diff --git a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeFromWhite.cs b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeFromWhite.cs index 2fa7cd3..cfa7653 100644 --- a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeFromWhite.cs +++ b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeFromWhite.cs @@ -17,15 +17,15 @@ namespace CinemaDirector /// void Awake() { - if (guiTexture == null) + if (GetComponent() == null) { gameObject.transform.position = Vector3.zero; gameObject.transform.localScale = new Vector3(100, 100, 100); gameObject.AddComponent(); - guiTexture.enabled = false; - guiTexture.texture = new Texture2D(1, 1); - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = Color.clear; + GetComponent().enabled = false; + GetComponent().texture = new Texture2D(1, 1); + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = Color.clear; } } @@ -34,9 +34,9 @@ namespace CinemaDirector /// public override void Trigger() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = From; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = From; } /// @@ -67,12 +67,12 @@ namespace CinemaDirector { if (time >= 0 && time <= Duration) { - guiTexture.enabled = true; + GetComponent().enabled = true; UpdateTime(time, deltaTime); } - else if (guiTexture.enabled) + else if (GetComponent().enabled) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -81,7 +81,7 @@ namespace CinemaDirector /// public override void End() { - guiTexture.enabled = false; + GetComponent().enabled = false; } /// @@ -89,9 +89,9 @@ namespace CinemaDirector /// public override void ReverseEnd() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = To; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = To; } /// @@ -99,9 +99,9 @@ namespace CinemaDirector /// public override void Stop() { - if (guiTexture != null) + if (GetComponent() != null) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -113,7 +113,7 @@ namespace CinemaDirector /// the Lerp transition value private void FadeToColor(Color from, Color to, float transition) { - guiTexture.color = Color.Lerp(from, to, transition); + GetComponent().color = Color.Lerp(from, to, transition); } } } diff --git a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToBlack.cs b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToBlack.cs index 7d1adf9..620077f 100644 --- a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToBlack.cs +++ b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToBlack.cs @@ -17,15 +17,15 @@ namespace CinemaDirector /// void Awake() { - if (guiTexture == null) + if (GetComponent() == null) { gameObject.transform.position = Vector3.zero; gameObject.transform.localScale = new Vector3(100, 100, 100); gameObject.AddComponent(); - guiTexture.enabled = false; - guiTexture.texture = new Texture2D(1, 1); - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = Color.clear; + GetComponent().enabled = false; + GetComponent().texture = new Texture2D(1, 1); + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = Color.clear; } } @@ -34,9 +34,9 @@ namespace CinemaDirector /// public override void Trigger() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = From; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = From; } /// @@ -67,12 +67,12 @@ namespace CinemaDirector { if (time >= 0 && time <= Duration) { - guiTexture.enabled = true; + GetComponent().enabled = true; UpdateTime(time, deltaTime); } - else if (guiTexture.enabled) + else if (GetComponent().enabled) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -81,7 +81,7 @@ namespace CinemaDirector /// public override void End() { - guiTexture.enabled = false; + GetComponent().enabled = false; } /// @@ -89,9 +89,9 @@ namespace CinemaDirector /// public override void ReverseEnd() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = To; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = To; } /// @@ -99,9 +99,9 @@ namespace CinemaDirector /// public override void Stop() { - if (guiTexture != null) + if (GetComponent() != null) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -113,7 +113,7 @@ namespace CinemaDirector /// the Lerp transition value private void FadeToColor(Color from, Color to, float transition) { - guiTexture.color = Color.Lerp(from, to, transition); + GetComponent().color = Color.Lerp(from, to, transition); } } diff --git a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToWhite.cs b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToWhite.cs index 4c83f58..365747e 100644 --- a/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToWhite.cs +++ b/Assets/Cinema Director/Cutscene Items/Global Items/Transitions/FadeToWhite.cs @@ -17,15 +17,15 @@ namespace CinemaDirector /// void Awake() { - if (guiTexture == null) + if (GetComponent() == null) { gameObject.transform.position = Vector3.zero; gameObject.transform.localScale = new Vector3(100, 100, 100); gameObject.AddComponent(); - guiTexture.enabled = false; - guiTexture.texture = new Texture2D(1, 1); - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = Color.clear; + GetComponent().enabled = false; + GetComponent().texture = new Texture2D(1, 1); + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = Color.clear; } } @@ -34,9 +34,9 @@ namespace CinemaDirector /// public override void Trigger() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = From; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = From; } /// @@ -67,12 +67,12 @@ namespace CinemaDirector { if (time >= 0 && time <= Duration) { - guiTexture.enabled = true; + GetComponent().enabled = true; UpdateTime(time, deltaTime); } - else if (guiTexture.enabled) + else if (GetComponent().enabled) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -81,7 +81,7 @@ namespace CinemaDirector /// public override void End() { - guiTexture.enabled = false; + GetComponent().enabled = false; } /// @@ -89,9 +89,9 @@ namespace CinemaDirector /// public override void ReverseEnd() { - guiTexture.enabled = true; - guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); - guiTexture.color = To; + GetComponent().enabled = true; + GetComponent().pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); + GetComponent().color = To; } /// @@ -99,9 +99,9 @@ namespace CinemaDirector /// public override void Stop() { - if (guiTexture != null) + if (GetComponent() != null) { - guiTexture.enabled = false; + GetComponent().enabled = false; } } @@ -113,7 +113,7 @@ namespace CinemaDirector /// the Lerp transition value private void FadeToColor(Color from, Color to, float transition) { - guiTexture.color = Color.Lerp(from, to, transition); + GetComponent().color = Color.Lerp(from, to, transition); } } } diff --git a/Assets/Particle Playground/Extensions.meta b/Assets/Particle Playground/Extensions.meta new file mode 100644 index 0000000..d1ac676 --- /dev/null +++ b/Assets/Particle Playground/Extensions.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6e4f0fc9ae1da904a83344cd4ecd4adb +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Follow.meta b/Assets/Particle Playground/Extensions/Playground Follow.meta new file mode 100644 index 0000000..5aca636 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1c30893a4ccf6094fba8c75c3fce2cae +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs b/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs new file mode 100644 index 0000000..6beb6d6 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs @@ -0,0 +1,307 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace ParticlePlayground { + public class PlaygroundFollow : MonoBehaviour { + + /// + /// Reference to the particle system. + /// + public PlaygroundParticlesC particles; + /// + /// Reference to an existing GameObject. This will be cloned to be used on every particle. + /// + public GameObject referenceObject; + /// + /// The lifetime of the followers. Set 0 to follow during each particle's individual lifetime. + /// + public float followerLifetime = 0; + /// + /// The size of the cache. Set 0 to automatically set the needed amount. + /// + public int cacheSize = 0; + + /// + /// Determines if the Playground Followers should broadcast to any event listeners. + /// + public bool sendEvents = false; + + /// + /// This event occurs when followers are born and sendEvents are set to true. + /// + public event OnPlaygroundFollower followerEventBirth; + /// + /// This event occurs when follower dies and sendEvents are set to true. + /// + public event OnPlaygroundFollower followerEventDeath; + + /// + /// The reference to the trail renderer (if existing) + /// + TrailRenderer referenceTrailRenderer; + /// + /// If the follower has a Trail Renderer component, this sets trail time once the follower is active again. + /// + float trailTime = 0; + /// + /// The list of active followers. + /// + List followers = new List(); + /// + /// As Playground is running in a multithreaded environment we need a queue for instantiation (which cannot be called from a different thread). + /// + List waitingFollowers = new List(); + PlaygroundFollower[] referenceObjectsCache; + PlaygroundFollower[] queue = new PlaygroundFollower[0]; + int cacheIndex = 0; + + PlaygroundEventC birthEvent; + PlaygroundEventC deathEvent; + Transform followerParent; + + void Start () + { + if (referenceObject == null || particles == null) + return; + + // Create and setup the birth event + birthEvent = PlaygroundC.CreateEvent(particles); + birthEvent.broadcastType = EVENTBROADCASTC.EventListeners; + birthEvent.eventType = EVENTTYPEC.Birth; + + // Create and setup the death event + deathEvent = PlaygroundC.CreateEvent(particles); + deathEvent.broadcastType = EVENTBROADCASTC.EventListeners; + deathEvent.eventType = EVENTTYPEC.Death; + + // Hook up the event listeners to the delegates + birthEvent.particleEvent += OnParticleDidBirth; + deathEvent.particleEvent += OnParticleDidDie; + + // Create a parent for all followers (for Hierarchy convenience) + followerParent = new GameObject("Followers").transform; + followerParent.parent = transform; + + // Get the trail renderer (if available) and its time + referenceTrailRenderer = referenceObject.GetComponent(); + if (referenceTrailRenderer!=null) + trailTime = referenceTrailRenderer.time; + + // Set an extra amount of followers if required (a trail's time will exceed a particle's) + int extra = followerLifetime<=0? + Mathf.CeilToInt(Mathf.Abs (particles.lifetime-trailTime)+(trailTime-particles.lifetime))+2 : + Mathf.CeilToInt(Mathf.Abs (particles.lifetime-followerLifetime)+(followerLifetime-particles.lifetime))+2 ; + if (particles.lifetime<=1f) extra++; + + // Create the follower cache (this will be iterated through and reused whenever a particle rebirths) + referenceObjectsCache = new PlaygroundFollower[cacheSize>0? cacheSize : particles.particleCount+Mathf.CeilToInt(particles.particleCount*extra)]; + for (int i = 0; i(), 0, 0); + referenceObjectsCache[i].transform.parent = followerParent; + if (referenceObjectsCache[i].trailRenderer!=null) + referenceObjectsCache[i].trailRenderer.time = 0; + referenceObjectsCache[i].gameObject.SetActive(false); + } + } + + /// + /// Event listener for particle birth. + /// + /// Particle. + void OnParticleDidBirth (PlaygroundEventParticle particle) + { + waitingFollowers.Add (new PlaygroundFollower(null, null, null, followerLifetime<=0? particle.totalLifetime+trailTime : followerLifetime, particle.particleId)); + } + + /// + /// Event listener for particle death. + /// + /// Particle. + void OnParticleDidDie (PlaygroundEventParticle particle) + { + int followerId = GetFollowerWithId(particle.particleId); + if (followerId<0) return; + followers[followerId].enabled = false; + } + + /// + /// Gets the follower which has the passed in particle identifier. + /// + /// The follower with particle identifier. + /// Particle identifier. + int GetFollowerWithId (int particleId) + { + float lowestLife = 999f; + int returnIndex = -1; + for (int i = 0; i0) + { + queue = waitingFollowers.ToArray(); + } + } + void LateUpdate () + { + UpdateFollowers(); + } + + void UpdateFollowers () + { + + // Follow, lifetime, remove + for (int i = 0; i0) + { + if (queue.Length!=waitingFollowers.Count) return; + int inQueueThisFrame = waitingFollowers.Count; + + foreach (PlaygroundFollower wFollower in queue) + { + AddFollower (wFollower, followers.Count-1); + } + if (inQueueThisFrame==waitingFollowers.Count) + waitingFollowers = new List(); + else waitingFollowers.RemoveRange (0, inQueueThisFrame-1); + queue = new PlaygroundFollower[0]; + } + } + + void AddFollower (PlaygroundFollower follower, int i) + { + if (follower==null) return; + followers.Add (follower.Clone()); + followers[followers.Count-1].enabled = true; + followers[followers.Count-1].gameObject = referenceObjectsCache[cacheIndex].gameObject; + followers[followers.Count-1].gameObject.SetActive(true); + followers[followers.Count-1].transform = referenceObjectsCache[cacheIndex].transform; + followers[followers.Count-1].trailRenderer = referenceObjectsCache[cacheIndex].trailRenderer; + followers[followers.Count-1].particleId = follower.particleId; + followers[followers.Count-1].transform.position = particles.playgroundCache.position[followers[followers.Count-1].particleId]; + if (followers[followers.Count-1].trailRenderer!=null) + followers[followers.Count-1].trailRenderer.time = trailTime; + if (sendEvents && followerEventBirth!=null) + followerEventBirth(followers[followers.Count-1]); + NextCacheIndex(); + } + + void RemoveFollower (int i) + { + if (sendEvents && followerEventDeath!=null) + followerEventDeath(followers[i]); + followers[i].enabled = false; + if (followers[i].trailRenderer!=null) + followers[i].trailRenderer.time = 0; + followers[i].gameObject.SetActive(false); + followers.RemoveAt(i); + } + + void NextCacheIndex () + { + cacheIndex = (cacheIndex+1)%referenceObjectsCache.Length; + } + + /// + /// Gets an active follower at index. This will only return active followers. + /// + /// The active follower. + /// Index. + public PlaygroundFollower GetActiveFollower (int index) + { + index = Mathf.Clamp (index, 0, followers.Count); + return followers[index]; + } + + /// + /// Gets a cached follower at index. This can return inactive followers waiting for their turn to be enabled. + /// + /// The cached follower. + /// Index. + public PlaygroundFollower GetCachedFollower (int index) + { + index = Mathf.Clamp (index, 0, referenceObjectsCache.Length); + return referenceObjectsCache[index]; + } + + /// + /// Gets the amount of active followers. + /// + /// The active followers count. + public int GetActiveFollowersCount () + { + return followers.Count; + } + + /// + /// Gets the amount of cached followers. + /// + /// The cached followers count. + public int GetCachedFollowersCount () + { + return referenceObjectsCache.Length; + } + } + + /// + /// Playground follower class. + /// + public class PlaygroundFollower { + public bool enabled = true; + public float lifetime; + public Transform transform; + public GameObject gameObject; + public TrailRenderer trailRenderer; + public int particleId; + + /// + /// Initializes a new instance of the class. + /// + /// Transform to reposition. + /// Start lifetifetime. + /// Particle identifier to follow. + public PlaygroundFollower (Transform setTransform, GameObject setGameObject, TrailRenderer setTrailRenderer, float setLifetime, int setParticleId) + { + transform = setTransform; + gameObject = setGameObject; + trailRenderer = setTrailRenderer; + lifetime = setLifetime; + particleId = setParticleId; + } + + /// + /// Clones this instance. + /// + public PlaygroundFollower Clone () + { + return new PlaygroundFollower (transform, gameObject, trailRenderer, lifetime, particleId); + } + } + + /// + /// Event delegate for sending a PlaygroundFollower to any event listeners. + /// + public delegate void OnPlaygroundFollower(PlaygroundFollower follower); +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs.meta b/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs.meta new file mode 100644 index 0000000..a71c2ec --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/PlaygroundFollow.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 69a4e0a274d7945b59605c627b7dbf90 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Follow/Scripts.meta b/Assets/Particle Playground/Extensions/Playground Follow/Scripts.meta new file mode 100644 index 0000000..5c5b849 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fca2eae157067c046ae30a5902fcdcc8 +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor.meta b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor.meta new file mode 100644 index 0000000..edca412 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9d7ebe11a5a45774f9e587f3626d6e5a +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs new file mode 100644 index 0000000..f87fd59 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs @@ -0,0 +1,83 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +[CustomEditor (typeof(PlaygroundFollow))] +public class PlaygroundFollowInspector : Editor { + + PlaygroundFollow follow; + + SerializedObject s_follow; + SerializedProperty s_particles; + SerializedProperty s_referenceObject; + SerializedProperty s_followerLifetime; + SerializedProperty s_cacheSize; + SerializedProperty s_sendEvents; + + // GUI + public static GUIStyle boxStyle; + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + public void OnEnable () + { + follow = target as PlaygroundFollow; + s_follow = new SerializedObject(follow); + + s_particles = s_follow.FindProperty("particles"); + s_referenceObject = s_follow.FindProperty("referenceObject"); + s_followerLifetime = s_follow.FindProperty("followerLifetime"); + s_cacheSize = s_follow.FindProperty("cacheSize"); + s_sendEvents = s_follow.FindProperty("sendEvents"); + + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + } + + public override void OnInspectorGUI () + { + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + + s_follow.UpdateIfDirtyOrScript(); + + bool hasParticleSystem = follow.particles != null; + if (!hasParticleSystem) + EditorGUILayout.HelpBox(playgroundLanguage.missingParticleSystemWarning, MessageType.Warning); + + EditorGUILayout.BeginVertical (boxStyle); + playgroundSettings.playgroundFollowFoldout = GUILayout.Toggle(playgroundSettings.playgroundFollowFoldout, playgroundLanguage.playgroundFollow, EditorStyles.foldout); + if (playgroundSettings.playgroundFollowFoldout) + { + EditorGUILayout.BeginVertical (boxStyle); + + // Followers foldout + int activeFollowers = follow.GetActiveFollowersCount(); + if (GUILayout.Button(playgroundLanguage.followers+" ("+(follow.referenceObject==null?playgroundLanguage.unassigned : activeFollowers.ToString())+")", EditorStyles.toolbarDropDown)) playgroundSettings.followFollowersFoldout=!playgroundSettings.followFollowersFoldout; + if (playgroundSettings.followFollowersFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_referenceObject, new GUIContent(playgroundLanguage.referenceObject)); + EditorGUILayout.Separator(); + } + + if (GUILayout.Button(playgroundLanguage.advanced, EditorStyles.toolbarDropDown)) playgroundSettings.followAdvancedFoldout=!playgroundSettings.followAdvancedFoldout; + if (playgroundSettings.followAdvancedFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_particles, new GUIContent(playgroundLanguage.particleSystem, "The particle system to follow within the scene.")); + EditorGUILayout.PropertyField(s_followerLifetime, new GUIContent(playgroundLanguage.lifetime, "The lifetime of the followers, when set to 0 the followers will get automatically controlled lifetime based on the particles.")); + EditorGUILayout.PropertyField(s_cacheSize, new GUIContent(playgroundLanguage.cacheSize, "The object pool of the followers, when set to 0 the pool will be sized to match their lifetime.")); + EditorGUILayout.PropertyField(s_sendEvents, new GUIContent(playgroundLanguage.sendEvents, "Determines if the followers should broadcast events upon birth and death.")); + } + + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.EndVertical(); + + s_follow.ApplyModifiedProperties(); + } +} diff --git a/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs.meta b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs.meta new file mode 100644 index 0000000..4a502c2 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Follow/Scripts/Editor/PlaygroundFollowInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c8afa032381aa42a1a9c9162ea41d166 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder.meta b/Assets/Particle Playground/Extensions/Playground Recorder.meta new file mode 100644 index 0000000..213f9fc --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 27a1b15eb416264479979c2f2f014038 +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundMultiRecorder.cs b/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundMultiRecorder.cs new file mode 100644 index 0000000..41ffb7a --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundMultiRecorder.cs @@ -0,0 +1,82 @@ +using UnityEngine; +using System.Collections; + +namespace ParticlePlayground { + + /// + /// The Particle Playground Multi Recorder enables playback and scrubbing of multiple recorded synchronized particle systems. + /// + public class PlaygroundMultiRecorder : MonoBehaviour { + + /// + /// The Particle Playground Recorders you wish to record/playback