
            if (renderer == null)
            {
                renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>();
            }
            Material currentMaterial = renderer.sharedMaterial;
            if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
            {
                particleTexture = currentMaterial.mainTexture;
            }

            // automatically set scaling
            _particleSystem.scalingMode = ParticleSystemScalingMode.Local;

            _particles = null;
            setParticleSystemMaterial = true;
        }
        else
        {
            if (Application.isPlaying)
            {
                setParticleSystemMaterial = (renderer.material == null);
            }
#if UNITY_EDITOR
            else
            {
                setParticleSystemMaterial = (renderer.sharedMaterial == null);
            }
#endif
        }

        // automatically set material to UI/Particles/Hidden shader, and get previous texture
        if (setParticleSystemMaterial)
        {
            Material material = new Material(Shader.Find("UI/Particles/Hidden"));
            if (Application.isPlaying)
            {
                renderer.material = material;
            }
#if UNITY_EDITOR
            else
            {
                material.hideFlags = HideFlags.DontSave;
                renderer.sharedMaterial = material;
            }
#endif
        }

        // prepare particles array
        if (_particles == null)
        {
            _particles = new ParticleSystem.Particle[_particleSystem.maxParticles];
        }

        // prepare uvs
        if (particleTexture)
        {
            _uv = new Vector4(0, 0, 1, 1);
        }
        else if (particleSprite)
        {
            _uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
        }

        // prepare texture sheet animation
        _textureSheetAnimation = _particleSystem.textureSheetAnimation;
        _textureSheetAnimationFrames = 0;
        _textureSheedAnimationFrameSize = Vector2.zero;
        if (_textureSheetAnimation.enabled)
        {
            _textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY;
            _textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY);
        }

        return true;
    }

    protected override void Awake()
    {
        base.Awake();

        if (!Initialize())
        {
            enabled = false;
        }
    }

    protected override void OnPopulateMesh(VertexHelper vh)
    {
#if UNITY_EDITOR
        if (!Application.isPlaying)
        {
            if (!Initialize())
            {
                return;
            }
        }
#endif

        // prepare vertices
        vh.Clear();

        if (!gameObject.activeInHierarchy)
        {
            return;
        }

        // iterate through current particles
        int count = _particleSystem.GetParticles(_particles);

        for (int i = 0; i < count; ++i)
        {
            ParticleSystem.Particle particle = _particles[i];

            // get particle properties
            Vector2 position = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
            float rotation = -particle.rotation * Mathf.Deg2Rad;
            float rotation90 = rotation + Mathf.PI / 2;
            Color32 color = particle.GetCurrentColor(_particleSystem);
            float size = particle.GetCurrentSize(_particleSystem) * 0.5f;

            // apply scale
            if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape)
            {
                position /= canvas.scaleFactor;
            }

            // apply texture sheet animation
            Vector4 particleUV = _uv;
            if (_textureSheetAnimation.enabled)
            {
                float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
                //                float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
                frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
                int frame = 0;

                switch (_textureSheetAnimation.animation)
                {

                    case ParticleSystemAnimationType.WholeSheet:
                        frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames);
                        break;

                    case ParticleSystemAnimationType.SingleRow:
                        frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX);

                        int row = _textureSheetAnimation.rowIndex;
                        //                    if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
                        //                        row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
                        //                    }
                        frame += row * _textureSheetAnimation.numTilesX;
                        break;

                }

                frame %= _textureSheetAnimationFrames;

                particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x;
                particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y;
                particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x;
                particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y;
            }

            _quad[0] = UIVertex.simpleVert;
            _quad[0].color = color;
            _quad[0].uv0 = new Vector2(particleUV.x, particleUV.y);

            _quad[1] = UIVertex.simpleVert;
            _quad[1].color = color;
            _quad[1].uv0 = new Vector2(particleUV.x, particleUV.w);

            _quad[2] = UIVertex.simpleVert;
            _quad[2].color = color;
            _quad[2].uv0 = new Vector2(particleUV.z, particleUV.w);

            _quad[3] = UIVertex.simpleVert;
            _quad[3].color = color;
            _quad[3].uv0 = new Vector2(particleUV.z, particleUV.y);

            if (rotation == 0)
            {
                // no rotation
                Vector2 corner1 = new Vector2(position.x - size, position.y - size);
                Vector2 corner2 = new Vector2(position.x + size, position.y + size);

                _quad[0].position = new Vector2(corner1.x, corner1.y);
                _quad[1].position = new Vector2(corner1.x, corner2.y);
                _quad[2].position = new Vector2(corner2.x, corner2.y);
                _quad[3].position = new Vector2(corner2.x, corner1.y);
            }
            else
            {
                // apply rotation
                Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
                Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;

                _quad[0].position = position - right - up;
                _quad[1].position = position - right + up;
                _quad[2].position = position + right + up;
                _quad[3].position = position + right - up;
            }

            vh.AddUIVertexQuad(_quad);
        }
    }

    void Update()
    {
        if (Application.isPlaying)
        {
            // unscaled animation within UI
            _particleSystem.Simulate(Time.unscaledDeltaTime, false, false);

            SetAllDirty();
        }
    }

#if UNITY_EDITOR
    void LateUpdate()
    {
        if (!Application.isPlaying)
        {
            SetAllDirty();
        }
    }
#endif

}
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226
  • 227
  • 228
  • 229
  • 230
  • 231
  • 232
  • 233
  • 234
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
  • 249
  • 250
  • 251
  • 252
  • 253
  • 254
  • 255
  • 256
  • 257
  • 258
  • 259
  • 260
  • 261
  • 262
  • 263
  • 264
  • 265
  • 266
  • 267
  • 268
  • 269
  • 270
  • 271
  • 272
  • 273
  • 274
  • 275
  • 276
  • 277
  • 278
  • 279
  • 280
  • 281
  • 282
  • 283
  • 284
  • 285
  • 286
  • 287
  • 288
  • 289

脚本依赖ParticleSystem控件,只能挂载在Paricle物体上。新建一个ParticleSystem将脚本拖上去就能用了!

By:蒋志杰

声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/w/知新_RL/article/detail/666112
推荐阅读
相关标签
  

闽ICP备14008679号