forked from BilalY/Rasagar
163 lines
6.3 KiB
C#
163 lines
6.3 KiB
C#
using System;
|
|
using UnityEngine.Playables;
|
|
|
|
namespace UnityEngine.Timeline
|
|
{
|
|
/// <summary>
|
|
/// Playable that synchronizes a particle system simulation.
|
|
/// </summary>
|
|
public class ParticleControlPlayable : PlayableBehaviour
|
|
{
|
|
const float kUnsetTime = float.MaxValue;
|
|
float m_LastPlayableTime = kUnsetTime;
|
|
float m_LastParticleTime = kUnsetTime;
|
|
uint m_RandomSeed = 1;
|
|
|
|
|
|
/// <summary>
|
|
/// Creates a Playable with a ParticleControlPlayable behaviour attached
|
|
/// </summary>
|
|
/// <param name="graph">The PlayableGraph to inject the Playable into.</param>
|
|
/// <param name="component">The particle systtem to control</param>
|
|
/// <param name="randomSeed">A random seed to use for particle simulation</param>
|
|
/// <returns>Returns the created Playable.</returns>
|
|
public static ScriptPlayable<ParticleControlPlayable> Create(PlayableGraph graph, ParticleSystem component, uint randomSeed)
|
|
{
|
|
if (component == null)
|
|
return ScriptPlayable<ParticleControlPlayable>.Null;
|
|
|
|
var handle = ScriptPlayable<ParticleControlPlayable>.Create(graph);
|
|
handle.GetBehaviour().Initialize(component, randomSeed);
|
|
return handle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The particle system to control
|
|
/// </summary>
|
|
public ParticleSystem particleSystem { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Initializes the behaviour with a particle system and random seed.
|
|
/// </summary>
|
|
/// <param name="ps"></param>
|
|
/// <param name="randomSeed"></param>
|
|
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
|
|
/// <summary>
|
|
/// This function is called when the Playable that owns the PlayableBehaviour is destroyed.
|
|
/// </summary>
|
|
/// <param name="playable">The playable this behaviour is attached to.</param>
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called during the PrepareFrame phase of the PlayableGraph.
|
|
/// </summary>
|
|
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
|
|
/// <param name="data">A FrameData structure that contains information about the current frame context.</param>
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
|
|
/// </summary>
|
|
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
|
|
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
|
|
public override void OnBehaviourPlay(Playable playable, FrameData info)
|
|
{
|
|
m_LastPlayableTime = kUnsetTime;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This function is called when the Playable play state is changed to PlayState.Paused.
|
|
/// </summary>
|
|
/// <param name="playable">The playable this behaviour is attached to.</param>
|
|
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
|
|
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);
|
|
}
|
|
}
|
|
}
|