from. + /// + public PlaygroundRecorder[] playgroundRecorders; + + public void StartRecording (float frameIntervalInSeconds) + { + for (int i = 0; i + /// The Particle Playground Recorder enables playback and scrubbing of recorded particles. + /// The method used is storing built-in particle arrays as keyframes, then interpolate between current keyframe and next upon playback. + /// + /// Usage: + /// Drag the PlaygroundRecorder.cs onto a particle system you wish to record. + /// Use StartRecording(float keyframeInterval) to start record the particle system then StopRecording() to stop. + /// Use RecordOneFrame() to add a recorded frame, use InsertOneFrame(int frame) to insert a recorded frame. + /// To replay a recording use Play(float fromNormalizedTime, float speed, bool repeat) then Stop() to stop. This is essentially the same as using Scrub() with an increasing time step. + /// Use Pause() to pause during replay. + /// Use Scrub() to scrub to a normalized time (where all recorded frames are measured between 0f to 1f). + /// + [ExecuteInEditMode()] + public class PlaygroundRecorder : MonoBehaviour { + + /// + /// Determines if the particle playback and serialization should run asynchronously on another thread. + /// + public bool multithreading = true; + /// + /// The interval between keyframes while recording. + /// + public float keyframeInterval = .1f; + /// + /// The speed of the playback. Set this to a negative value to make the playback go backwards. + /// + public float playbackSpeed = 1f; + /// + /// The current position of the playhead (scrubber). + /// + public float playHead = 0; + /// + /// Determines if the playback should loop when reaching the end of the recording. + /// + public bool loopPlayback = true; + /// + /// Determines if playback particles should fade in at appearance. This will interpolate from birth color with 0 alpha to the upcoming keyframe's color. + /// + public bool fadeIn = true; + /// + /// Determines if playback particles should grow from 0 size at appearance. This will interpolate from 0 size to the upcoming keyframe's size. + /// + public bool sizeIn = true; + /// + /// Determines if interpolation should be skipped on a recorded end-frame. This will make the playback let particles instantly jump/cut to the next recorded frame. + /// + public bool skipInterpolationOnEndFrames = true; + /// + /// Determines if the particle system should switch simulation space to local upon playback. This enabled you to move the recording around freely in the scene based on its transform. + /// + public bool localSpaceOnPlayback = true; + + + /// + /// The playground system to record and playback into. + /// + [HideInInspector] public PlaygroundParticlesC playgroundSystem; + /// + /// The recorded data for serialization (data storage). + /// + [HideInInspector] public PlaygroundRecorderData recorderData; + /// + /// The list of recorded frames. Each frame has its own list of particle data, where playback will interpolate between these based on the playhead. + /// + [NonSerialized] public List recordedFrames; + + private bool _inPlayback = false; + private bool _isReplaying = false; + private bool _isRecording = false; + private bool _hasRecorderData = false; + private bool _hasPlaygroundSystem = false; + private bool _hasEditedRecordData = false; + private float _recordingStarted; + private float _lastRecordedFrameTime; + private int _recordingStartFrame; + private int _recordingEndFrame; + private ParticleSystem.Particle[] _playbackParticles; + private ParticleSystemSimulationSpace _previousSimulationSpace; + + private object locker = new object(); + + + /**************************************************************************** + Monobehaviours + ****************************************************************************/ + + void OnEnable () + { + if (playgroundSystem == null) + playgroundSystem = GetComponent(); + if (Application.isPlaying && recordedFrames == null) + { + if (recorderData != null) + { + _hasRecorderData = true; + if (multithreading) + LoadAsync(); + else + Load(); + } + else + { + recordedFrames = new List(); + _hasEditedRecordData = true; + } + } + + _hasPlaygroundSystem = playgroundSystem != null; + } + + void OnDisable () + { + if (!_hasPlaygroundSystem) + return; + playgroundSystem.inPlayback = false; + playgroundSystem.calculate = false; + } + + + /**************************************************************************** + Public functions + ****************************************************************************/ + + /// + /// Determines if this Playground Recorder has recorded frames. + /// + /// true if this Playground Recorder has recorded frames; otherwise, false. + public bool HasRecordedFrames () + { + return recordedFrames!=null && recordedFrames.Count>0; + } + + /// + /// Determines if this Playground Recorder is recording. + /// + /// true if this Playground Recorder is recording; otherwise, false. + public bool IsRecording () + { + return _isRecording; + } + + /// + /// Determines if this Playground Recorder is currently replaying recorded data. + /// + /// true if this Playground Recorder is replaying; otherwise, false. + public bool IsReplaying () + { + return _isReplaying; + } + + /// + /// Determines whether this Playground Recorder is in playback mode (_isReplaying can be in a stopped state but _inPlayback can still be true). + /// + /// true if this Playground Recorder is in playback; otherwise, false. + public bool IsInPlayback () + { + return _inPlayback; + } + + /// + /// Returns the amount of recorded frames. + /// + /// The number of recorded frames. + public int FrameCount () + { + if (recordedFrames == null) + return -1; + return recordedFrames.Count-1<0? 0 : recordedFrames.Count-1; + } + + /// + /// Gets the frame at normalized time. This is always a floored value to the closest frame of the normalizedTime. + /// + /// The frame at time. + /// Normalized time. + public int GetFrameAtTime (float normalizedTime) + { + if (recordedFrames == null || recordedFrames.Count==0) + return 0; + return Mathf.Clamp (Mathf.FloorToInt((recordedFrames.Count-1) * Mathf.Clamp01(normalizedTime)), 0, recordedFrames.Count-1); + } + + /// + /// Gets the floating frame number at normalized time. Example: Passing in normalizedTime of 0.5 and total FrameCount is 3, the floating frame would return 1.5. + /// + /// The floating frame at time. + /// Normalized time. + public float GetFloatingFrameAtTime (float normalizedTime) + { + if (recordedFrames == null || recordedFrames.Count<1) + return 0; + + return (recordedFrames.Count-1) * Mathf.Clamp01(normalizedTime); + } + + /// + /// Gets the normalized time at specified recorded frame. + /// + /// The normalized time at frame. + /// The recorded frame. + public float GetTimeAtFrame (int frame) + { + frame = Mathf.Clamp (frame, 0, recordedFrames.Count); + return (frame*1f)/(recordedFrames.Count-1); + } + + /// + /// Gets the keyframe interval at specified frame. + /// + /// The keyframe interval at frame. + /// Frame. + public float GetKeyframeIntervalAtFrame (int frame) + { + if (recordedFrames==null || frame<0 || frame>=recordedFrames.Count) + return 0; + return recordedFrames[frame].keyframeInterval; + } + + /// + /// Returns when the recording started using Time.realtimeSinceStartup. + /// + /// The started. + public float RecordingStarted () + { + return _recordingStarted; + } + + /// + /// Gets the time (real time since startup) when the last frame was recorded. + /// + /// The last recorded frame time. + public float GetLastRecordedFrameTime () + { + return _lastRecordedFrameTime; + } + + /// + /// Starts a recording until StopRecording() is called. This overload will by default use the previously set keyframe interval during recording. + /// + public void StartRecording () + { + if (playgroundSystem == null) + return; + playgroundSystem.inPlayback = false; + if (_isRecording) + StopRecording(); + _isRecording = true; + _isReplaying = false; + _inPlayback = false; + _recordingStarted = Time.realtimeSinceStartup; + + if (Application.isPlaying) + StartCoroutine (RecordInternal(keyframeInterval)); + + } + + /// + /// Starts a recording until StopRecording() is called. This overload takes a keyframe interval as parameter. + /// + /// The Keyframe Interval determines the rate of created keyframes (measured in seconds where 1f is 1 second). + public void StartRecording (float keyframeInterval) + { + this.keyframeInterval = keyframeInterval; + StartRecording(); + } + + /// + /// Starts a recording with specified length or until StopRecording() is called. This overload takes a recording length and keyframe interval as parameter. + /// + /// The amount of seconds the recording should be. + /// The Keyframe Interval determines the rate of created keyframes (measured in seconds where 1f is 1 second). + public void StartRecording (float recordingLength, float keyframeInterval) + { + if (playgroundSystem == null) + return; + StartCoroutine(StartRecordingInternal(recordingLength, keyframeInterval)); + } + + /// + /// Records one frame. This can be useful if you want exact control of when keyframes should be created. + /// + public void RecordOneFrame () + { + RecFrame(); + } + + /// + /// Inserts a recorded frame into the specified frame index. This can be useful if you want to add frames into the recording that shouldn't be placed last. Use FrameCount() to determine how many frames you currently have. + /// + /// The index of where the frame should be inserted. + /// The type of the inserted frame (by default FrameType.Middle). + public void InsertOneFrame (int frame, FrameType frameType = FrameType.Middle) + { + InsertRecFrame(frame, frameType); + } + + /// + /// Stops the ongoing recording. + /// + public void StopRecording () + { + if (_isRecording) + { + _isRecording = false; + _recordingEndFrame = recordedFrames.Count-1; + CancelInvoke("RecFrame"); + + if (recordedFrames.Count > 0) + { + _recordingStartFrame = Mathf.Clamp (_recordingStartFrame, 0, recordedFrames.Count); + _recordingEndFrame = Mathf.Clamp (_recordingEndFrame, 0, recordedFrames.Count); + recordedFrames[_recordingStartFrame].frameType = FrameType.Start; + recordedFrames[_recordingEndFrame].frameType = FrameType.End; + } + } + } + + /// + /// Clears out the current recorded frames. + /// + public void ClearRecording () + { + _isReplaying = false; + StopRecording(); + StopPlayback(); + + recordedFrames = null; + recordedFrames = new List(); + if (recorderData != null) + recorderData.Clear(); + _hasEditedRecordData = true; + + _recordingStartFrame = 0; + _recordingEndFrame = 0; + + if (_hasPlaygroundSystem) + { + playgroundSystem.inPlayback = false; + playgroundSystem.calculate = false; + } + } + + /// + /// Starts the playback of this Playground Recorder. + /// + public void Play () + { + Play (playHead, playbackSpeed, loopPlayback); + } + + /// + /// Starts the playback of this Playground Recorder with specified playback speed. + /// + /// The speed of the playback. + public void Play (float speed) + { + playbackSpeed = speed; + Play (playHead, speed, loopPlayback); + } + + /// + /// Starts the playback of this Playground Recorder with specified starting point, playback speed and if looping should occur. + /// + /// From normalized time in recording. + /// The speed of the playback. + /// If set to true then enable looping. + public void Play (float fromNormalizedTime, float speed, bool repeat) + { + if (!_hasPlaygroundSystem) + return; + if (!_isReplaying && localSpaceOnPlayback) + { + _previousSimulationSpace = playgroundSystem.shurikenParticleSystem.simulationSpace; + playgroundSystem.shurikenParticleSystem.simulationSpace = ParticleSystemSimulationSpace.Local; + } + + playgroundSystem.inPlayback = true; + playbackSpeed = speed; + loopPlayback = repeat; + playHead = fromNormalizedTime; + _isReplaying = true; + StopRecording(); + StartPlayback(); + + if (playHead >= 1f) + playHead = 0; + + if (Application.isPlaying) + StartCoroutine(PlayRecordedFrames(playHead)); + } + + /// + /// Pauses the playback of this Playground Recorder. + /// + public void Pause () + { + if (!_hasPlaygroundSystem) + return; + playgroundSystem.inPlayback = true; + _isReplaying = false; + if (_isRecording) + StopRecording(); + StartPlayback(); + } + + /// + /// Stops the playback and recording of this Playground Recorder. + /// + public void Stop () + { + if (!_hasPlaygroundSystem) + return; + if (_isReplaying && localSpaceOnPlayback) + playgroundSystem.shurikenParticleSystem.simulationSpace = _previousSimulationSpace; + playgroundSystem.inPlayback = false; + _isReplaying = false; + if (_isRecording) + StopRecording(); + StopPlayback(); + } + + /// + /// Stops the playback and recording of this Playground Recorder and serializes data into Recorder Data. If multithreading is enabled then the serialization will be asynchronous. + /// + public void StopAndSerialize () + { + if (!_hasPlaygroundSystem) + return; + playgroundSystem.inPlayback = false; + _isReplaying = false; + if (_isRecording) + { + StopRecording(); + Serialize(); + } + StopPlayback(); + } + + /// + /// Serializes the current recorded frames into the Recorder Data. If multithreading is enabled then the serialization will be asynchronous. + /// + public void Serialize () + { + if (_hasRecorderData && _hasEditedRecordData) + { + if (multithreading) + recorderData.SerializeAsync(recordedFrames); + else + recorderData.Serialize(recordedFrames); + + _hasEditedRecordData = false; + } + } + + /// + /// Loads frames from the Recorder Data. + /// + public void Load () + { + if (recorderData != null) + { + recordedFrames = recorderData.CloneAsRecordedFrames(); + _hasEditedRecordData = true; + } + else + Debug.Log ("No Playground Recorder Data to load from!", gameObject); + } + + /// + /// Loads frames from the Recorder Data asynchronously. + /// + public void LoadAsync () + { + if (recorderData == null) + { + Debug.Log ("No Playground Recorder Data to load from!", gameObject); + return; + } + PlaygroundC.RunAsync(() => { + recordedFrames = recorderData.CloneAsRecordedFrames(); + _hasEditedRecordData = true; + }); + } + + /// + /// Scrub to specified time in particle recording. This will linearly interpolate between the closest recorded frames of the passed in time (normalized between 0f - 1f). + /// + /// The normalized time (0f to 1f). + public void Scrub (float normalizedTime) + { + if (!HasRecordedFrames()) + return; + if (_isRecording) + StopRecording(); + if (!_inPlayback) + StartPlayback(); + if (multithreading) + PlaygroundC.RunAsync(() => { + lock (locker) + { + ScrubInternal(normalizedTime); + } + }); + else + ScrubInternal (normalizedTime); + } + + /// + /// Trims (remove) the specified frames outside of normalized leftTime to rightTime. Returns true if trimming occurred. + /// + /// The normalized left time (0 - 1). + /// The normalized right time (0 - 1). + public bool Trim (float leftTime, float rightTime) + { + if (recordedFrames.Count == 0) + return false; + + int leftFrame = GetFrameAtTime(leftTime); + int rightFrame = GetFrameAtTime(rightTime); + bool didTrim = false; + + if (leftFrame>0) + { + recordedFrames.RemoveRange(0, leftFrame); + didTrim = true; + } + if (rightFrame + /// Trims (removes) the specified frames inside of normalized leftTime to rightTime. + /// + /// The normalized left time (0 - 1). + /// The normalized right time (0 - 1). + public void TrimInner (float leftTime, float rightTime) + { + if (recordedFrames.Count == 0) + return; + + int leftFrame = GetFrameAtTime(leftTime); + int rightFrame = GetFrameAtTime(rightTime); + + recordedFrames.RemoveRange(leftFrame, rightFrame-leftFrame); + + _hasEditedRecordData = true; + Serialize(); + } + + /// + /// Sets the particle system's live particles at the current position in playback (using the playhead) of this Playground Recorder. If multithreading is enabled this operation will run asynchronously. + /// + public void SetParticleSystemAsCurrentPlayback () + { + SetParticleSystemAsRecording (playHead); + } + + /// + /// Sets the particle system's live particles at normalized time of the recorded frames. If multithreading is enabled this operation will run asynchronously. + /// + public void SetParticleSystemAsRecording (float normalizedTime) + { + if (playgroundSystem == null || _playbackParticles==null) + return; + if (multithreading) + { + PlaygroundC.RunAsync(() => { + lock (locker) + { + SetParticleSystemAsRecordingInternal(normalizedTime); + } + }); + } + else + { + SetParticleSystemAsRecordingInternal(normalizedTime); + } + } + + + /**************************************************************************** + Internal functions + ****************************************************************************/ + +#if UNITY_EDITOR + float lastFrameTime; + void Update () + { + _hasPlaygroundSystem = playgroundSystem != null; + _hasRecorderData = recorderData != null; + if (!_hasRecorderData) + _hasEditedRecordData = true; + + // Enables recording in Editor non Play-mode + if (!Application.isPlaying) + { + if (_isRecording) + { + if (Time.realtimeSinceStartup >= _lastRecordedFrameTime + keyframeInterval) + RecFrame(); + } + else if (_isReplaying) + { + playHead += (playbackSpeed/(FrameCount()*keyframeInterval))*(Time.realtimeSinceStartup-lastFrameTime); + if (playHead>1f) + playHead = 1f; + else if (playHead<0) + playHead = 0; + + Scrub (playHead); + + if (playHead == 1f) + { + if (loopPlayback) + playHead = 0; + else + _isReplaying = false; + } + else if (playHead == 0) + { + if (loopPlayback) + playHead = 1f; + else + _isReplaying = false; + } + } + } + lastFrameTime = Time.realtimeSinceStartup; + } +#endif + + void RecFrame () { + if (!_isRecording) + return; + if (!playgroundSystem.calculate) + { + CancelInvoke ("RecFrame"); + return; + } + _lastRecordedFrameTime = Time.realtimeSinceStartup; + if (playgroundSystem.particleCache != null) + { + if (recordedFrames == null) + recordedFrames = new List(); + recordedFrames.Add (new RecordedFrame(playgroundSystem, keyframeInterval)); + _hasEditedRecordData = true; + } + } + + void InsertRecFrame (int frame, FrameType frameType) { + if (playgroundSystem.particleCache != null) + { + if (recordedFrames == null) + recordedFrames = new List(); + recordedFrames.Insert (frame, new RecordedFrame(playgroundSystem, keyframeInterval)); + recordedFrames[frame].frameType = frameType; + _hasEditedRecordData = true; + } + } + + void StartPlayback () + { + if (!_inPlayback && recordedFrames!=null && recordedFrames.Count>0 && playgroundSystem!=null) + { + _inPlayback = true; + playgroundSystem.calculate = false; + playgroundSystem.inPlayback = true; + if (recordedFrames[0].particles != null) + _playbackParticles = (ParticleSystem.Particle[])recordedFrames[0].CloneAsParticles(); + StartCoroutine (Playback()); + } + } + + void StopPlayback () + { + _inPlayback = false; + if (_hasPlaygroundSystem) + { + playgroundSystem.calculate = true; + } + } + + void ScrubInternal (float normalizedTime) + { + // Set time parameters + normalizedTime = Mathf.Clamp01(normalizedTime); + int normalizedFrame = GetFrameAtTime(normalizedTime); + + // Interpolation skipping if this is an end-frame + if (skipInterpolationOnEndFrames && normalizedTime < 1f && recordedFrames[normalizedFrame].frameType == FrameType.End) + { + normalizedTime = Mathf.Clamp01(normalizedTime + (GetTimeAtFrame(normalizedFrame+1)-normalizedTime)); + playHead = normalizedTime; + normalizedFrame = GetFrameAtTime(normalizedTime); + } + + int targetFrame = Mathf.Clamp (normalizedFrame+1, 0, recordedFrames.Count); + int rebirthRotationFrame = Mathf.Clamp (targetFrame+1, 0, recordedFrames.Count); + + // Set live particles in case the length doesn't add up + if (_playbackParticles == null || _playbackParticles.Length != recordedFrames[normalizedFrame].particles.Length) + { + if (recordedFrames[normalizedFrame].particles != null) + _playbackParticles = (ParticleSystem.Particle[])recordedFrames[normalizedFrame].CloneAsParticles(); + else return; + } + + // No need to interpolate + if (normalizedFrame >= recordedFrames.Count-1 || normalizedTime == 0 && !loopPlayback) + return; + + // Delta time is the time between the normalized frame and next based on normalized time +// float deltaTime = Mathf.Lerp (0, (recordedFrames.Count-1)*1f, normalizedTime)%1f; + float deltaTime = 1f-(targetFrame-(GetFloatingFrameAtTime(normalizedTime))); + + // Set particle values + for (int i = 0; i<_playbackParticles.Length; i++) + { + // If particle is between death/birth blend in differently + if (recordedFrames[normalizedFrame].particles[i].lifetime < recordedFrames[targetFrame].particles[i].lifetime) + { + Color32 inColor = fadeIn? new Color32(recordedFrames[normalizedFrame].particles[i].color.r, recordedFrames[normalizedFrame].particles[i].color.g, recordedFrames[normalizedFrame].particles[i].color.b, 0) : new Color32(); + _playbackParticles[i].position = Vector3.Lerp (recordedFrames[normalizedFrame].particles[i].sourcePosition, recordedFrames[targetFrame].particles[i].position, deltaTime); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + _playbackParticles[i].size = Mathf.Lerp (!sizeIn? recordedFrames[normalizedFrame].particles[i].startingSize : 0, recordedFrames[targetFrame].particles[i].size, deltaTime); + _playbackParticles[i].color = Color.Lerp (!fadeIn? recordedFrames[normalizedFrame].particles[i].color : inColor, recordedFrames[targetFrame].particles[i].color, deltaTime); +#else + _playbackParticles[i].startSize = Mathf.Lerp (!sizeIn? recordedFrames[normalizedFrame].particles[i].startingSize : 0, recordedFrames[targetFrame].particles[i].size, deltaTime); + _playbackParticles[i].startColor = Color.Lerp (!fadeIn? recordedFrames[normalizedFrame].particles[i].color : inColor, recordedFrames[targetFrame].particles[i].color, deltaTime); +#endif + _playbackParticles[i].rotation = Mathf.Lerp (recordedFrames[targetFrame].particles[i].rotation - (recordedFrames[rebirthRotationFrame].particles[i].rotation * deltaTime), recordedFrames[targetFrame].particles[i].rotation, deltaTime); + } + + // ...otherwise interpolate + else + { + _playbackParticles[i].position = Vector3.Lerp (recordedFrames[normalizedFrame].particles[i].position, recordedFrames[targetFrame].particles[i].position, deltaTime); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + _playbackParticles[i].size = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].size, recordedFrames[targetFrame].particles[i].size, deltaTime); + _playbackParticles[i].color = Color.Lerp (recordedFrames[normalizedFrame].particles[i].color, recordedFrames[targetFrame].particles[i].color, deltaTime); +#else + _playbackParticles[i].startSize = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].size, recordedFrames[targetFrame].particles[i].size, deltaTime); + _playbackParticles[i].startColor = Color.Lerp (recordedFrames[normalizedFrame].particles[i].color, recordedFrames[targetFrame].particles[i].color, deltaTime); +#endif + _playbackParticles[i].rotation = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].rotation, recordedFrames[targetFrame].particles[i].rotation, deltaTime); + _playbackParticles[i].lifetime = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].lifetime, recordedFrames[targetFrame].particles[i].lifetime, deltaTime); + } + + } + } + + void SetParticleSystemAsRecordingInternal (float normalizedTime) + { + normalizedTime = Mathf.Clamp01(normalizedTime); + int normalizedFrame = GetFrameAtTime(normalizedTime); + int targetFrame = Mathf.Clamp (normalizedFrame+1, 0, recordedFrames.Count-1); + float deltaTime = 1f-(targetFrame-(GetFloatingFrameAtTime(normalizedTime))); + + float tStamp = recordedFrames[normalizedFrame].timeStamp; + float currentTime = PlaygroundC.globalTime; + + int pCount = playgroundSystem.playgroundCache.position.Length; + + for (int i = 0; i<_playbackParticles.Length; i++) + { + playgroundSystem.playgroundCache.position[i%pCount] = Vector3.Lerp (recordedFrames[normalizedFrame].particles[i].position, recordedFrames[targetFrame].particles[i].position, deltaTime); + playgroundSystem.playgroundCache.velocity[i%pCount] = Vector3.Lerp (recordedFrames[normalizedFrame].particles[i].velocity, recordedFrames[targetFrame].particles[i].velocity, deltaTime); + playgroundSystem.playgroundCache.size[i%pCount] = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].size, recordedFrames[targetFrame].particles[i].size, deltaTime); + playgroundSystem.playgroundCache.color[i%pCount] = Color.Lerp (recordedFrames[normalizedFrame].particles[i].color, recordedFrames[targetFrame].particles[i].color, deltaTime); + playgroundSystem.playgroundCache.rotation[i%pCount] = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].rotation, recordedFrames[targetFrame].particles[i].rotation, deltaTime); + playgroundSystem.playgroundCache.life[i%pCount] = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].playgroundLife, recordedFrames[targetFrame].particles[i].playgroundLife, deltaTime); + playgroundSystem.playgroundCache.lifetimeSubtraction[i%pCount] = Mathf.Lerp (recordedFrames[normalizedFrame].particles[i].playgroundLifetimeSubtraction, recordedFrames[targetFrame].particles[i].playgroundLifetimeSubtraction, deltaTime); + + playgroundSystem.playgroundCache.birth[i%pCount] = currentTime + (recordedFrames[normalizedFrame].particles[i].playgroundStartLifetime-tStamp); + playgroundSystem.playgroundCache.death[i%pCount] = currentTime + (recordedFrames[normalizedFrame].particles[i].playgroundEndLifetime-tStamp); + } + + playgroundSystem.localTime = currentTime; + playgroundSystem.LastTimeUpdated = currentTime; + playgroundSystem.LocalDeltaTime = .001f; + playgroundSystem.cameFromNonCalculatedFrame = false; + playgroundSystem.cameFromNonEmissionFrame = false; + playgroundSystem.loopExceeded = false; + playgroundSystem.loopExceededOnParticle = -1; + playgroundSystem.hasActiveParticles = true; + + StopAndSerialize(); + } + + + /**************************************************************************** + Internal enumerators + ****************************************************************************/ + + IEnumerator StartRecordingInternal (float recordingLength, float keyframeInterval) + { + _isReplaying = false; + _inPlayback = false; + _isRecording = true; + playgroundSystem.inPlayback = false; + StartCoroutine(RecordInternal(keyframeInterval)); + yield return new WaitForSeconds(recordingLength); + StopRecording(); + } + + IEnumerator RecordInternal (float keyframeInterval) + { + _recordingStartFrame = recordedFrames.Count>0? recordedFrames.Count-1 : 0; + while (_isRecording) + { + RecFrame(); + yield return new WaitForSeconds(keyframeInterval); + } + } + + IEnumerator Playback () + { + while (_inPlayback) + { + if (_playbackParticles != null) + playgroundSystem.shurikenParticleSystem.SetParticles(_playbackParticles, _playbackParticles.Length); + yield return null; + } + } + + IEnumerator PlayRecordedFrames (float fromNormalizedTime) + { + float t = fromNormalizedTime; + while (_isReplaying) + { + t += (playbackSpeed/(FrameCount()*keyframeInterval))*Time.deltaTime; + if (t>1f) + t = 1f; + else if (t<0) + t = 0; + + Scrub (t); + + if (t == 1f) + { + if (loopPlayback) + t = 0; + else + _isReplaying = false; + } + else if (t == 0) + { + if (loopPlayback) + t = 1f; + else + _isReplaying = false; + } + playHead = t; + yield return null; + } + } + } + + /// + /// A Playback Particle is a struct for keeping information about one single particle in a Playground Recorder's recorded data. + /// + public struct PlaybackParticle + { + [HideInInspector] public Vector3 position; + [HideInInspector] public Vector3 velocity; + [HideInInspector] public float rotation; + [HideInInspector] public float size; + [HideInInspector] public float lifetime; + [HideInInspector] public float startLifetime; + [HideInInspector] public float playgroundLife; + [HideInInspector] public float playgroundStartLifetime; + [HideInInspector] public float playgroundEndLifetime; + [HideInInspector] public float playgroundLifetimeSubtraction; + [HideInInspector] public Color32 color; + + [HideInInspector] public Vector3 sourcePosition; + [HideInInspector] public float startingSize; + + public PlaybackParticle (Vector3 position, + Vector3 velocity, + float rotation, + float size, + float lifetime, + float startLifetime, + float playgroundLife, + float playgroundStartLifetime, + float playgroundEndLifetime, + float playgroundLifetimeSubtraction, + Color32 color, + + Vector3 sourcePosition, + float startingSize + ) + { + this.position = position; + this.velocity = velocity; + this.rotation = rotation; + this.size = size; + this.lifetime = lifetime; + this.startLifetime = startLifetime; + this.playgroundLife = playgroundLife; + this.playgroundStartLifetime = playgroundStartLifetime; + this.playgroundEndLifetime = playgroundEndLifetime; + this.playgroundLifetimeSubtraction = playgroundLifetimeSubtraction; + this.color = color; + + this.sourcePosition = sourcePosition; + this.startingSize = startingSize; + } + + public ParticleSystem.Particle CloneAsParticle (bool includeVelocity = false) + { + ParticleSystem.Particle particle = new ParticleSystem.Particle(); + particle.position = position; + particle.rotation = rotation; + particle.lifetime = lifetime; + particle.startLifetime = startLifetime; +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + particle.size = size; + particle.color = color; +#else + particle.startSize = size; + particle.startColor = color; +#endif + + if (includeVelocity) + particle.velocity = velocity; + + return particle; + } + + public SerializedParticle CloneAsSerializedParticle () + { + SerializedParticle particle = new SerializedParticle( + position, + velocity, + rotation, + size, + lifetime, + startLifetime, + playgroundLife, + playgroundStartLifetime, + playgroundEndLifetime, + playgroundLifetimeSubtraction, + color, + + sourcePosition, + startingSize + ); + return particle; + } + + public PlaybackParticle Clone () + { + PlaybackParticle particle = new PlaybackParticle( + position, + velocity, + rotation, + size, + lifetime, + startLifetime, + playgroundLife, + playgroundStartLifetime, + playgroundEndLifetime, + playgroundLifetimeSubtraction, + color, + + sourcePosition, + startingSize + ); + return particle; + } + } + + /// + /// A frame type describes where in the total recording the recorded frame was made. + /// + public enum FrameType + { + /// + /// The frame was created at the start of recording. + /// + Start, + /// + /// The frame was created at the middle of recording. + /// + Middle, + /// + /// The frame was created at the end of recording. + /// + End + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundRecorder.cs.meta b/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundRecorder.cs.meta new file mode 100644 index 0000000..dd729d8 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/PlaygroundRecorder.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 862e30d6db16744f0b75c4c2b1a6418c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts.meta new file mode 100644 index 0000000..6c7ed89 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fb029d4f11194b9488546682b95a95f5 +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor.meta new file mode 100644 index 0000000..202f9e1 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 307516dc12f418a49a2fc0045bfc9dde +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs new file mode 100644 index 0000000..2956e7a --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs @@ -0,0 +1,294 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +[CustomEditor (typeof(PlaygroundRecorder))] +public class PlaygroundRecorderInspector : Editor { + + // References + PlaygroundRecorder recorder; + + // GUI + public static GUIStyle boxStyle; + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + // Trimming + private bool _inTrimming; + private float _leftTrimPos = 0; + private float _rightTrimPos = 1f; + private bool _leftWasLastMoved = true; + + void OnEnable () + { + // Set references + recorder = target as PlaygroundRecorder; + + // Load settings + playgroundSettings = PlaygroundSettingsC.GetReference(); + + // Load language + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + + // Load data + if (recorder.recorderData != null) + recorder.LoadAsync(); + else + recorder.recordedFrames = new List(); + } + + public override void OnInspectorGUI () + { + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + + bool hasParticleSystem = recorder.playgroundSystem != null; + if (!hasParticleSystem) + EditorGUILayout.HelpBox(playgroundLanguage.missingParticleSystemWarning, MessageType.Warning); + bool hasRecorderData = recorder.recorderData != null; + + EditorGUILayout.BeginVertical (boxStyle); + playgroundSettings.playgroundRecorderFoldout = GUILayout.Toggle(playgroundSettings.playgroundRecorderFoldout, playgroundLanguage.playgroundRecorder, EditorStyles.foldout); + if (playgroundSettings.playgroundRecorderFoldout) + { + EditorGUILayout.BeginVertical (boxStyle); + + // Playback & Recorder foldout + if (GUILayout.Button(playgroundLanguage.player, EditorStyles.toolbarDropDown)) playgroundSettings.recorderPlaybackFoldout=!playgroundSettings.recorderPlaybackFoldout; + if (playgroundSettings.recorderPlaybackFoldout) + { + EditorGUILayout.Separator(); + if (!hasRecorderData) + { + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.HelpBox(playgroundLanguage.missingRecorderDataWarning, MessageType.Warning); + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button(playgroundLanguage.createNew, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + PlaygroundRecorderData newData = CreateNewRecorderDataDialogue(); + if (newData!=null) + recorder.recorderData = newData; + } + recorder.recorderData = (PlaygroundRecorderData)EditorGUILayout.ObjectField(recorder.recorderData, typeof(PlaygroundRecorderData), false); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + EditorGUILayout.Separator(); + } + + + EditorGUILayout.BeginHorizontal(); + + GUI.enabled = !recorder.IsRecording() && hasParticleSystem && recorder.HasRecordedFrames(); + if (GUILayout.Button (recorder.IsReplaying()? playgroundLanguage.pauseSymbol : playgroundLanguage.playSymbol, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + if (recorder.IsReplaying()) + recorder.Pause(); + else + recorder.Play(recorder.playHead, recorder.playbackSpeed, recorder.loopPlayback); + } + GUI.enabled = hasParticleSystem && recorder.HasRecordedFrames(); + + if (GUILayout.Button (playgroundLanguage.stopSymbol, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + if (recorder.IsInPlayback()) + recorder.SetParticleSystemAsCurrentPlayback(); + else + { + recorder.StopAndSerialize(); + recorder.playHead = 0; + } + } + + GUI.enabled = hasParticleSystem; + + if (recorder.IsRecording()) + GUI.color = Color.red; + + GUILayout.Space(4f); + + if (GUILayout.Button (playgroundLanguage.recordSymbol, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + if (!recorder.IsRecording()) + recorder.StartRecording(); + else + { + recorder.StopAndSerialize(); + recorder.playHead = 0; + } + } + + GUI.color = Color.white; + + GUI.enabled = recorder.HasRecordedFrames() && hasParticleSystem; + if (GUILayout.Button (playgroundLanguage.clear, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + if (EditorUtility.DisplayDialog(playgroundLanguage.clearRecording, playgroundLanguage.clearRecordingMsg, playgroundLanguage.yes, playgroundLanguage.no)) + recorder.ClearRecording(); + } + + GUILayout.FlexibleSpace(); + + _inTrimming = GUILayout.Toggle (_inTrimming, playgroundLanguage.trim, EditorStyles.toolbarButton); + + GUI.enabled = true; + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.Separator(); + + GUI.enabled = recorder.HasRecordedFrames(); + + float currentPlayHead = recorder.playHead; + + if (!_inTrimming) + recorder.playHead = EditorGUILayout.Slider(playgroundLanguage.playHeadPosition, recorder.playHead, 0, 1f); + else + { + GUILayout.BeginHorizontal(); + EditorGUILayout.Separator(); + if (GUILayout.Button (playgroundLanguage.trimOuter, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + string framesRemoved = "[0-"+recorder.GetFrameAtTime(_leftTrimPos)+"] - ["+recorder.GetFrameAtTime(_rightTrimPos)+"-"+recorder.FrameCount()+"]"; + if (EditorUtility.DisplayDialog(playgroundLanguage.trim, playgroundLanguage.trimMsg+framesRemoved+"?", playgroundLanguage.yes, playgroundLanguage.no)) + if (recorder.Trim(_leftTrimPos, _rightTrimPos)) + { + _leftTrimPos = 0; + _rightTrimPos = 1f; + } + } + if (GUILayout.Button (playgroundLanguage.trimInner, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + { + string framesRemoved = "["+recorder.GetFrameAtTime(_leftTrimPos)+"-"+recorder.GetFrameAtTime(_rightTrimPos)+"]"; + if (EditorUtility.DisplayDialog(playgroundLanguage.trim, playgroundLanguage.trimMsg+framesRemoved+"?", playgroundLanguage.yes, playgroundLanguage.no)) + { + recorder.TrimInner(_leftTrimPos, _rightTrimPos); + _leftTrimPos = 0; + _rightTrimPos = 1f; + } + } + GUILayout.EndHorizontal(); + + float l = _leftTrimPos; + float r = _rightTrimPos; + EditorGUILayout.MinMaxSlider(ref _leftTrimPos, ref _rightTrimPos, 0, 1f); + + + if (!Mathf.Approximately(_leftTrimPos, l)) + _leftWasLastMoved = true; + if (!Mathf.Approximately(_rightTrimPos, r)) + _leftWasLastMoved = false; + + if (!recorder.IsReplaying()) + recorder.playHead = _leftWasLastMoved? _leftTrimPos : _rightTrimPos; + else + _leftWasLastMoved = true; + + if (recorder.playHead >= _rightTrimPos && recorder.IsReplaying()) + recorder.playHead = _leftTrimPos; + if (recorder.playHead < _leftTrimPos && recorder.IsReplaying() && recorder.playbackSpeed>0) + recorder.playHead = _leftTrimPos; + if (recorder.playHead <= _leftTrimPos && (!_leftWasLastMoved || recorder.IsReplaying() && recorder.playbackSpeed<0)) + recorder.playHead = _rightTrimPos; + } + + if (currentPlayHead != recorder.playHead) + recorder.Scrub (recorder.playHead); + + string playbackStatus = "No Recording"; + string playbackData = ""; + float recordedSeconds = ((recorder.FrameCount()*1f) * recorder.keyframeInterval) / recorder.playbackSpeed; + + if (_inTrimming) + { + playbackStatus = "TRIMMING"; + GUI.color = Color.yellow; + } + else if (recorder.IsRecording()) + { + playbackStatus = "RECORDING"; + GUI.color = Color.red; + } + else if (recorder.IsInPlayback()) + { + playbackStatus = "In Playback"; + GUI.color = Color.green; + } + else if (!recorder.IsInPlayback() && recorder.HasRecordedFrames()) + { + playbackStatus = "Live Particles"; + GUI.color = Color.cyan; + } + if (recorder.HasRecordedFrames() && recorder.IsInPlayback()) + { + if (_inTrimming) + playbackData = " (Left: " + recorder.GetFrameAtTime(_leftTrimPos) + " | Right: " + recorder.GetFrameAtTime(_rightTrimPos) + ")"; + else if (!recorder.IsRecording()) + playbackData = " (" + (recordedSeconds*recorder.playHead).ToString("F1") + "/" + recordedSeconds.ToString("F1") + " s)"; + else if (!_inTrimming) + playbackData = " (" + (recordedSeconds).ToString("F1") + " s)"; + } + PlaybackBar(recorder.HasRecordedFrames()? (recorder.IsRecording()? 1f : recorder.playHead) : 0, playbackStatus + playbackData, Screen.width - 56f); + + GUI.color = Color.white; + GUI.backgroundColor = Color.white; + GUILayout.Space (-10f); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Time: " + (recorder.HasRecordedFrames()?(recordedSeconds*recorder.playHead).ToString("F1") + " / " + recordedSeconds.ToString("F1") + " s" + " (" + recorder.playbackSpeed.ToString("F1") + "x)" : "-"), EditorStyles.objectFieldThumb, GUILayout.Width ((Screen.width/2f)-30f)); + EditorGUILayout.LabelField("Frame: " + (recorder.HasRecordedFrames()?recorder.GetFrameAtTime(recorder.playHead).ToString() + " / " + recorder.FrameCount() : "-"), EditorStyles.objectFieldThumb, GUILayout.Width ((Screen.width/2f)-30f)); + EditorGUILayout.EndHorizontal(); + + GUI.enabled = true; + + EditorGUILayout.Separator(); + } + + // Advanced foldout + if (GUILayout.Button(playgroundLanguage.advanced, EditorStyles.toolbarDropDown)) playgroundSettings.recorderAdvancedFoldout=!playgroundSettings.recorderAdvancedFoldout; + if (playgroundSettings.recorderAdvancedFoldout) + { + EditorGUILayout.Separator(); + recorder.playgroundSystem = (PlaygroundParticlesC)EditorGUILayout.ObjectField(playgroundLanguage.particleSystem, recorder.playgroundSystem, typeof(PlaygroundParticlesC), true); + recorder.recorderData = (PlaygroundRecorderData)EditorGUILayout.ObjectField(playgroundLanguage.recorderData, recorder.recorderData, typeof(PlaygroundRecorderData), false); + recorder.keyframeInterval = EditorGUILayout.FloatField(playgroundLanguage.keyframeInterval, recorder.keyframeInterval); + recorder.playbackSpeed = EditorGUILayout.FloatField(playgroundLanguage.playbackSpeed, recorder.playbackSpeed); + recorder.loopPlayback = GUILayout.Toggle (recorder.loopPlayback, playgroundLanguage.loop); + recorder.fadeIn = GUILayout.Toggle (recorder.fadeIn, playgroundLanguage.fadeIn); + recorder.sizeIn = GUILayout.Toggle (recorder.sizeIn, playgroundLanguage.sizeIn); + recorder.skipInterpolationOnEndFrames = GUILayout.Toggle (recorder.skipInterpolationOnEndFrames, playgroundLanguage.skipInterpolationOnEndFrames); + recorder.localSpaceOnPlayback = GUILayout.Toggle (recorder.localSpaceOnPlayback, playgroundLanguage.setLocalSpaceOnPlayback); + recorder.multithreading = GUILayout.Toggle (recorder.multithreading, playgroundLanguage.multithreading); + EditorGUILayout.Separator(); + } + + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.EndVertical(); + } + + public void PlaybackBar (float val, string label, float width) { + Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); + rect.width = width; + rect.height = 16; + if (val<0) val = 0; + EditorGUI.ProgressBar (rect, val, label); + EditorGUILayout.Space (); + } + + public static PlaygroundRecorderData CreateNewRecorderDataDialogue () + { + string dataPath = EditorUtility.SaveFilePanelInProject(playgroundLanguage.newPlaygroundRecording, "PlaygroundRecording", "asset", playgroundLanguage.newPlaygroundRecordingMsg); + if (dataPath.Length>0) + { + PlaygroundRecorderData newData = PlaygroundRecorderData.New(); + AssetDatabase.CreateAsset(newData, dataPath); + AssetDatabase.Refresh(); + + return newData; + } + return null; + } +} diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs.meta new file mode 100644 index 0000000..8970c7c --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/Editor/PlaygroundRecorderInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 18629149a4cb64676be45a3a0031828a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs new file mode 100644 index 0000000..10c8235 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs @@ -0,0 +1,40 @@ +#if UNITY_WSA && !UNITY_EDITOR +#else +using UnityEngine; +using System; +using System.IO; +using System.IO.Compression; +using System.Runtime.Serialization.Formatters.Binary; +using System.Collections; + +namespace ParticlePlayground { + public class PlaygroundCompression + { + public static byte[] SerializeAndCompress(object obj) + { + using (MemoryStream ms = new MemoryStream()) + { + using (GZipStream zs = new GZipStream(ms, CompressionMode.Compress, true)) + { + BinaryFormatter bf = new BinaryFormatter(); + bf.Serialize(zs, obj); + } + + return ms.ToArray(); + } + } + + public static T DecompressAndDeserialize(byte[] data) + { + using (MemoryStream ms = new MemoryStream(data)) + { + using (GZipStream zs = new GZipStream(ms, CompressionMode.Decompress, true)) + { + BinaryFormatter bf = new BinaryFormatter(); + return (T) bf.Deserialize(zs); + } + } + } + } +} +#endif diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs.meta new file mode 100644 index 0000000..3d2dffc --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundCompression.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9ea72fd6ac8fa4185a40b701662e4bbb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs new file mode 100644 index 0000000..24ca5f3 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using ParticlePlayground; + +[Serializable] +public class PlaygroundRecorderData : ScriptableObject +{ + [HideInInspector] public float version; + public SerializedFrame[] serializedFrames; + + public void Serialize (List recordedFrames) + { + version = PlaygroundC.version; + serializedFrames = null; + serializedFrames = new SerializedFrame[recordedFrames.Count]; + for (int i = 0; i recordedFrames) + { + version = PlaygroundC.version; + PlaygroundC.RunAsync(() => { + serializedFrames = null; + serializedFrames = new SerializedFrame[recordedFrames.Count]; + for (int i = 0; i CloneAsRecordedFrames () + { + if (serializedFrames == null) + return null; + List recordedFrames = new List(); + for (int i = 0; i(); + return newData; + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs.meta new file mode 100644 index 0000000..3905da9 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/PlaygroundRecorderData.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c8586836ef5a445d4b801f769230e702 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/RecordedFrame.cs b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/RecordedFrame.cs new file mode 100644 index 0000000..989473c --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/RecordedFrame.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace ParticlePlayground { + /// + /// The RecordedFrame class contain information of a single frame of recorded particles for the Playground Recorder's recorded data. + /// + [Serializable] + public class RecordedFrame { + /// + /// The array of particle data. PlaybackParticle is a struct and therefore not serialized due to performance. + /// + [HideInInspector] public PlaybackParticle[] particles; + /// + /// The time during simulation this frame was made. + /// + [HideInInspector] public float timeStamp; + /// + /// The keyframe interval setting when this frame was made. + /// + [HideInInspector] public float keyframeInterval; + /// + /// The type of this frame (FrameType.Start, FrameType.Middle or FrameType.End). + /// + [HideInInspector] public FrameType frameType = FrameType.Middle; + + public RecordedFrame () {} + + public RecordedFrame (PlaygroundParticlesC playgroundParticles, float keyframeInterval) { + particles = new PlaybackParticle[playgroundParticles.particleCache.Length]; + for (int i = 0; i + /// A serialized frame holds information about one recorded frame of particles. + /// + [Serializable] + public class SerializedFrame + { + /// + /// The array of particle data. + /// + public SerializedParticle[] serializedParticles; + /// + /// The time during simulation this frame was made. + /// + public float timeStamp; + /// + /// The keyframe interval setting when this frame was made. + /// + public float keyframeInterval; + /// + /// The type of this frame (FrameType.Start, FrameType.Middle or FrameType.End). + /// + public FrameType frameType = FrameType.Middle; + + public RecordedFrame CloneAsRecordedFrame () + { + RecordedFrame recordedFrame = new RecordedFrame(); + recordedFrame.particles = CloneAsPlaybackParticles(); + recordedFrame.keyframeInterval = keyframeInterval; + recordedFrame.timeStamp = timeStamp; + recordedFrame.frameType = frameType; + return recordedFrame; + } + + public PlaybackParticle[] CloneAsPlaybackParticles () + { + PlaybackParticle[] recordedParticles = new PlaybackParticle[serializedParticles.Length]; + for (int i = 0; i + /// A serialized particle holds information for one single serializable particle inside a recorded frame for the Playground Recorder's recorded data. + /// + [Serializable] + public class SerializedParticle + { + public Vector3 position; + public Vector3 velocity; + public float rotation; + public float size; + public float lifetime; + public float startLifetime; + public float playgroundLife; + public float playgroundStartLifetime; + public float playgroundEndLifetime; + public float playgroundLifetimeSubtraction; + public Color32 color; + + public Vector3 sourcePosition; + public float startingSize; + + public SerializedParticle (Vector3 position, + Vector3 velocity, + float rotation, + float size, + float lifetime, + float startLifetime, + float playgroundLife, + float playgroundStartLifetime, + float playgroundEndLifetime, + float playgroundLifetimeSubtraction, + Color32 color, + + Vector3 sourcePosition, + float startingSize + ) + { + this.position = position; + this.velocity = velocity; + this.rotation = rotation; + this.size = size; + this.lifetime = lifetime; + this.startLifetime = startLifetime; + this.playgroundLife = playgroundLife; + this.playgroundStartLifetime = playgroundStartLifetime; + this.playgroundEndLifetime = playgroundEndLifetime; + this.playgroundLifetimeSubtraction = playgroundLifetimeSubtraction; + this.color = color; + + this.sourcePosition = sourcePosition; + this.startingSize = startingSize; + } + + public PlaybackParticle CloneAsPlaybackParticle () + { + PlaybackParticle particle = new PlaybackParticle( + position, + velocity, + rotation, + size, + lifetime, + startLifetime, + playgroundLife, + playgroundStartLifetime, + playgroundEndLifetime, + playgroundLifetimeSubtraction, + color, + + sourcePosition, + startingSize + ); + return particle; + } + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/SerializedParticle.cs.meta b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/SerializedParticle.cs.meta new file mode 100644 index 0000000..fc3a2b0 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Recorder/Scripts/SerializedParticle.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0ed99384141a34198b4a872162f33568 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Splines.meta b/Assets/Particle Playground/Extensions/Playground Splines.meta new file mode 100644 index 0000000..a6b25b4 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b248ca5b01a7c4140b1506e64e18065e +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Splines/Editor.meta b/Assets/Particle Playground/Extensions/Playground Splines/Editor.meta new file mode 100644 index 0000000..77689c1 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ea1c64bb5c0b49d409932c31a1af37c3 +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs b/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs new file mode 100644 index 0000000..f96ea37 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs @@ -0,0 +1,520 @@ +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +using PlaygroundSplines; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +[CustomEditor(typeof(PlaygroundSpline))] +public class PlaygroundSplineInspector : Editor { + + private const int stepsPerCurve = 10; + private const float directionScale = 0.5f; + private const float handleSize = 0.04f; + private const float pickSize = 0.06f; + + private PlaygroundSpline spline; + private Transform handleTransform; + private Quaternion handleRotation; + private Quaternion bezierHandleRotation; + private int selectedIndex = -1; + private int selectedNode = -1; + private int selectedBezier = -1; + private bool selectedIndexIsNode; + private UnityEditor.Tool lastActiveTool = UnityEditor.Tool.None; + + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + public static GUIStyle boxStyle; + + void OnEnable () { + spline = target as PlaygroundSpline; + + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + + lastActiveTool = UnityEditor.Tools.current; + + UpdateUserList(); + } + + void OnDisable () { + UnityEditor.Tools.current = lastActiveTool; + } + + void UpdateUserList () { + + // Check that any user isn't null + for (int i = 0; i().splines.Contains(spline)) { + spline.usedBy.RemoveAt (i); + i--; + } + } + } + + public override void OnInspectorGUI () { + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + + EditorGUILayout.BeginVertical(boxStyle); + playgroundSettings.playgroundSplineFoldout = GUILayout.Toggle(playgroundSettings.playgroundSplineFoldout, playgroundLanguage.playgroundSpline, EditorStyles.foldout); + if (playgroundSettings.playgroundSplineFoldout) { + + selectedNode = (selectedIndex+1)/3; + selectedBezier = selectedIndex<3?0:(((selectedIndex)%3))%2; + selectedIndexIsNode = selectedIndex==0||selectedIndex%3==0; + + EditorGUILayout.Separator(); + + bool currentLoop = spline.Loop; + GUI.enabled = spline.NodeCount>1; + bool loop = EditorGUILayout.Toggle(playgroundLanguage.loop, spline.Loop); + GUI.enabled = true; + spline.reverse = EditorGUILayout.Toggle(playgroundLanguage.reverse, spline.reverse); + spline.timeOffset = EditorGUILayout.Slider (playgroundLanguage.timeOffset, spline.timeOffset, 0, 1f); + spline.positionOffset = EditorGUILayout.Vector3Field (playgroundLanguage.positionOffset, spline.positionOffset); + + EditorGUILayout.Separator(); + EditorGUILayout.BeginVertical(boxStyle); + if (selectedIndex < spline.ControlPointCount) { + DrawSelectedPointInspector(); + } + if (currentLoop!=loop) { + Undo.RecordObject(spline, "Toggle Loop"); + EditorUtility.SetDirty(spline); + spline.Loop = loop; + } + EditorGUILayout.EndVertical(); + + // List of nodes + if (GUILayout.Button(playgroundLanguage.nodes+" ("+(spline.NodeCount+1)+")", EditorStyles.toolbarDropDown)) playgroundSettings.nodesFoldout=!playgroundSettings.nodesFoldout; + if (playgroundSettings.nodesFoldout) { + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginVertical(boxStyle, GUILayout.MinHeight(26)); + for (int i = 0; i<=spline.NodeCount; i++) { + if (i==selectedNode && selectedIndex>-1) GUI.backgroundColor = new Color(1f,1f,.2f); + EditorGUILayout.BeginVertical(boxStyle); + GUI.backgroundColor = Color.white; + EditorGUILayout.BeginHorizontal(); + + // Node + if (i==selectedNode && selectedIndexIsNode) + EditorGUILayout.LabelField("", EditorStyles.foldout, GUILayout.Width(14)); + else if (i==selectedNode && selectedIndex!=-1) GUILayout.Space (19f); + if (GUILayout.Button(playgroundLanguage.node+" "+i+" ("+spline.GetControlPointMode(i*3).ToString()+")", EditorStyles.label, GUILayout.MaxWidth(130))) + selectedIndex = SelectIndex(i*3); + GUILayout.Space(3f); + if (GUILayout.Button(spline.transformNodes[i*3].enabled?playgroundLanguage.transform:playgroundLanguage.vector3, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + spline.transformNodes[i*3].enabled = !spline.transformNodes[i*3].enabled; + } + + EditorGUI.BeginChangeCheck(); + EditorGUIUtility.labelWidth = 1f; + Vector3 point; + if (spline.transformNodes[i*3].enabled) { + spline.transformNodes[i*3].transform = (Transform)EditorGUILayout.ObjectField(spline.transformNodes[i*3].transform, typeof(Transform), true); + if (spline.transformNodes[i*3].IsAvailable()) + point = spline.transformNodes[i*3].GetPosition(); + else point = spline.GetControlPoint(i*3); + } else point = EditorGUILayout.Vector3Field(" ", spline.GetControlPoint(i*3)); + + EditorGUIUtility.labelWidth = 0; + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(i*3, point); + } + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + + } + EditorGUI.BeginChangeCheck(); + if (GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Undo.RecordObject(spline, "Add Node"); + spline.AddNode(i); + EditorUtility.SetDirty(spline); + selectedIndex = SelectIndex((i+1)*3); + } + GUI.enabled = (!spline.Loop&&spline.NodeCount>1||spline.Loop&&spline.NodeCount>2); + EditorGUI.BeginChangeCheck(); + if (GUILayout.Button("-", EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Undo.RecordObject(spline, "Remove Node"); + spline.RemoveNode(i); + EditorUtility.SetDirty(spline); + selectedIndex-=3; + if (selectedIndex<0) + selectedIndex = SelectIndex(0); + return; + } + GUI.enabled = true; + EditorGUILayout.EndHorizontal(); + + if (i==selectedNode && selectedIndex>-1) { + + int thisBez; + + // Bezier 0 + if (selectedNode>0) { + thisBez = selectedNode>0?(i*3)-1:(spline.NodeCount*3)-1; + EditorGUILayout.BeginHorizontal(); + if (selectedBezier==0 && !selectedIndexIsNode) + EditorGUILayout.LabelField("", EditorStyles.foldout, GUILayout.Width(14)); + else GUILayout.Space (19f); + if (GUILayout.Button(playgroundLanguage.bezier+" 0", EditorStyles.label, GUILayout.MaxWidth(133))) + selectedIndex = SelectIndex(thisBez); + EditorGUI.BeginChangeCheck(); + EditorGUIUtility.labelWidth = 1f; + if (GUILayout.Button(spline.transformNodes[thisBez].enabled?playgroundLanguage.transform:playgroundLanguage.vector3, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + spline.transformNodes[thisBez].enabled = !spline.transformNodes[thisBez].enabled; + } + if (spline.transformNodes[thisBez].enabled) { + spline.transformNodes[thisBez].transform = (Transform)EditorGUILayout.ObjectField(spline.transformNodes[thisBez].transform, typeof(Transform), true); + if (spline.transformNodes[thisBez].IsAvailable()) + point = spline.transformNodes[thisBez].GetPosition(); + else point = spline.GetControlPoint(thisBez); + } else point = EditorGUILayout.Vector3Field(" ", spline.GetControlPoint(thisBez)); + + GUILayout.Space (35f); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(selectedNode>0?(i*3)-1:(spline.NodeCount*3)-1, point); + } + EditorGUILayout.EndHorizontal(); + EditorGUIUtility.labelWidth = 0; + } + + // Bezier 1 + if (selectedNode0?playgroundLanguage.bezier+" 1":playgroundLanguage.bezier+" 0", EditorStyles.label, GUILayout.MaxWidth(133))) + selectedIndex = SelectIndex(thisBez); + EditorGUI.BeginChangeCheck(); + EditorGUIUtility.labelWidth = 1f; + if (GUILayout.Button(spline.transformNodes[thisBez].enabled?playgroundLanguage.transform:playgroundLanguage.vector3, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + spline.transformNodes[thisBez].enabled = !spline.transformNodes[thisBez].enabled; + } + if (spline.transformNodes[thisBez].enabled) { + spline.transformNodes[thisBez].transform = (Transform)EditorGUILayout.ObjectField(spline.transformNodes[thisBez].transform, typeof(Transform), true); + if (spline.transformNodes[thisBez].IsAvailable()) + point = spline.transformNodes[thisBez].GetPosition(); + else point = spline.GetControlPoint(thisBez); + } else point = EditorGUILayout.Vector3Field(" ", spline.GetControlPoint(thisBez)); + GUILayout.Space (35f); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(thisBez, point); + } + EditorGUILayout.EndHorizontal(); + EditorGUIUtility.labelWidth = 0; + } + } + EditorGUILayout.EndVertical(); + } + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button(playgroundLanguage.create, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Undo.RecordObject(spline, "Add Node"); + selectedNode = spline.NodeCount; + spline.AddNode(selectedNode); + EditorUtility.SetDirty(spline); + selectedIndex = SelectIndex((selectedNode+1)*3); + } + EditorGUILayout.Separator(); + if (GUILayout.Button(playgroundLanguage.convertAllToTransforms, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Transform pTrans = new GameObject("Nodes").transform; + pTrans.parent = spline.splineTransform; + pTrans.localPosition = Vector3.zero; + Transform[] transforms = spline.ExportToTransforms(); + spline.positionOffset = Vector3.zero; + for (int i = 0; i0) { + EditorGUILayout.BeginVertical(boxStyle, GUILayout.MinHeight(26)); + for (int i = 0; i(); + Undo.RecordObjects(new Object[]{spline,ps}, "Remove User"); + if (ps!=null) { + Transform user = spline.usedBy[i]; + if (ps.splines.Contains(spline)) { + spline.RemoveUser (user); + ps.splines.Remove(spline); + } + foreach (ManipulatorObjectC m in ps.manipulators) { + ManipulatorPropertyC mp = m.property; + if (mp.splineTarget!=null && mp.splineTarget==spline) + spline.RemoveUser (user); + foreach (ManipulatorPropertyC mps in m.properties) + if (mps.splineTarget!=null && mps.splineTarget==spline) + spline.RemoveUser (user); + } + } + } + } + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndVertical(); + } else { + EditorGUILayout.HelpBox(playgroundLanguage.noSplineUserMessage, MessageType.Info); + } + } + + // Advanced + if (GUILayout.Button(playgroundLanguage.advanced, EditorStyles.toolbarDropDown)) playgroundSettings.splineAdvancedFoldout=!playgroundSettings.splineAdvancedFoldout; + if (playgroundSettings.splineAdvancedFoldout) { + EditorGUILayout.Separator(); + spline.fixedVelocityOnNewNode = EditorGUILayout.FloatField (playgroundLanguage.velocityOnNewNode, spline.fixedVelocityOnNewNode); + spline.moveTransformsAsBeziers = EditorGUILayout.Toggle (playgroundLanguage.moveTransformsAsBeziers, spline.moveTransformsAsBeziers); + spline.exportWithNodeStructure = EditorGUILayout.Toggle (playgroundLanguage.exportWithNodeStructure, spline.exportWithNodeStructure); + EditorGUILayout.Separator(); + spline.drawGizmo = EditorGUILayout.Toggle (playgroundLanguage.drawBezierGizmo, spline.drawGizmo); + spline.bezierWidth = EditorGUILayout.FloatField (playgroundLanguage.bezierWidth, spline.bezierWidth); + if (spline.bezierWidth<0) spline.bezierWidth = 0; + } + } + EditorGUILayout.EndVertical(); + SceneView.RepaintAll(); + } + + private void DrawSelectedPointInspector() { + if (selectedIndex>=spline.ControlPointCount) selectedIndex = SelectIndex(spline.ControlPointCount-1); + EditorGUILayout.PrefixLabel(playgroundLanguage.selection); + EditorGUILayout.BeginHorizontal(boxStyle); + if (GUILayout.Button(playgroundLanguage.spline, EditorStyles.label, GUILayout.ExpandWidth(false))) { + selectedIndex = SelectIndex(-1); + SceneView.RepaintAll(); + } + if (selectedIndex>=0) { + GUILayout.Label(">", EditorStyles.label, GUILayout.MaxWidth(16)); + if (GUILayout.Button(playgroundLanguage.node+" "+selectedNode.ToString(), EditorStyles.label, GUILayout.ExpandWidth(false))) { + selectedIndex = SelectIndex(selectedNode*3); + } + } + if (selectedIndex>=0 && !selectedIndexIsNode) { + GUILayout.Label(">", EditorStyles.label, GUILayout.MaxWidth(16)); + GUILayout.Label(playgroundLanguage.bezier+" "+selectedBezier.ToString(), EditorStyles.label, GUILayout.ExpandWidth(false)); + } + if (selectedIndex>=0) { + if (spline.transformNodes[selectedIndex].IsAvailable()) { + if (GUILayout.Button(" ("+playgroundLanguage.transform+") ", EditorStyles.label, GUILayout.ExpandWidth(false))) + Selection.activeTransform = spline.transformNodes[selectedIndex].transform; + } else { + GUILayout.Label(" ("+playgroundLanguage.vector3+")", EditorStyles.label, GUILayout.ExpandWidth(false)); + } + } + EditorGUILayout.Separator(); + if (GUILayout.Button ("<", EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + selectedIndex = SelectIndex(selectedIndex-1); + if (selectedIndex<0) + selectedIndex = SelectIndex(spline.ControlPointCount-1); + } + if (GUILayout.Button (">", EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + selectedIndex = SelectIndex(selectedIndex+1); + if (selectedIndex>spline.ControlPointCount-1) + selectedIndex = SelectIndex(0); + } + EditorGUILayout.EndHorizontal(); + EditorGUI.BeginChangeCheck(); + + // A node or bezier is selected + if (selectedIndex>=0) { + Vector3 point = EditorGUILayout.Vector3Field(playgroundLanguage.position, spline.GetControlPoint(selectedIndex)); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(selectedIndex, point); + } + EditorGUI.BeginChangeCheck(); + PlaygroundSplines.BezierControlPointMode mode = (PlaygroundSplines.BezierControlPointMode)EditorGUILayout.EnumPopup(playgroundLanguage.bezierMode, spline.GetControlPointMode(selectedIndex)); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Change Point Mode"); + spline.SetControlPointMode(selectedIndex, mode); + EditorUtility.SetDirty(spline); + } + } + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button(playgroundLanguage.addNode, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Undo.RecordObject(spline, "Add Node"); + if (selectedIndex<0) selectedNode = spline.NodeCount; + spline.AddNode(selectedNode); + EditorUtility.SetDirty(spline); + selectedIndex = SelectIndex((selectedNode+1)*3); + } + EditorGUILayout.Separator(); + GUI.enabled = (!spline.Loop&&spline.NodeCount>1||spline.Loop&&spline.NodeCount>2); + if (GUILayout.Button(playgroundLanguage.removeSelectedNode, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + Undo.RecordObject(spline, "Remove Node"); + spline.RemoveNode(selectedNode); + EditorUtility.SetDirty(spline); + selectedIndex-=3; + if (selectedIndex<0) + selectedIndex = SelectIndex(0); + } + EditorGUILayout.EndHorizontal(); + GUI.enabled = true; + } + + private int SelectIndex (int newIndex) { + if (newIndex>-1) + UnityEditor.Tools.current = UnityEditor.Tool.None; + else UnityEditor.Tools.current = lastActiveTool; + selectedNode = (newIndex+1)/3; + selectedBezier = newIndex<3?0:(((newIndex)%3))%2; + selectedIndexIsNode = newIndex==0||newIndex%3==0; + return newIndex; + } + + private int foldoutHeight = 0; + private bool toolboxFoldout = true; + private bool callForAddNode = false; + private bool callForRemoveNode = false; + private void OnSceneGUI () { + + callForAddNode = (selectedIndex>-1 && Event.current.control && !Event.current.shift && Event.current.type==EventType.mouseUp); + callForRemoveNode = (selectedIndex>-1 && Event.current.control && Event.current.shift && Event.current.type==EventType.mouseUp); + + handleTransform = spline.transform; + handleRotation = UnityEditor.Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; + bezierHandleRotation = Camera.current.transform.rotation; + + Event e = Event.current; + if (toolboxFoldout) + if (selectedIndex<0) + foldoutHeight = 68; + else foldoutHeight = 120; + else + foldoutHeight = 0; + Rect toolboxRect = new Rect(10f,Screen.height-(70f+foldoutHeight),300f,103f+foldoutHeight); + + // Don't deselect upon click + if (toolboxFoldout && e.type == EventType.Layout) { + HandleUtility.AddDefaultControl(0); + } + + // Toolbox + Handles.BeginGUI(); + GUILayout.BeginArea(toolboxRect); + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + GUILayout.BeginVertical(boxStyle); + toolboxFoldout = GUILayout.Toggle(toolboxFoldout, playgroundLanguage.playgroundSpline, EditorStyles.foldout); + if (toolboxFoldout) { + DrawSelectedPointInspector(); + } + GUILayout.EndVertical(); + GUILayout.EndArea(); + Handles.EndGUI(); + + Vector3 p0 = ShowPoint(0); + for (int i = 1; i < spline.ControlPointCount; i += 3) { + Vector3 p1 = ShowPoint(i); + Vector3 p2 = ShowPoint(i + 1); + Vector3 p3 = ShowPoint(i + 2); + + Handles.color = new Color(1f,.8f,0f); + Handles.DrawLine(p0, p1); + Handles.DrawLine(p2, p3); + + p0 = p3; + } + + if (callForAddNode) { + Undo.RecordObject(spline, "Add Node"); + spline.AddNode(selectedNode); + EditorUtility.SetDirty(spline); + selectedIndex = SelectIndex((selectedNode+1)*3); + } + if (callForRemoveNode) { + Undo.RecordObject(spline, "Remove Node"); + spline.RemoveNode(selectedNode); + EditorUtility.SetDirty(spline); + if (selectedIndex>=spline.ControlPointCount) + selectedIndex = SelectIndex(spline.ControlPointCount-1); + } + } + + private void ShowDirections () { + Handles.color = Color.green; + Vector3 point = spline.GetPoint(0f); + Handles.DrawLine(point, point + spline.GetDirection(0f) * directionScale); + int steps = stepsPerCurve * spline.NodeCount; + for (int i = 1; i <= steps; i++) { + point = spline.GetPoint(i / (float)steps); + Handles.DrawLine(point, point + spline.GetDirection(i / (float)steps) * directionScale); + } + } + + private Vector3 ShowPoint (int index) { + Vector3 pointWithOffset = spline.transformNodes[index].IsAvailable()? spline.GetPoint(index)+spline.positionOffset : handleTransform.TransformPoint(spline.GetInversePoint(index)+spline.positionOffset); + float size = HandleUtility.GetHandleSize(pointWithOffset); + if (index == 0 && spline.Loop) { + size *= 2f; + } + Handles.color = new Color(1f,.5f,0f); + if ((index==0||index%3==0)) { + if (Handles.Button(pointWithOffset, handleRotation, size * handleSize, size * pickSize, Handles.DotCap)) { + selectedIndex = SelectIndex(index); + Repaint(); + } + } else { + if (Handles.Button(pointWithOffset, bezierHandleRotation, size * handleSize, size * pickSize, Handles.CircleCap)) { + selectedIndex = SelectIndex(index); + Repaint(); + } + } + + if (selectedIndex == index) { + EditorGUI.BeginChangeCheck(); + pointWithOffset = Handles.DoPositionHandle(pointWithOffset, handleRotation); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(index, spline.transformNodes[index].IsAvailable()?pointWithOffset:handleTransform.InverseTransformPoint(pointWithOffset), spline.positionOffset); + } + } + return pointWithOffset; + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs.meta b/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs.meta new file mode 100644 index 0000000..fabd0fd --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/Editor/PlaygroundSplineInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 213dc41afb5744746a7e99b5b709b841 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs new file mode 100644 index 0000000..c6be62a --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs @@ -0,0 +1,762 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + +/// +/// Collection of methods for working with splines. +/// This is based on the great learning tutorial Curves and Splines by Jasper Flick. +/// +/// References: +/// http://catlikecoding.com/unity/tutorials/curves-and-splines/ +/// http://answers.unity3d.com/questions/374333/positioning-an-object-on-a-spline-relative-to-play.html +/// +namespace PlaygroundSplines { + + /// + /// Holds information about a spline and contains functions for working with the nodes and bezier handles. + /// + [ExecuteInEditMode()] + public class PlaygroundSpline : MonoBehaviour { + /// + /// The list of nodes and bezier handles making the spline. + /// + [SerializeField] + private List points = new List(); + /// + /// The modes of the bezier handles. + /// + [SerializeField] + private List modes = new List(); + /// + /// Determines if the spline is looping. + /// + [SerializeField] + private bool loop; + + /// + /// The list of transform nodes to set positions live of an existing node. + /// + [HideInInspector] public List transformNodes = new List(); + /// + /// Determines if the spline time should be reversed. If you'd like to physically reverse the arrays making the spline then call ReverseAllNodes(). + /// + [HideInInspector] public bool reverse; + /// + /// The time offset of the spline. + /// + [HideInInspector] public float timeOffset; + /// + /// The position offset of the spline in relation to its transform. + /// + [HideInInspector] public Vector3 positionOffset; + + [HideInInspector] public Transform splineTransform; + [HideInInspector] public Matrix4x4 splineTransformMx; + [HideInInspector] public List usedBy = new List(); + [HideInInspector] public float fixedVelocityOnNewNode = .5f; + [HideInInspector] public bool moveTransformsAsBeziers = false; + [HideInInspector] public bool exportWithNodeStructure = false; + + // Gizmos + public static bool drawSplinePreviews = true; + [HideInInspector] public bool drawGizmo = true; + [HideInInspector] public float bezierWidth = 2f; + + #if UNITY_EDITOR + void OnDrawGizmos () { + if (drawSplinePreviews && drawGizmo) { + Color innerBezier = new Color(1f,1f,1f,1f); + Color outerBezier = new Color(.5f,.5f,0,.2f); + Vector3 p0 = ShowPoint(0); + for (int i = 1; i < ControlPointCount; i += 3) { + Vector3 p1 = ShowPoint(i); + Vector3 p2 = ShowPoint(i + 1); + Vector3 p3 = ShowPoint(i + 2); + UnityEditor.Handles.DrawBezier(p0, p3, p1, p2, innerBezier, null, bezierWidth); + UnityEditor.Handles.DrawBezier(p0, p3, p1, p2, outerBezier, null, bezierWidth*10f); + p0 = p3; + } + } + } + Vector3 ShowPoint (int index) { + return transformNodes[index].IsAvailable()? GetPoint(index)+positionOffset : splineTransform.TransformPoint(GetInversePoint(index)+positionOffset); + } + #endif + + Vector3 previousPosition; + Quaternion previousRotation; + Vector3 previousScale; + bool isReady; + + public bool IsReady () { + return isReady; + } + + /// + /// Adds a user to the spline. This helps keeping track of which objects are using the spline. + /// + /// true, if user was added, false otherwise. + /// . + public bool AddUser (Transform thisTransform) { + if (!usedBy.Contains(thisTransform)) { + usedBy.Add (thisTransform); + return true; + } + return false; + } + + /// + /// Removes a user from the spline. This helps keeping track of which objects are using the spline. + /// + /// true, if user was removed, false otherwise. + /// . + public bool RemoveUser (Transform thisTransform) { + if (usedBy.Contains(thisTransform)) { + usedBy.Remove (thisTransform); + return true; + } + return false; + } + + /// + /// Determines whether this spline has the user of passed in transform. + /// + /// true if this spline has the user of the passed in transform; otherwise, false. + /// This transform. + public bool HasUser (Transform thisTransform) { + return usedBy.Contains (thisTransform); + } + + /// + /// Gets or sets a value indicating whether this is set to loop. + /// + /// true if set to loop; otherwise, false. + public bool Loop { + get { + return loop; + } + set { + loop = value; + if (value == true && NodeCount>1) { + modes[modes.Count - 1] = modes[0]; + SetControlPoint(0, points[0]); + } + } + } + + + /// + /// Gets the control point count. + /// + /// The control point count. + public int ControlPointCount { + get { + return points.Count; + } + } + + /// + /// Gets the control point. + /// + /// The control point. + /// Index. + public Vector3 GetControlPoint (int index) { + return GetPoint(index); + } + + /// + /// Sets the control point and withdraws the offset. + /// + /// Index. + /// Point. + /// Offset. + public void SetControlPoint (int index, Vector3 point, Vector3 offset) { + SetControlPoint(index, point-offset); + } + + /// + /// Sets the control point. + /// + /// Index. + /// Position. + public void SetControlPoint (int index, Vector3 point) { + if (index<0) index = 0; + if (index % 3 == 0) { + Vector3 delta = (point - GetPoint(index)); + Vector3 v; + if (loop) { + if (index == 0) { + //if (!PointHasTransform(1)) + {v = GetPoint(1); SetPoint(1, v+delta);} + //if (!PointHasTransform(points.Count-2)) + {v = GetPoint(points.Count-2); SetPoint(points.Count-2, v+delta);} + if (moveTransformsAsBeziers || !PointHasTransform(points.Count-1)) + {SetPoint(points.Count-1, point);} + } else + if (index == points.Count - 1) { + //if (!PointHasTransform(0)) + {SetPoint(0, point);} + //if (!PointHasTransform(1)) + {v = GetPoint(1); SetPoint(1, v+delta);} + //if (!PointHasTransform(index-1)) + {v = GetPoint(index-1); SetPoint(index-1, v+delta);} + } else { + //if (!PointHasTransform(index-1)) + {v = GetPoint(index-1); SetPoint(index-1, v+delta);} + //if (!PointHasTransform(index+1)) + {v = GetPoint(index+1); SetPoint(index+1, v+delta);} + } + } else { + if (index > 0) { + if (moveTransformsAsBeziers || !PointHasTransform(index-1)) + {v = GetPoint(index-1); SetPoint(index-1, v+delta);} + } + if (index + 1 < points.Count) { + if (moveTransformsAsBeziers || !PointHasTransform(index+1)) + {v = GetPoint(index+1); SetPoint(index+1, v+delta);} + } + } + } + SetPoint(index, point); + EnforceMode(index); + } + + /// + /// Sets all points from an array. Please ensure the same length of your passed in vectors as PlaygroundSpline.ControlPointCount. + /// + /// Vectors. + public void SetPoints (Vector3[] vectors) { + if (vectors.Length!=points.Count) { + Debug.Log ("Please ensure the same length of your passed in vectors ("+vectors.Length+") as the current points ("+points.Count+"). Use PlaygroundSpline.ControlPointCount to get the current count."); + return; + } + for (int i = 0; i + /// Moves the entire spline separate from its transform component. Use this if you'd like to offset the spline from its transform separately from the positionOffset. + /// + /// The amount to move the spline in Units. + public void TranslateSpline (Vector3 translation) { + for (int i = 0; i= points.Count) { + enforcedIndex = 1; + } + } + else { + fixedIndex = middleIndex + 1; + if (fixedIndex >= points.Count) { + fixedIndex = 1; + } + enforcedIndex = middleIndex - 1; + if (enforcedIndex < 0) { + enforcedIndex = points.Count - 2; + } + } + + Vector3 middle = GetPoint(middleIndex); + Vector3 enforcedTangent = middle - GetPoint(fixedIndex); + if (mode == BezierControlPointMode.Aligned) { + enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, GetPoint(enforcedIndex)); + } + if (moveTransformsAsBeziers || !PointHasTransform(enforcedIndex)) + SetPoint(enforcedIndex, middle + enforcedTangent); + } + + public int NodeCount { + get { + return (points.Count - 1) / 3; + } + } + + /// + /// Get position from time. + /// + /// The point in world space. + /// Time. + public Vector3 GetPoint (float t) { + int i; + if (reverse) { + t = 1f-t; + t = (t-timeOffset)%1f; + if (t<0) + t = 1f+t; + } else t = (t+timeOffset)%1f; + + if (t >= 1f) { + //t = 1f; + i = points.Count - 4; + } + else { + t = Mathf.Clamp01(t) * NodeCount; + i = (int)t; + t -= i; + i *= 3; + } + return splineTransformMx.MultiplyPoint3x4(Bezier.GetPoint(GetInversePoint(i), GetInversePoint(i + 1), GetInversePoint(i + 2), GetInversePoint(i + 3), t)+positionOffset); + } + + public Vector3 GetVelocity (float t) { + int i; + if (reverse) + t = 1f-t; + t = (t+timeOffset)%1f; + if (t >= 1f) { + t = 1f; + i = points.Count - 4; + } + else { + t = Mathf.Clamp01(t) * NodeCount; + i = (int)t; + t -= i; + i *= 3; + } + return splineTransformMx.MultiplyPoint3x4(Bezier.GetFirstDerivative(GetInversePoint(i), GetInversePoint(i + 1), GetInversePoint(i + 2), GetInversePoint(i + 3), t)+positionOffset) - previousPosition; + } + + /// + /// Get position from node index in the spline. If the node consists of an available transform its position will be returned, otherwise the user-specified Vector3 position. + /// + /// The point in world space. + /// Index. + public Vector3 GetPoint (int index) { + if (transformNodes[index].IsAvailable()) + return transformNodes[index].GetPosition(); + else return points[index]; + } + + public Vector3 GetInversePoint (int index) { + if (transformNodes[index].IsAvailable()) + return transformNodes[index].GetInvsersePosition(); + else return points[index]; + } + + public Vector3 GetPointWorldSpace (int index) { + if (transformNodes[index].IsAvailable()) + return transformNodes[index].GetPosition(); + else return splineTransformMx.MultiplyPoint3x4(points[index]+positionOffset); + } + + /// + /// Sets a point to specified position. + /// + /// Index. + /// Position. + void SetPoint (int index, Vector3 position) { + if (transformNodes[index].IsAvailable()) + transformNodes[index].SetPosition(position); + else points[index] = position; + } + + /// + /// Translates a point. + /// + /// Index. + /// Translation. + void TranslatePoint (int index, Vector3 translation) { + if (transformNodes[index].IsAvailable()) + transformNodes[index].Translate(translation); + else points[index] += translation; + } + + // Calculates the best fitting time in the given interval + private float CPOB(Vector3 aP, float aStart, float aEnd, int aSteps) + { + aStart = Mathf.Clamp01(aStart); + aEnd = Mathf.Clamp01(aEnd); + float step = (aEnd-aStart) / (float)aSteps; + float Res = 0; + float Ref = float.MaxValue; + for (int i = 0; i < aSteps; i++) + { + float t = aStart + step*i; + float L = (GetPoint(t)-aP).sqrMagnitude; + if (L < Ref) + { + Ref = L; + Res = t; + } + } + return Res; + } + + public float ClosestTimeFromPoint (Vector3 aP) { + float t = CPOB(aP, 0, 1, 10); + float delta = 1.0f / 10.0f; + for (int i = 0; i < 4; i++) + { + t = CPOB(aP, t - delta, t + delta, 10); + delta /= 9; + } + return t; + } + + public Vector3 ClosestPointFromPosition (Vector3 aP) { + return GetPoint(ClosestTimeFromPoint(aP)); + } + + public Vector3 GetDirection (float t) { + return (GetPoint(t+.001f)-GetPoint(t)).normalized; + } + + /// + /// Adds a node at the last position of the node index. + /// + public void AddNode () { + AddNode ((points.Count-1)/3); + } + + /// + /// Adds a node at specified node index. + /// + /// Index. + public void AddNode (int index) { + int nodeIndex = index*3; + Vector3 point = GetPoint(nodeIndex); + Vector3 direction; + if (index>0) { + direction = GetPoint(nodeIndex)-GetPoint(nodeIndex-1); + } else direction = GetPoint(nodeIndex+1)-GetPoint(nodeIndex); + + direction*=fixedVelocityOnNewNode; + + points.InsertRange(nodeIndex+1, new Vector3[3]); + point += direction; + points[nodeIndex+2] = point; + point += direction; + points[nodeIndex+1] = point; + point += direction; + points[nodeIndex+3] = point; + + transformNodes.InsertRange(nodeIndex+1, new TransformNode[]{new TransformNode(), new TransformNode(), new TransformNode()}); + + BezierControlPointMode currentIndexMode = modes[index]; + modes.Insert (index, new BezierControlPointMode()); + modes[index] = currentIndexMode; + EnforceMode(index); + + SetControlPoint((index+1)*3, GetPoint((index+1)*3)); + + if (loop) { + points[points.Count - 1] = points[0]; + modes[modes.Count - 1] = modes[0]; + EnforceMode(0); + } + } + + /// + /// Removes the first node in the node index. + /// + public void RemoveFirst () { + RemoveNode(0); + } + + /// + /// Removes the last node in the node index. + /// + public void RemoveLast () { + RemoveNode((points.Count-1)/3); + } + + /// + /// Removes a node at specified node index. + /// + /// Index. + public void RemoveNode (int index) { + index = Mathf.Clamp (index, 0, points.Count-1); + int pointIndex = index*3; + if (points.Count<=4) return; + if (pointIndex0) + SetControlPoint((index-1)*3, GetPoint((index-1)*3)); + else + SetControlPoint(0, GetPoint(0)); + } + + /// + /// Reverses all nodes in the node index. + /// + public void ReverseAllNodes () { + points.Reverse(); + transformNodes.Reverse(); + modes.Reverse(); + } + + public void SwapNodes (int from, int to) { + Vector3[] fromPoints = points.GetRange (from, 3).ToArray(); + Vector3[] toPoints = points.GetRange (to, 3).ToArray(); + TransformNode[] fromTnode = transformNodes.GetRange (from, 3).ToArray(); + TransformNode[] toTnode = transformNodes.GetRange (to, 3).ToArray(); + BezierControlPointMode fromMode = modes[from]; + BezierControlPointMode toMode = modes[to]; + + for (int i = from; i<3; i++) { + points[i] = toPoints[i]; + transformNodes[i] = toTnode[i]; + } + for (int i = to; i<3; i++) { + points[i] = fromPoints[i]; + transformNodes[i] = fromTnode[i]; + } + modes[from] = toMode; + modes[to] = fromMode; + } + + /// + /// Exports all nodes to Transform[]. Enable exportWithNodeStructure to parent each bezier handle to their node. + /// + /// A built-in array of Transforms. + public Transform[] ExportToTransforms () { + Transform[] transforms = new Transform[points.Count]; + for (int i = 0; i + /// Exports all nodes to Vector3[]. + /// + /// A built-in array of Vector3 + public Vector3[] ExportToVector3 () { + Vector3[] vectors = new Vector3[points.Count]; + for (int i = 0; i + /// Reset this Playground Spline. Two nodes and two bezier handles will be created. + /// + public void Reset () { + points = new List { + new Vector3(1f, 0f, 0f), + new Vector3(2f, 0f, 0f), + new Vector3(3f, 0f, 0f), + new Vector3(4f, 0f, 0f) + }; + modes = new List { + BezierControlPointMode.Aligned, + BezierControlPointMode.Aligned + }; + transformNodes = new List { + new TransformNode(), + new TransformNode(), + new TransformNode(), + new TransformNode() + }; + } + + /************************************************************************************************************************************************* + MonoBehaviours + *************************************************************************************************************************************************/ + + void OnEnable () { + isReady = false; + splineTransform = transform; + SetMatrix(); + } + + void Update () { + SetMatrix(); + for (int i = 0; i + /// Class for common bezier operations on a spline. + /// + public static class Bezier { + + public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, float t) { + t = Mathf.Clamp01(t); + float oneMinusT = 1f - t; + return + oneMinusT * oneMinusT * p0 + + 2f * oneMinusT * t * p1 + + t * t * p2; + } + + public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, float t) { + return + 2f * (1f - t) * (p1 - p0) + + 2f * t * (p2 - p1); + } + + public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { + t = Mathf.Clamp01(t); + float OneMinusT = 1f - t; + return + OneMinusT * OneMinusT * OneMinusT * p0 + + 3f * OneMinusT * OneMinusT * t * p1 + + 3f * OneMinusT * t * t * p2 + + t * t * t * p3; + } + + public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { + t = Mathf.Clamp01(t); + float oneMinusT = 1f - t; + return + 3f * oneMinusT * oneMinusT * (p1 - p0) + + 6f * oneMinusT * t * (p2 - p1) + + 3f * t * t * (p3 - p2); + } + } + + [Serializable] + public class TransformNode { + public bool enabled; + public Transform transform; + bool isAvailable; + Vector3 position; + Vector3 inversePosition; + Vector3 previousPosition; + + public bool Update (Transform splineTransform) { + if (enabled && transform!=null) { + previousPosition = position; + position = transform.position; + inversePosition = splineTransform.InverseTransformPoint(transform.position); + isAvailable = true; + return true; + } + isAvailable = false; + return false; + } + + public bool IsAvailable () { + return enabled&&isAvailable; + } + + public Vector3 GetPosition () { + return position; + } + + public Vector3 GetInvsersePosition () { + return inversePosition; + } + + public void SetPosition (Vector3 newPosition) { + if (transform==null) return; + transform.position = newPosition; + } + + public void Translate (Vector3 translation) { + if (transform==null) return; + transform.position += translation; + } + + public Vector3 GetPositionDelta () { + return previousPosition-position; + } + } + + public enum SplineMode { + Vector3, + Transform + } + + /// + /// The bezier mode for a spline node. This controls how one bezier handle acts in relation to the other. + /// + public enum BezierControlPointMode { + /// + /// Align the angle between the two bezier handles but keep individual lengths. Has a differential smooth in and out angle. + /// + Aligned, + /// + /// Align the angle and length between the two bezier handles. Has an equally smooth in and out angle. + /// + Mirrored, + /// + /// Bezier handles are freely aligned without consideration to the other. Ables you to have sharp angles. + /// + Free + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs.meta b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs.meta new file mode 100644 index 0000000..10132bc --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSpline.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: bd22d17ed7f31487db6f1305d10dfeef +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs new file mode 100644 index 0000000..e63b104 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs @@ -0,0 +1,203 @@ +using UnityEngine; +using System.Collections; + +namespace PlaygroundSplines { + /// + /// The PlaygroundSplineMesh class lets you create a mesh from a Playground Spline. + /// + [ExecuteInEditMode()] + public class PlaygroundSplineMesh : MonoBehaviour { + + public PlaygroundSpline spline; + + [Range(2,1000)] + public int points = 100; + + [Range(.01f, 100f)] + public float width = 1f; + + public bool noise = false; + [Range(.01f, 100f)] + public float noiseStrength = 1f; + public Vector2 noiseScale = new Vector2(1f,1f); + public bool noiseDistribution; + public AnimationCurve noiseDistributionL; + public AnimationCurve noiseDistributionR; + + public bool followSurface = false; + public bool followSurfaceRotation = false; + public float surfaceOffset = .1f; + public Vector3 meshUpDirection = Vector3.up; + public Vector3 surfaceDirection = Vector3.down; + + int prevPoints; + float prevWidth; + bool prevNoise; + float prevNoiseStrength; + Vector2 prevNoiseScale; + bool prevNoiseDistribution; + bool prevFollowSurface; + bool prevFollowSurfaceRotation; + float prevSurfaceOffset; + Vector3 prevMeshUpDirection; + Vector3 prevSurfaceDirection; + + void OnEnable () + { + if (noiseDistributionL == null || noiseDistributionL.keys.Length==0) + SetAnimationCurveVals(ref noiseDistributionL); + if (noiseDistributionR == null || noiseDistributionR.keys.Length==0) + SetAnimationCurveVals(ref noiseDistributionR); + if (GetComponent() == null) + gameObject.AddComponent(); + if (spline == null) + spline = GetComponent(); + if (spline != null) + BuildSplineMesh(spline, points, width); + SetVals(); + } + + void Update () + { + if (NeedsUpdate ()) + { + if (spline != null) + BuildSplineMesh(spline, points, width); + SetVals (); + } + } + + bool NeedsUpdate () + { + return prevPoints!=points || + prevWidth!=width || + prevNoise!=noise || + noise && (prevNoiseScale!=noiseScale || prevNoiseStrength!=noiseStrength || prevNoiseDistribution!=noiseDistribution) || + prevFollowSurface!=followSurface || + prevFollowSurfaceRotation!=followSurfaceRotation || + prevSurfaceOffset!=surfaceOffset || + prevMeshUpDirection!=meshUpDirection || + prevSurfaceDirection!=surfaceDirection; + } + + void SetVals () + { + prevPoints = points; + prevWidth = width; + prevNoise = noise; + prevNoiseStrength = noiseStrength; + prevNoiseScale = noiseScale; + prevNoiseDistribution = noiseDistribution; + prevFollowSurface = followSurface; + prevFollowSurfaceRotation = followSurfaceRotation; + prevSurfaceOffset = surfaceOffset; + prevMeshUpDirection = meshUpDirection; + prevSurfaceDirection = surfaceDirection; + } + + void SetAnimationCurveVals (ref AnimationCurve curve) + { + Keyframe[] reset = new Keyframe[2]; + reset[0].time = 0; + reset[1].time = 1f; + reset[0].value = 1f; + reset[1].value = 1f; + curve.keys = reset; + } + + public void BuildSplineMesh (PlaygroundSpline spline, int points, float width) + { + if (points<2) + points = 2; + int totalVertices = points*2; + MeshFilter _mf = GetComponent()!=null? GetComponent() : gameObject.AddComponent(); + Mesh _m = new Mesh(); + Vector3[] verts = new Vector3[totalVertices]; + Vector2[] uvs = new Vector2[totalVertices]; + int[] tris = new int[(points-1)*6]; + + Vector3 up = meshUpDirection; + + // Construct the mesh + for (int i = 0; i=1 && !spline.Loop) + t = .9999f; + if (tNext>=1 && !spline.Loop) + tNext = .99999f; + + // Get the current and next position from the spline on time + Vector3 currentPosition = spline.GetPoint (t); + Vector3 nextPosition = spline.GetPoint (tNext); + + // Raycast down to determine surface (especially practical for roads / rivers) + if (followSurface || followSurfaceRotation) + { + RaycastHit hit; + if (Physics.Raycast (currentPosition, surfaceDirection, out hit)) + { + if (followSurfaceRotation) + up = hit.normal; + if (followSurface) + currentPosition = hit.point + (hit.normal * surfaceOffset); + } + if (followSurface) + { + if (Physics.Raycast (nextPosition, surfaceDirection, out hit)) + { + nextPosition = hit.point + (hit.normal * surfaceOffset); + } + } + } + + // Calculate noise (if enabled) + float noiseAmountL = noise? Mathf.PerlinNoise((t%1f)*noiseScale.x, 0)*noiseStrength : 0; + float noiseAmountR = noise? Mathf.PerlinNoise((t%1f)*noiseScale.y, 0)*noiseStrength : 0; + + if (noise && noiseDistribution) + { + noiseAmountL *= noiseDistributionL.Evaluate(t); + noiseAmountR *= noiseDistributionR.Evaluate(t); + } + + // Create two width point references based on current and next position + Vector3 dir = (Vector3.Cross(up, nextPosition - currentPosition)).normalized; + Vector3 lPoint = currentPosition + dir * ((width/2)+noiseAmountL); + Vector3 rPoint = currentPosition - dir * ((width/2)+noiseAmountR); + + // Draw debug + Debug.DrawLine(lPoint, rPoint); + + verts[i*2] = lPoint; + verts[(i*2)+1] = rPoint; + uvs[i*2] = new Vector2(t,0); + uvs[(i*2)+1] = new Vector2(t,1f); + + if (i>0) + { + int triIndex = (i-1)*6; + int vertIndex = i*2; + + tris[triIndex] = vertIndex-2; + tris[triIndex+1] = vertIndex-1; + tris[triIndex+2] = vertIndex; + tris[triIndex+3] = vertIndex; + tris[triIndex+4] = vertIndex-1; + tris[triIndex+5] = vertIndex+1; + } + } + + // Assign the data to the mesh + _m.vertices = verts; + _m.uv = uvs; + _m.triangles = tris; + _m.RecalculateNormals(); + + // Assign the mesh to the MeshFilter + _mf.mesh = _m; + } + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs.meta b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs.meta new file mode 100644 index 0000000..1c083c6 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Splines/PlaygroundSplineMesh.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4531c25db4bb643a79ea6ef810dcf35a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails.meta b/Assets/Particle Playground/Extensions/Playground Trails.meta new file mode 100644 index 0000000..aca15a6 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c14f65469986a904ab38a5e365e690dd +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets.meta new file mode 100644 index 0000000..57b679b --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 189dbdd3248575540a24aa065579f63f +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts.meta new file mode 100644 index 0000000..7d47cfa --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c126173dfb3fe1f4fb85a5ce09cdaf26 +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor.meta new file mode 100644 index 0000000..f6a0f88 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 88769265a64f9d04a8b3ae61fcd97460 +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs new file mode 100644 index 0000000..c90dac4 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs @@ -0,0 +1,174 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +[CustomEditor (typeof(PlaygroundTrails))] +public class PlaygroundTrailsInspector : Editor { + + PlaygroundTrails trails; + + SerializedObject s_trails; + SerializedProperty s_playgroundSystem; + SerializedProperty s_lifetimeColor; + SerializedProperty s_material; + SerializedProperty s_renderMode; + SerializedProperty s_colorMode; + SerializedProperty s_uvMode; + SerializedProperty s_pointArrayAlpha; + SerializedProperty s_billboardTransform; + SerializedProperty s_customRenderScale; + SerializedProperty s_time; + SerializedProperty s_timeWidth; + SerializedProperty s_widthScale; + SerializedProperty s_minVertexDistance; + SerializedProperty s_maxVertexDistance; + SerializedProperty s_maxPathDeviation; + SerializedProperty s_createPointsOnCollision; + SerializedProperty s_maxPoints; + SerializedProperty s_createFirstPointOnParticleBirth; + SerializedProperty s_createLastPointOnParticleDeath; + SerializedProperty s_multithreading; + SerializedProperty s_receiveShadows; + SerializedProperty s_castShadows; + + // GUI + public static GUIStyle boxStyle; + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + public void OnEnable () + { + trails = target as PlaygroundTrails; + s_trails = new SerializedObject(trails); + + s_time = s_trails.FindProperty("time"); + + s_material = s_trails.FindProperty("material"); + s_lifetimeColor = s_trails.FindProperty("lifetimeColor"); + s_colorMode = s_trails.FindProperty("colorMode"); + s_uvMode = s_trails.FindProperty("uvMode"); + s_pointArrayAlpha = s_trails.FindProperty("pointArrayAlpha"); + s_renderMode = s_trails.FindProperty("renderMode"); + s_billboardTransform = s_trails.FindProperty("billboardTransform"); + s_customRenderScale = s_trails.FindProperty("customRenderScale"); + + s_timeWidth = s_trails.FindProperty("timeWidth"); + s_widthScale = s_trails.FindProperty("widthScale"); + + s_minVertexDistance = s_trails.FindProperty("minVertexDistance"); + s_maxVertexDistance = s_trails.FindProperty("maxVertexDistance"); + s_maxPathDeviation = s_trails.FindProperty("maxPathDeviation"); + s_createPointsOnCollision = s_trails.FindProperty("createPointsOnCollision"); + s_maxPoints = s_trails.FindProperty("maxPoints"); + s_createFirstPointOnParticleBirth = s_trails.FindProperty("createFirstPointOnParticleBirth"); + s_createLastPointOnParticleDeath = s_trails.FindProperty("createLastPointOnParticleDeath"); + + s_playgroundSystem = s_trails.FindProperty("playgroundSystem"); + s_multithreading = s_trails.FindProperty("multithreading"); + + s_receiveShadows = s_trails.FindProperty("receiveShadows"); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 + s_castShadows = s_trails.FindProperty("castShadows"); +#else + s_castShadows = s_trails.FindProperty("shadowCastingMode"); +#endif + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + + // Issue a quick refresh + if (!EditorApplication.isPlaying && Selection.activeTransform!=null) + { + trails.ResetTrails(); + } + } + + public override void OnInspectorGUI () + { + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + + s_trails.UpdateIfDirtyOrScript(); + + bool hasParticleSystem = trails.playgroundSystem != null; + if (!hasParticleSystem) + EditorGUILayout.HelpBox(playgroundLanguage.missingParticleSystemWarning, MessageType.Warning); + + EditorGUILayout.BeginVertical (boxStyle); + playgroundSettings.playgroundTrailsFoldout = GUILayout.Toggle(playgroundSettings.playgroundTrailsFoldout, playgroundLanguage.playgroundTrails, EditorStyles.foldout); + if (playgroundSettings.playgroundTrailsFoldout) + { + EditorGUILayout.BeginVertical (boxStyle); + + // Time foldout + if (GUILayout.Button(playgroundLanguage.time+" ("+s_time.floatValue.ToString ("F1")+")", EditorStyles.toolbarDropDown)) playgroundSettings.trailsTimeFoldout=!playgroundSettings.trailsTimeFoldout; + if (playgroundSettings.trailsTimeFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_time, new GUIContent(playgroundLanguage.time)); + EditorGUILayout.Separator(); + } + + // Width foldout + if (GUILayout.Button(playgroundLanguage.width+" ("+s_widthScale.floatValue.ToString ("F1")+")", EditorStyles.toolbarDropDown)) playgroundSettings.trailsWidthFoldout=!playgroundSettings.trailsWidthFoldout; + if (playgroundSettings.trailsWidthFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_timeWidth, new GUIContent(playgroundLanguage.timeWidth)); + EditorGUILayout.PropertyField(s_widthScale, new GUIContent(playgroundLanguage.widthScale)); + EditorGUILayout.Separator(); + } + + // Rendering foldout + if (GUILayout.Button(playgroundLanguage.rendering+" ("+trails.renderMode+")", EditorStyles.toolbarDropDown)) playgroundSettings.trailsRenderingFoldout=!playgroundSettings.trailsRenderingFoldout; + if (playgroundSettings.trailsRenderingFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_material, new GUIContent(playgroundLanguage.material)); + EditorGUILayout.PropertyField(s_lifetimeColor, new GUIContent(playgroundLanguage.lifetimeColor)); + EditorGUILayout.PropertyField(s_colorMode, new GUIContent(playgroundLanguage.colorMode)); + if (trails.colorMode == TrailColorMode.Lifetime) + EditorGUILayout.PropertyField(s_pointArrayAlpha, new GUIContent(playgroundLanguage.pointArrayAlpha)); + EditorGUILayout.PropertyField(s_uvMode, new GUIContent(playgroundLanguage.uvMode)); + EditorGUILayout.PropertyField(s_renderMode, new GUIContent(playgroundLanguage.renderMode)); + if (trails.renderMode == TrailRenderMode.Billboard) + EditorGUILayout.PropertyField(s_billboardTransform, new GUIContent(playgroundLanguage.billboardTransform)); + else if (trails.renderMode == TrailRenderMode.CustomRenderScale) + EditorGUILayout.PropertyField(s_customRenderScale, new GUIContent(playgroundLanguage.customRenderScale)); + EditorGUILayout.PropertyField(s_castShadows, new GUIContent(playgroundLanguage.castShadows)); + EditorGUILayout.PropertyField(s_receiveShadows, new GUIContent(playgroundLanguage.receiveShadows)); + EditorGUILayout.Separator(); + } + + // Point creation foldout + if (GUILayout.Button(playgroundLanguage.pointCreation+" ("+s_maxPoints.intValue+")", EditorStyles.toolbarDropDown)) playgroundSettings.trailsPointCreationFoldout=!playgroundSettings.trailsPointCreationFoldout; + if (playgroundSettings.trailsPointCreationFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_maxPoints, new GUIContent(playgroundLanguage.maximumPoints)); + EditorGUILayout.PropertyField(s_minVertexDistance, new GUIContent(playgroundLanguage.minimumVertexDistance)); + EditorGUILayout.PropertyField(s_maxVertexDistance, new GUIContent(playgroundLanguage.maximumVertexDistance)); + EditorGUILayout.PropertyField(s_maxPathDeviation, new GUIContent(playgroundLanguage.maximumPathDeviation)); + EditorGUILayout.PropertyField(s_createFirstPointOnParticleBirth, new GUIContent(playgroundLanguage.createFirstPointOnParticleBirth)); + EditorGUILayout.PropertyField(s_createLastPointOnParticleDeath, new GUIContent(playgroundLanguage.createLastPointOnParticleDeath)); + EditorGUILayout.PropertyField(s_createPointsOnCollision, new GUIContent(playgroundLanguage.createPointsOnCollision)); + EditorGUILayout.Separator(); + } + + // Advanced foldout + if (GUILayout.Button(playgroundLanguage.advanced, EditorStyles.toolbarDropDown)) playgroundSettings.trailsAdvancedFoldout=!playgroundSettings.trailsAdvancedFoldout; + if (playgroundSettings.trailsAdvancedFoldout) + { + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(s_playgroundSystem, new GUIContent(playgroundLanguage.particleSystem)); + EditorGUILayout.PropertyField(s_multithreading, new GUIContent(playgroundLanguage.multithreading)); + } + + EditorGUILayout.EndVertical(); + } + EditorGUILayout.EndVertical(); + + s_trails.ApplyModifiedProperties(); + } +} diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs.meta new file mode 100644 index 0000000..9ecea00 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/Editor/PlaygroundTrailsInspector.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 302cc09ed3fd7488693e16d806a7665f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs new file mode 100644 index 0000000..851ac5d --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs @@ -0,0 +1,425 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace ParticlePlayground { + + [Serializable] + public class ParticlePlaygroundTrail + { + /// + /// Determines if this ParticlePlaygroundTrail should update. + /// + [HideInInspector] public bool update = true; + /// + /// The GameObject of this trail. + /// + [HideInInspector] public GameObject trailGameObject; + /// + /// The Transform of this trail. + /// + [HideInInspector] public Transform trailTransform; + /// + /// The Mesh Renderer component of this trail. + /// + [HideInInspector] public MeshRenderer trailRenderer; + /// + /// The Mesh Filter component of this trail. + /// + [HideInInspector] public MeshFilter trailMeshFilter; + /// + /// The Mesh component of this trail. + /// + [HideInInspector] public Mesh trailMesh; + /// + /// The particle this trail is following. + /// + [HideInInspector] public int particleId; + + /// + /// The minimum point cache limit. + /// + [HideInInspector] public int minPointCache = 2; + /// + /// The maximum point cache limit. + /// + [HideInInspector] public int maxPointCache = 32767; + + [NonSerialized] public List trailPoints = new List(); + [NonSerialized] public Vector3[] meshVerticesCache; + [NonSerialized] public Vector3[] meshNormalsCache; + [NonSerialized] public Vector2[] meshUvsCache; + [NonSerialized] public int[] meshTrianglesCache; + [NonSerialized] public Color32[] meshColorsCache; + + private int _pointCache = 200; + private int _birthIterator; + private int _deathIterator; + private float _particleTime; + private Vector3 _particlePosition; + private Vector3 _previousParticlePosition; + private Vector3 _particleDirection; + private Vector3 _lastAddedPointPosition; + private Vector3 _lastAddedPointDirection; + private bool _isDead = false; + private bool _isReady = false; + + private float _timeCached; + + /// + /// Initializes a new instance of the class. + /// + public ParticlePlaygroundTrail () + { + UpdateCache(); + } + + /// + /// Initializes a new instance of the class and specifies the available point cache. + /// The mesh's available vertices, normals, uvs, triangles and colors will be based on the specified point cache. + /// + /// Mesh point cache (vertices, normals and uvs will be multiplied by two, triangles by six). + public ParticlePlaygroundTrail (int pointCache) + { + _pointCache = Mathf.Clamp (pointCache, minPointCache, maxPointCache); + UpdateCache(); + } + + /// + /// Updates the mesh cache. This is done upon creation where cache lengths will be based on the point cache. + /// + public void UpdateCache () + { + _timeCached = PlaygroundC.globalTime; + meshVerticesCache = new Vector3[_pointCache*2]; + meshNormalsCache = new Vector3[_pointCache*2]; + meshUvsCache = new Vector2[_pointCache*2]; + meshTrianglesCache = new int[(_pointCache-1)*6]; + meshColorsCache = new Color32[_pointCache*2]; + _isReady = true; + } + + /// + /// Updates the trail mesh. This is done each frame from the main-thread. + /// + public void UpdateMesh () + { + trailMesh.Clear(); + trailMesh.vertices = meshVerticesCache; + trailMesh.uv = meshUvsCache; + trailMesh.triangles = meshTrianglesCache; + trailMesh.colors32 = meshColorsCache; + trailMesh.normals = meshNormalsCache; + } + + /// + /// Recalculates the bounds on the trail mesh. This is done automatically when triangles are set into a mesh. + /// + public void RecalculateBounds () + { + trailMesh.RecalculateBounds(); + } + + /// + /// Clears the trail mesh. + /// + public void ClearMesh () + { + _birthIterator = 0; + _deathIterator = 0; + meshVerticesCache = new Vector3[0]; + meshNormalsCache = new Vector3[0]; + meshUvsCache = new Vector2[0]; + meshTrianglesCache = new int[0]; + meshColorsCache = new Color32[0]; + } + + /// + /// Sets the first point in the trail. This will add two initial points, one starting point and one ending point which will follow the assigned particle. + /// + /// Position. + /// Direction. + /// Start width. + /// Lifetime. + public void SetFirstPoint (Vector3 pos, Vector3 dir, float startWidth, float lifetime, float creationTime) + { + _particleDirection = dir; + AddPoint (pos, startWidth, lifetime, creationTime); + AddPoint (pos, startWidth, lifetime, creationTime); + _birthIterator = 2; + _deathIterator = 0; + } + + /// + /// Sets the last point in the trail and then kills it. This will add one last point which won't follow the assigned particle. + /// + /// Position. + /// Direction. + /// Start width. + /// Lifetime. + public void SetLastPoint (Vector3 pos, Vector3 dir, float startWidth, float lifetime, float creationTime) + { + _particleDirection = dir; + AddPoint (pos, startWidth, lifetime, creationTime); + Die (); + } + + /// + /// Adds a point into the end of the trail. + /// + /// Position. + /// Width. + /// Lifetime. + public void AddPoint (Vector3 position, float width, float lifetime, float creationTime) + { + if (_birthIterator >= _pointCache || _isDead) + return; + trailPoints.Add (new TrailPoint(position, lifetime, width, creationTime)); + AddPoint(position); + } + + /// + /// Adds a point into the end of the trail. + /// + /// Position. + /// Initial Velocity. + /// Width. + /// Lifetime. + public void AddPoint (Vector3 position, Vector3 velocity, float width, float lifetime, float creationTime) + { + if (_birthIterator >= _pointCache || _isDead) + return; + trailPoints.Add (new TrailPoint(position, velocity, lifetime, width, creationTime)); + AddPoint(position); + } + + + void AddPoint (Vector3 position) + { + _lastAddedPointDirection = position-_previousParticlePosition; + _lastAddedPointPosition = position; + + meshVerticesCache[_birthIterator*2] = position; + meshVerticesCache[(_birthIterator*2)+1] = position; + + meshNormalsCache[_birthIterator*2] = -Vector3.forward; + meshNormalsCache[(_birthIterator*2)+1] = -Vector3.forward; + + meshUvsCache[_birthIterator*2] = new Vector2(1f, 0f); + meshUvsCache[(_birthIterator*2)+1] = new Vector2(0f, 1f); + + meshColorsCache[_birthIterator*2] = new Color32(); + meshColorsCache[(_birthIterator*2)+1] = new Color32(); + + + if (trailPoints.Count>1) { + int vertexIndex = (_birthIterator)*2; + int triIndex = (_birthIterator-1)*6; + + meshTrianglesCache[triIndex] = vertexIndex -2; + meshTrianglesCache[triIndex+1] = vertexIndex -1; + meshTrianglesCache[triIndex+2] = vertexIndex; + meshTrianglesCache[triIndex+3] = vertexIndex; + meshTrianglesCache[triIndex+4] = vertexIndex -1; + meshTrianglesCache[triIndex+5] = vertexIndex +1; + } + + NextPoint(); + } + + public void RemovePoint (int index) + { + if (_deathIterator < _birthIterator-2) + { + meshVerticesCache[_deathIterator*2] = meshVerticesCache[(_deathIterator*2)+2]; + meshVerticesCache[(_deathIterator*2)+1] = meshVerticesCache[(_deathIterator*2)+3]; + meshColorsCache[_deathIterator*2] = new Color32(); + meshColorsCache[(_deathIterator*2)+1] = new Color32(); + + _deathIterator++; + } + } + + /// + /// Sets the color at specified index. This is done automatically through the trail calculation loop. + /// + /// Index. + /// Color. + public void SetColor (int index, Color32 color) + { + meshColorsCache[index*2] = color; + meshColorsCache[(index*2)+1] = color; + } + + /// + /// Makes the iterator jump to next point. The iterator controls which point is following the particle. + /// + public void NextPoint () + { + _birthIterator++; + } + + /// + /// Gets the paired particle's current time. + /// + /// The paired particle's current time. + public float GetParticleTime () + { + return _particleTime; + } + + /// + /// Sets the paired particle's current time. + /// + /// Time. + public void SetParticleTime (float time) + { + _particleTime = time; + } + + /// + /// Gets the paired particle's current position. + /// + /// The paired particle's position. + public Vector3 GetParticlePosition () + { + return _particlePosition; + } + + /// + /// Sets the paired particle's position. + /// + /// Position. + public void SetParticlePosition (Vector3 position) + { + if (_isDead) + return; + _previousParticlePosition = _particlePosition; + _particlePosition = position; + _particleDirection = (position-_previousParticlePosition).normalized; + } + + /// + /// Sets the paired particle's direction. + /// + /// Direction. + public void SetParticleDirection (Vector3 direction) + { + _particleDirection = direction; + } + + /// + /// Gets the last added point position. + /// + /// The last added point position. + public Vector3 GetLastAddedPointPosition () + { + return _lastAddedPointPosition; + } + + /// + /// Gets the direction of the particle. + /// + /// The particle direction. + public Vector3 GetParticleDirection () + { + return _particleDirection; + } + + public Vector3 GetLastAddedPointDirection () + { + return _lastAddedPointDirection; + } + + /// + /// Gets the current path deviation angle based on the last added point direction and the current direction of the particle. + /// + /// The path deviation angle. + public float GetPathDeviation () { + return Vector3.Angle(_lastAddedPointDirection, _particleDirection); + } + + /// + /// Gets the birth iterator used for iterating through the mesh arrays to set new vertex positions. + /// + /// The birth iterator. + public int GetBirthIterator () + { + return _birthIterator; + } + + /// + /// Gets the death iterator used for iterating through the mesh arrays to remove old vertex positions. + /// + /// The death iterator. + public int GetDeathIterator () + { + return _deathIterator; + } + + /// + /// Gets the point cache amount. The point cache is set at the trail's creation and determines how many vertices, triangles, uvs, normals and colors the trail mesh can have. + /// + /// The point cache amount. + public int GetPointCache () + { + return _pointCache; + } + + /// + /// Gets the time this trail was cached. + /// + /// The cached time. + public float TimeCached () + { + return _timeCached; + } + + /// + /// Determines whether this trail can remove a point at specified index. + /// + /// true if this trail can remove a point at the specified index; otherwise, false. + /// Point. + public bool CanRemovePoint (int point) + { + return trailPoints[point].CanRemove(); + } + + /// + /// Determines whether this trail can be removed. This will check if the last point in the trail has reached the end of its lifetime. + /// + /// true if this trail can be removed; otherwise, false. + public bool CanRemoveTrail () + { + if (trailPoints.Count == 0 || !_isReady) + return false; + return trailPoints[trailPoints.Count-1].CanRemove(); + } + + /// + /// Wakes up the trail from being dead. + /// + public void WakeUp () + { + _isDead = false; + } + + /// + /// Makes the trail stop following its assigned particle. + /// + public void Die () + { + _isDead = true; + } + + /// + /// Determines whether this trail is dead. + /// + /// true if this trail is dead; otherwise, false. + public bool IsDead () + { + return _isDead; + } + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs.meta new file mode 100644 index 0000000..d6491ee --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrail.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 69a95d91e31314835b480a1e0e499ed5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs new file mode 100644 index 0000000..de1ab13 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs @@ -0,0 +1,77 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace ParticlePlayground { + public class TrailPoint + { + public Vector3 position; + public Vector3 velocity; + public float lifetime; + public float startLifetime; + public float width; + + bool _canRemove = false; + float _lastTimeUpdated; + + public TrailPoint (Vector3 position, float startLifetime, float creationTime) + { + this.position = position; + this.lifetime = startLifetime; + this.startLifetime = startLifetime; + this.width = 0; + + _lastTimeUpdated = creationTime; + } + + public TrailPoint (Vector3 position, float startLifetime, float width, float creationTime) + { + this.position = position; + this.lifetime = startLifetime; + this.startLifetime = startLifetime; + this.width = width; + + _lastTimeUpdated = creationTime; + } + + public TrailPoint (Vector3 position, Vector3 velocity, float startLifetime, float width, float creationTime) + { + this.position = position; + this.lifetime = startLifetime; + this.startLifetime = startLifetime; + this.width = width; + this.velocity = velocity; + + _lastTimeUpdated = creationTime; + } + + public void Update (float updateTime, float width) + { + lifetime -= updateTime-_lastTimeUpdated; + if (lifetime <= 0) + { + _canRemove = true; + lifetime = 0; + } + this.width = width; + _lastTimeUpdated = updateTime; + } + + /// + /// Gets the normalized lifetime of this trail point. + /// + /// The normalized lifetime. + public float GetNormalizedLifetime () { + return 1f-(lifetime/startLifetime); + } + + /// + /// Determines whether this point can be removed. + /// + /// true if this point can be removed; otherwise, false. + public bool CanRemove () { + return _canRemove; + } + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs.meta new file mode 100644 index 0000000..e7fa2e9 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/ParticlePlaygroundTrailPoint.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d13961b3ce5d04e079a2f25f5b542a50 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs new file mode 100644 index 0000000..d2a97e2 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using System.Collections; +using ParticlePlayground; + +[ExecuteInEditMode()] +public class PlaygroundTrailParent : MonoBehaviour { + + public PlaygroundTrails trailsReference; + + private GameObject _gameObject; + + void Awake () { + _gameObject = gameObject; + } + + void Update () { + if (_gameObject != trailsReference.GetParentGameObject()) + { + if (Application.isPlaying) + Destroy (_gameObject); + else + DestroyImmediate(_gameObject); + } + } +} diff --git a/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs.meta b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs.meta new file mode 100644 index 0000000..b426889 --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/Playground Trail Assets/Scripts/PlaygroundTrailParent.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 500796a8d01a74b6aae149cd39a714f8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs b/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs new file mode 100644 index 0000000..533d02b --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs @@ -0,0 +1,853 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace ParticlePlayground { + + [ExecuteInEditMode()] + public class PlaygroundTrails : MonoBehaviour { + + /// + /// The particle system this Playground Trail will follow. + /// + [HideInInspector] public PlaygroundParticlesC playgroundSystem; + + /// + /// The material of each trail. + /// + [HideInInspector] public Material material; + /// + /// The lifetime color of all trails. + /// + [HideInInspector] public Gradient lifetimeColor = new Gradient(); + /// + /// The point array alpha determines the alpha level over the trail points. This is a normalized value where 1 on the x-axis means all points, 1 on the y-axis means full alpha. + /// + [HideInInspector] public AnimationCurve pointArrayAlpha; + /// + /// The mode to color the trails with. If TrailColorMode.Lifetime is selected the coloring will be based on each point's lifetime. If TrailColorMode.PointArray is selected the coloring will be based on the points in the array. + /// + [HideInInspector] public TrailColorMode colorMode; + /// + /// The uv mode. + /// + [HideInInspector] public TrailUvMode uvMode; + /// + /// Determines the render mode of the trail. This sets the rotation direction of the trail points. + /// + [HideInInspector] public TrailRenderMode renderMode; + /// + /// The transform to billboard towards if renderMode is set to TrailRenderMode.Billboard. If none is set this will default to the Main Camera transform. + /// + [HideInInspector] public Transform billboardTransform; + /// + /// The custom render scale if renderMode is set to TrailRenderMode.CustomRenderScale. This ables you to set the normal direction (with multiplier) of the trails. + /// + [HideInInspector] public Vector3 customRenderScale = Vector3.one; + /// + /// Determines if the trails should receive shadows. Note that the shader of the material needs to support this. + /// + [HideInInspector] public bool receiveShadows; +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 + /// + /// Determines if the trails should cast shadows (Unity 4). Note that the shader of the material needs to support this. + /// + [HideInInspector] public bool castShadows = false; +#else + /// + /// Determines if the trails should cast shadows. Note that the shader of the material needs to support this. + /// + [HideInInspector] public UnityEngine.Rendering.ShadowCastingMode shadowCastingMode; +#endif + /// + /// The time vertices is living on the trail (determines length). + /// + [HideInInspector] public float time = 3f; + /// + /// The width over normalized lifetime. + /// + public AnimationCurve timeWidth; + /// + /// The scale of start- and end width. + /// + public float widthScale = .1f; + + /// + /// The minimum distance before new vertices can be created. + /// + public float minVertexDistance = .1f; + /// + /// The maximum distance before forcing new vertices. + /// + public float maxVertexDistance = 100f; + /// + /// The maximum forward path deviation before forcing new vertices. + /// + public float maxPathDeviation = 1f; + /// + /// Determines if points should be created upon particle collision. + /// + public bool createPointsOnCollision = false; + /// + /// The maximum available points able to be created by this Playground Trail. This will determine the generation of built-in arrays needed to remain efficient in memory consumption. + /// The trail is made out of points where vertices are drawn in between, two points is the minimum to be able to draw a trail, this represents 4 vertices and 6 triangles. + /// + public int maxPoints = 100; + /// + /// Determines if first point should be created immediately on particle birth, otherwise this will be created during the trail calculation routine. + /// This has affect on when the trail starts as the particle may have moved when the first point is created. If your particle source is moving you may want to leave this setting off to not create a first skewed trail point. + /// + public bool createFirstPointOnParticleBirth = false; + /// + /// Determines if a last point on the trail should be created when its assigned particle dies. + /// + public bool createLastPointOnParticleDeath = false; + /// + /// Determines if the Playground Trails should run asynchronously on a separate thread. This will go through the selected Thread Pool Method in the Playground Manager (PlaygroundC). + /// + public bool multithreading = true; + + /// + /// The reference to the birth event on the assigned Particle Playground system. + /// + [HideInInspector] public PlaygroundEventC birthEvent; + /// + /// The reference to the death event on the assigned Particle Playground system. + /// + [HideInInspector] public PlaygroundEventC deathEvent; + /// + /// The reference to the collision event on the assigned Particle Playground system. + /// + [HideInInspector] public PlaygroundEventC collisionEvent; + + /// + /// The list of trails following each particle. + /// + private List _trails = new List(); + + private Transform _parentTransform; + private GameObject _parentGameObject; + private Material _materialCache; + private float _calculationStartTime; + private int _currentParticleCount; + private float _currentParticleMinLifetime; + private float _currentParticleMaxLifetime; + private bool _localSpace; + private Vector3 _billboardTransformPosition; + private object _locker = new object(); + private bool _isDoneThread = true; + private Matrix4x4 _localMatrix; + + /// + /// The birth queue of trails. This will be added to whenever a particle births. As a Particle Playground system can birth particles and send particle events asynchronously a thread safe queue is needed to create the trails. + /// + readonly Queue _birthQueue = new Queue(); + + + /**************************************************************************** + Monobehaviours + ****************************************************************************/ + + void OnEnable () + { + // Cache reference to the Particle Playground system + if (playgroundSystem == null) + playgroundSystem = GetComponent(); + + // Cache a reference to the Main Camera if billboardTransform isn't assigned + if (billboardTransform == null) + billboardTransform = Camera.main.transform; + + // Set the initial material + if (material == null) + { + material = new Material(Shader.Find("Playground/Vertex Color")); + _materialCache = material; + } + + // Reset the trails + ResetTrails(); + + // Add the required birth/death/collision events + AddRequiredParticleEvents(); + + // Setup default time width keys + if (timeWidth == null) + timeWidth = new AnimationCurve(DefaultWidthKeys()); + + // Setup default point array alpha keys + if (pointArrayAlpha == null) + pointArrayAlpha = new AnimationCurve(DefaultWidthKeys()); + + _isDoneThread = true; + } + + void OnDisable () + { + // Destroy all trails + DestroyAllTrails(); + + // Remove the required events + RemoveRequiredEvents(); + } + + void OnDestroy () + { + // Destroy all trails + DestroyAllTrails(); + + // Remove the required events + RemoveRequiredEvents(); + } + + void Update () + { + // Clamp values + maxPoints = Mathf.Clamp (maxPoints, 2, 32767); + + // Set asynchronous available values + if (billboardTransform != null) + _billboardTransformPosition = billboardTransform.position; + + // Early out if no particles exist yet + if (playgroundSystem == null || !playgroundSystem.IsReady() || playgroundSystem.IsSettingParticleCount() || playgroundSystem.IsSettingLifetime() || playgroundSystem.particleCache == null || playgroundSystem.particleCache.Length == 0) + return; + + // Reset trails if a crucial state is changed + if (_currentParticleCount != playgroundSystem.particleCount || _currentParticleMinLifetime != playgroundSystem.lifetimeMin || _currentParticleMaxLifetime != playgroundSystem.lifetime || _localSpace != (playgroundSystem.shurikenParticleSystem.simulationSpace == ParticleSystemSimulationSpace.Local)) + ResetTrails(); + + // Set calculation matrix if this is local space + if (_localSpace) + _localMatrix.SetTRS(playgroundSystem.particleSystemTransform.position, playgroundSystem.particleSystemTransform.rotation, playgroundSystem.particleSystemTransform.lossyScale); + + // Check material + if (material != _materialCache) + SetMaterial(material); + + // Remove any trails that has ended + if (_isDoneThread) + { + for (int i = 0; i<_trails.Count; i++) + { + if (_trails[i].trailPoints != null && _trails[i].trailPoints.Count > 1 && _trails[i].trailPoints[_trails[i].trailPoints.Count-1] != null && _trails[i].CanRemoveTrail()) + { + RemoveTrail(i); + i--; + if (i<0) i = 0; + continue; + } + } + } + + // Consume the particle birth queue + while (_birthQueue.Count>0) + AddTrail(_birthQueue.Dequeue()); + + // Update all trail meshes and their render settings + for (int i = 0; i<_trails.Count; i++) + { + ParticlePlaygroundTrail trail = _trails[i]; + // Set shadow casting/receiving + trail.trailRenderer.receiveShadows = receiveShadows; + #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 + trail.trailRenderer.castShadows = castShadows; + #else + trail.trailRenderer.shadowCastingMode = shadowCastingMode; + #endif + if (_isDoneThread) + trail.UpdateMesh(); + } + // Finally calculate all trails + if (multithreading) + { + if (_isDoneThread) + { + _calculationStartTime = Application.isPlaying? Time.time : Time.realtimeSinceStartup; + _isDoneThread = false; + PlaygroundC.RunAsync(()=>{ + lock (_locker) + { + if (_isDoneThread) return; + CalculateTrail(); + _isDoneThread = true; + } + }); + } + } + else + { + _calculationStartTime = Application.isPlaying? Time.time : Time.realtimeSinceStartup; + CalculateTrail(); + } + } + + // Prevent build-up of the birth queue while Editor is out of focus + #if UNITY_EDITOR + public void OnApplicationPause (bool pauseStatus) + { + if (!pauseStatus && !UnityEditor.EditorApplication.isPlaying) + { + _birthQueue.Clear(); + } + } + #endif + + /**************************************************************************** + Event Listeners + ****************************************************************************/ + + /// + /// This function will be called whenever a particle is birthed. + /// + /// The birthed particle. + void OnParticleBirthEvent (PlaygroundEventParticle particle) + { + _birthQueue.Enqueue (new TrailParticleInfo(particle.particleId, particle.position, particle.velocity)); + } + /// + /// This function will be called whenever a particle has died. + /// + /// The particle which died. + void OnParticleDeathEvent (PlaygroundEventParticle particle) + { + int trailIndex = GetOldestTrailWithParticleId(particle.particleId); + if (trailIndex > -1) + { + if (createLastPointOnParticleDeath) + { + _trails[trailIndex].SetLastPoint(particle.position, particle.velocity, EvaluateWidth(0), time, _calculationStartTime); + } + else + { + _trails[trailIndex].SetParticlePosition(particle.position); + _trails[trailIndex].Die(); + } + } + } + /// + /// This function will be called whenever a particle is colliding. + /// + /// The collided particle. + void OnParticleCollisionEvent (PlaygroundEventParticle particle) + { + if (createPointsOnCollision) + { + int trailIndex = GetNewestTrailWithParticleId (particle.particleId); + if (trailIndex < 0) + return; + ParticlePlaygroundTrail trailAtIndex = _trails[trailIndex]; + trailAtIndex.AddPoint (playgroundSystem.particleCache[particle.particleId].position, EvaluateWidth(0), time, _calculationStartTime); + } + } + + /// + /// Gets the birth event this Playground Trail is listening to. + /// + /// The particle birth event. + public PlaygroundEventC GetBirthEvent () {return birthEvent;} + /// + /// Gets the death event this Playground Trail is listening to. + /// + /// The particle death event. + public PlaygroundEventC GetDeathEvent () {return deathEvent;} + /// + /// Gets the collision event this Playground Trail is listening to. + /// + /// The particle collision event. + public PlaygroundEventC GetCollisionEvent () {return collisionEvent;} + + /// + /// Adds the required particle events to track particles. + /// + public void AddRequiredParticleEvents () + { + if (playgroundSystem != null) + { + // Hookup events + birthEvent = GetEventFromType(EVENTTYPEC.Birth); + if (birthEvent == null) + { + birthEvent = PlaygroundC.CreateEvent(playgroundSystem); + birthEvent.broadcastType = EVENTBROADCASTC.EventListeners; + birthEvent.eventType = EVENTTYPEC.Birth; + } + birthEvent.particleEvent += OnParticleBirthEvent; + + deathEvent = GetEventFromType(EVENTTYPEC.Death); + if (deathEvent == null) + { + deathEvent = PlaygroundC.CreateEvent(playgroundSystem); + deathEvent.broadcastType = EVENTBROADCASTC.EventListeners; + deathEvent.eventType = EVENTTYPEC.Death; + } + deathEvent.particleEvent += OnParticleDeathEvent; + + collisionEvent = GetEventFromType(EVENTTYPEC.Collision); + if (collisionEvent == null) + { + collisionEvent = PlaygroundC.CreateEvent(playgroundSystem); + collisionEvent.broadcastType = EVENTBROADCASTC.EventListeners; + collisionEvent.eventType = EVENTTYPEC.Collision; + } + collisionEvent.particleEvent += OnParticleCollisionEvent; + } + } + + /// + /// Removes the required events to track particles. + /// + public void RemoveRequiredEvents () + { + if (playgroundSystem != null) + { + if (birthEvent != null) + { + birthEvent.particleEvent -= OnParticleBirthEvent; + birthEvent = null; + } + if (deathEvent != null) + { + deathEvent.particleEvent -= OnParticleDeathEvent; + deathEvent = null; + } + if (collisionEvent != null) + { + collisionEvent.particleEvent -= OnParticleCollisionEvent; + collisionEvent = null; + } + } + } + + /// + /// Gets the type of event based on the passed in EVETTTYPEC. + /// + /// The event of type specified. + /// The event type. + public PlaygroundEventC GetEventFromType (EVENTTYPEC eventType) + { + for (int i = 0; i + /// Returns a default pair of AnimationCurve Keyframes in X 0 and X 1 at value Y 1. + /// + /// The default width keys. + public Keyframe[] DefaultWidthKeys () { + Keyframe[] keys = new Keyframe[2]; + keys[0].time = 0; + keys[1].time = 1f; + keys[0].value = 1f; + keys[1].value = 1f; + return keys; + } + + /// + /// Sets the material of all trails. + /// + /// The material all trails should get. + public void SetMaterial (Material material) { + for (int i = 0; i<_trails.Count; i++) { + if (_trails[i] != null && _trails[i].trailRenderer != null) + _trails[i].trailRenderer.sharedMaterial = material; + } + _materialCache = material; + } + + /// + /// Evaluates the width at normalized trail time. + /// + /// The width at normalized trail time. + /// Normalized time. + public float EvaluateWidth (float normalizedTime) { + return timeWidth.Evaluate(normalizedTime)*widthScale; + } + + + public Color32 EvaluateColor (float normalizedTime) + { + return lifetimeColor.Evaluate(normalizedTime); + } + + public Color32 EvaluateColor (int trailIndex, int trailPointIndex) + { + return lifetimeColor.Evaluate((trailPointIndex*1f) / (_trails[trailIndex].GetBirthIterator()-1)); + } + + + /**************************************************************************** + Trail functions + ****************************************************************************/ + + /// + /// Creates a trail and assigns it to a particle. + /// + /// Information about the particle. + public void AddTrail (TrailParticleInfo particleInfo) + { + // Check parent object + if (_parentGameObject == null) + { + _parentGameObject = new GameObject("Playground Trails ("+playgroundSystem.name+")", typeof(PlaygroundTrailParent)); + _parentTransform = _parentGameObject.transform; + _parentGameObject.GetComponent().trailsReference = this; + } + + ParticlePlaygroundTrail newTrail = new ParticlePlaygroundTrail(maxPoints); + newTrail.trailGameObject = new GameObject("Playground Trail "+particleInfo.particleId); + newTrail.trailTransform = newTrail.trailGameObject.transform; + newTrail.trailTransform.parent = _parentTransform; + newTrail.trailRenderer = newTrail.trailGameObject.AddComponent(); + newTrail.trailMeshFilter = newTrail.trailGameObject.AddComponent(); + newTrail.trailMesh = new Mesh(); + newTrail.trailMesh.MarkDynamic(); + newTrail.trailMeshFilter.sharedMesh = newTrail.trailMesh; + newTrail.trailRenderer.sharedMaterial = material; + + newTrail.particleId = particleInfo.particleId; + + if (createFirstPointOnParticleBirth) + newTrail.SetFirstPoint(particleInfo.position, particleInfo.velocity, EvaluateWidth(0), time, _calculationStartTime); + + _trails.Add (newTrail); + } + + /// + /// Gets the oldest trail following the particle id. If the trail is already dead or doesn't contain the particle id -1 will be returned. + /// + /// The trail with particle id (-1 if not found). + /// Particle identifier. + public int GetOldestTrailWithParticleId (int particleId) + { + for (int i = 0; i<_trails.Count; i++) + if (_trails[i].particleId == particleId && !_trails[i].IsDead()) + return i; + return -1; + } + + /// + /// Gets the newest trail following the particle id. If the trail is already dead or doesn't contain the particle id -1 will be returned. + /// + /// The trail with particle id (-1 if not found). + /// Particle identifier. + public int GetNewestTrailWithParticleId (int particleId) + { + for (int i = _trails.Count-1; i>=0; --i) + if (_trails[i].particleId == particleId && !_trails[i].IsDead()) + return i; + return -1; + } + + /// + /// Gets the cached parent transform of the trails. + /// + /// The parent transform. + public Transform GetParentTransform () + { + return _parentTransform; + } + + /// + /// Gets the cached parent game object of the trails. + /// + /// The parent game object. + public GameObject GetParentGameObject () + { + return _parentGameObject; + } + + /// + /// Stopping the trail will make the trail stop following its assigned particle. + /// + /// Trail number. + public void StopTrail (int trailNumber) + { + if (trailNumber < 0) + { + return; + } + _trails[trailNumber].Die(); + } + + /// + /// Stops the oldest trail with particle identifier. + /// + /// Particle identifier. + public void StopOldestTrailWithParticleId (int particleId) + { + StopTrail (GetOldestTrailWithParticleId (particleId)); + } + + /// + /// Stops the newest trail with particle identifier. + /// + /// Particle identifier. + public void StopNewestTrailWithParticleId (int particleId) + { + StopTrail (GetNewestTrailWithParticleId (particleId)); + } + + /// + /// Resets all trails. + /// + public void ResetTrails () { + DestroyAllTrails(); + if (playgroundSystem != null && gameObject.activeInHierarchy) + { + _currentParticleCount = playgroundSystem.particleCount; + _currentParticleMinLifetime = playgroundSystem.lifetimeMin; + _currentParticleMaxLifetime = playgroundSystem.lifetime; + _localSpace = playgroundSystem.shurikenParticleSystem.simulationSpace == ParticleSystemSimulationSpace.Local; + } + + _isDoneThread = true; + } + + /// + /// Removes the trail at index. + /// + /// The trail index. + public void RemoveTrail (int index) { + if (Application.isPlaying) + Destroy(_trails[index].trailGameObject); + else + DestroyImmediate(_trails[index].trailGameObject); + + _trails.RemoveAt(index); + } + + /// + /// Destroys all trails and clears out trail list. + /// + public void DestroyAllTrails () { + + foreach (ParticlePlaygroundTrail trail in _trails) + { + if (Application.isPlaying) + Destroy(trail.trailGameObject); + else + DestroyImmediate(trail.trailGameObject); + } + + if (_parentGameObject != null) + { + if (Application.isPlaying) + Destroy (_parentGameObject); + else + DestroyImmediate(_parentGameObject); + } + + _trails.Clear(); + _birthQueue.Clear(); + } + + + /**************************************************************************** + Internal + ****************************************************************************/ + + void CalculateTrail () + { + // Iterate through all trails + for (int i = 0; i<_trails.Count; i++) + { + ParticlePlaygroundTrail trail = _trails[i]; + + // Skip this trail if it's prepared to be removed + if (trail.CanRemoveTrail()) + continue; + + if (trail.particleId >= 0 && !trail.IsDead()) + { + if (trail.GetBirthIterator()>0) + { + // New point creation + float pointDistance = Vector3.Distance(trail.GetParticlePosition(), trail.GetLastAddedPointPosition()); + if (pointDistance>minVertexDistance) { + float pathDeviationAngle = trail.GetPathDeviation(); + if (pointDistance>maxVertexDistance || pathDeviationAngle>maxPathDeviation) { + trail.AddPoint(playgroundSystem.particleCache[trail.particleId].position, EvaluateWidth(0), time, _calculationStartTime); + } + } + } + else + { + // First point creation + trail.SetFirstPoint(playgroundSystem.particleCache[trail.particleId].position, playgroundSystem.particleCache[trail.particleId].velocity, EvaluateWidth(0), time, _calculationStartTime); + } + + // Set the particle position info + trail.SetParticlePosition(playgroundSystem.particleCache[trail.particleId].position); + } + + // Update the trail points + for (int x = 0; x + /// The trail render mode determines how the trail will be rotated. + /// Using billboard will rotate towards the assigned transform position, this is by default the main camera. + /// Horizontal will rotate the points flat on X-Z axis. + /// Vertical will rotate the points flat on X-Y axis. + /// CustomRenderScale is a global world space normal which will multiply the scale on each axis. + /// + public enum TrailRenderMode + { + /// + /// Rotate points towards assigned billboard transform. + /// + Billboard, + /// + /// Rotate points flat X-Z. + /// + Horizontal, + /// + /// Rotate points flat X-Y. + /// + Vertical, + /// + /// Creates a custom render rotation/scale. + /// + CustomRenderScale + } + + /// + /// The trail color mode determines how color should be distributed over a trail. + /// + public enum TrailColorMode + { + /// + /// When using TrailColorMode.Lifetime the colors will be set depending on each point's normalized lifetime. + /// + Lifetime, + /// + /// When using TrailColorMode.PointArray the colors will be set depending on all the points within the trail, where each point is a normalized value linearly towards the total points. + /// + PointArray + } + + /// + /// The trail uv mode determines how uv will be distributed over a trail. + /// + public enum TrailUvMode + { + /// + /// When using TrailUvMode.Lifetime the uvs will be set depending on each point's normalized lifetime. + /// + Lifetime, + /// + /// When using TrailUvMode.PointArray the uvs will be set depending on all the points within the trail, where each point is a normalized value linearly towards the total points. + /// + PointArray + } + + /// + /// The trail particle info struct contains data about particles to be read by a Playground Trail. + /// + public struct TrailParticleInfo { + /// + /// The particle identifier linearly towards the particle system's cached particles. + /// + public int particleId; + /// + /// The position of this trail particle. + /// + public Vector3 position; + /// + /// The velocity of this trail particle. + /// + public Vector3 velocity; + + /// + /// Initializes a new instance of the struct. + /// + /// Particle identifier. + /// Particle position. + /// Particle velocity. + public TrailParticleInfo (int particleId, Vector3 position, Vector3 velocity) + { + this.particleId = particleId; + this.position = position; + this.velocity = velocity; + } + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs.meta b/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs.meta new file mode 100644 index 0000000..835539c --- /dev/null +++ b/Assets/Particle Playground/Extensions/Playground Trails/PlaygroundTrails.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 76bc001fa44a547bb86aea579a67ae0d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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m_Mesh3: {fileID: 0} +--- !u!1001 &100100000 +Prefab: + m_ObjectHideFlags: 1 + serializedVersion: 2 + m_Modification: + m_TransformParent: {fileID: 0} + m_Modifications: [] + m_RemovedComponents: [] + m_ParentPrefab: {fileID: 0} + m_RootGameObject: {fileID: 100000} + m_IsPrefabParent: 1 + m_IsExploded: 1 diff --git a/Assets/Particle Playground/Playground Assets/Presets/Smoke/Smoke - Light.prefab.meta b/Assets/Particle Playground/Playground Assets/Presets/Smoke/Smoke - Light.prefab.meta new file mode 100644 index 0000000..aee4179 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Presets/Smoke/Smoke - Light.prefab.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 8f1f3d651e9ed47beaf76524e3f0d475 +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Scripts.meta b/Assets/Particle Playground/Playground Assets/Scripts.meta new file mode 100644 index 0000000..aa38c7a --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: afaf5d9a0ba1cea4ab252c8c68867f88 +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs new file mode 100644 index 0000000..dd2ad7a --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(Light))] +public class PlaygroundFlickeringPointLight : MonoBehaviour { + + public float flickerSpeed = 10f; + public float minimumLight = .3f; + public float maximumLight = 1f; + + private Light _thisLight; + private float _targetLightValue; + + void Start () + { + _thisLight = GetComponent(); + SetTargetLightValue(); + } + + void Update () + { + + if (_thisLight.intensity<_targetLightValue-.1||_thisLight.intensity>_targetLightValue+.1) + _thisLight.intensity = Mathf.Lerp(_thisLight.intensity, _targetLightValue, flickerSpeed * Time.deltaTime); + else + SetTargetLightValue(); + } + + void SetTargetLightValue () + { + _targetLightValue = Random.Range (minimumLight, maximumLight); + } +} diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs.meta b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs.meta new file mode 100644 index 0000000..e2cf2b0 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundFlickeringPointLight.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: fef3b726f445d4397a9df29fb527b518 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs new file mode 100644 index 0000000..1217b98 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections; +using ParticlePlayground; + +public class PlaygroundSineOverflow : MonoBehaviour { + + PlaygroundParticlesC particles; + float amount = .1f; + Vector3 initialOverflow; + + // Use this for initialization + void Start () { + particles = GetComponent(); + initialOverflow = particles.overflowOffset; + } + + // Update is called once per frame + void Update () { + particles.overflowOffset = initialOverflow+new Vector3(Mathf.Cos (Time.time)*amount, Mathf.Sin (Time.time)*amount, Mathf.Cos (Time.time)*amount); + } +} diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs.meta b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs.meta new file mode 100644 index 0000000..d268b2f --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineOverflow.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2eb5ef6c78c3b4b5e81fe5328d0c9967 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs new file mode 100644 index 0000000..8ec165e --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System.Collections; + +public class PlaygroundSineRotation : MonoBehaviour { + + Transform thisTransform; + + // Use this for initialization + void Start () { + thisTransform = transform; + } + + // Update is called once per frame + void Update () { + thisTransform.Rotate(new Vector3(Mathf.Sin (Time.time), Mathf.Cos (Time.time), Mathf.Sin (Time.time))); + } +} diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs.meta b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs.meta new file mode 100644 index 0000000..236c54d --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSineRotation.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 99fb3f6051aa44b8381ea866fefdbbe5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs new file mode 100644 index 0000000..6e1b0f0 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; + +public class PlaygroundSwarmPositioning : MonoBehaviour { + + public float swarmStrength = .1f; + public float swarmSpeed = 6f; + public Transform swarmTransform; + + private Vector3 _velocity; + private Transform _thisTransform; + + void Start () { + _thisTransform = transform; + } + + void Update () + { + float t = Time.time * swarmSpeed; + Vector3 tPos = _thisTransform.position; + + _velocity.x += Mathf.PerlinNoise(t, tPos.z)-.5f; + _velocity.y += Mathf.PerlinNoise(t+1f, tPos.x)-.5f; + _velocity.z += Mathf.PerlinNoise(t+2f, tPos.y)-.5f; + + _velocity = Vector3.Lerp (_velocity, Vector3.zero, Time.deltaTime * swarmSpeed); + _thisTransform.position = Vector3.Lerp (tPos, swarmTransform.position + (_velocity*swarmStrength), Time.deltaTime * swarmSpeed); + } +} diff --git a/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs.meta b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs.meta new file mode 100644 index 0000000..cdc7145 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Scripts/PlaygroundSwarmPositioning.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3c682d43d8e694114a1d6f1978ae8df9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings.meta b/Assets/Particle Playground/Playground Assets/Settings.meta new file mode 100644 index 0000000..e1157f0 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ece3e860c6970884db38f3c512a45aa4 +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages.meta b/Assets/Particle Playground/Playground Assets/Settings/Languages.meta new file mode 100644 index 0000000..34a8596 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a262e0b5923aa6843aea07810051bbbc +folderAsset: yes +timeCreated: 1451984949 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset b/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset new file mode 100644 index 0000000..0049232 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset @@ -0,0 +1,710 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8e0e429d9ea264321b2a0e5758212180, type: 3} + m_Name: English + m_EditorClassIdentifier: + languageNameSeenByEnglish: American + languageName: English + playgroundName: Particle Playground + newParticlePlaygroundSystem: New Particle Playground System + playgroundWizard: Playground Wizard + playgroundPresetWizard: Playground Preset Wizard + presetWizard: Preset Wizard + playgroundCopyWizard: Playground Copy Wizard + copyWizard: Copy Wizard + languageInstallWizard: Language Install Wizard + playgroundBrushWizard: Playground Brush Wizard + brushWizard: Brush Wizard + preset: Preset + presets: Presets + publish: Publish + all: All + user: User + example: Example + examples: Examples + icon: Icon + icons: Icons + list: List + create: Create + createPreset: Create Preset + convertTo: Convert to + edit: Edit + export: Export + settings: Settings + none: None + fix: Fix + save: Save + load: Load + rebuild: Rebuild + refresh: Refresh + xml: Xml + asset: Asset + browse: Browse + paths: Paths + playgroundPath: Playground Path + languagesPath: Languages Path + userPresetPath: User Preset Path + examplePresetPath: Example Preset Path + presetIconPath: Preset Icon Path + brushPath: Brush Path + scriptPath: Script Path + updateUrl: Update URL + officialSite: Official Site + assetStore: Asset Store + manual: Manual + supportForum: Support Forum + mailSupport: Mail Support + updateAvailable: Update Available + updateAvailableText: is available. Please visit the Unity Asset Store to download + the new version. + unityAssetStore: Unity Asset Store + searchNoPresetFound: No preset found containing + noPresetsFound: No presets found. Press "Create" to make a new preset. + noUserPresetsFound: No user presets found in any "Resources/Presets" folder. Press + "Create" to make a new preset. + noExamplePresetsFound: No example presets found. Make sure they are stored in + noPresetsFoundInProject: No presets found. Make sure that the path to the presets + are set to + noSettingsFile: No settings file could be found. You must have a settings file at + noParticleSystems: No particle systems created. + noManipulators: No manipulators created. + noProperties: No properties created. + noTarget: No target + noTargets: No targets created. + noEvents: No events created. + noMesh: No Mesh + noCollisionPlanes: No collision planes created. + noSnapshots: No snapshots created. + noStates: No states created. + allTargets: All targets must be assigned. + noPlaygroundManager: The Playground Manager runs all Particle Playground Systems + in the scene, you need to create one to get started. + missingTransform: Missing Transform! + noAlphaColorInPaint: You have no alpha in the color. No particle positions will + be painted. + noLifetimeColors: No lifetime colors created. + someFeaturesInScript: Some features are inactivated as this Particle Playground + System is running in script mode. + notSnapshot: is not a snapshot. + notSnapshotText: You can only add snapshots into this slot. First create a snapshot + from the new particle system you wish to assign. + projectionOnlyWorldSpace: Projection can only run in world space. + particleSystemEventAssignErrorSelf: A particle system cannot send events to itself. + Please choose another particle system in your Scene. + particleSystemEventAssignErrorSnapshot: A particle system cannot send events to + a snapshot. Please choose another particle system in your Scene. + enableCollisionToSendEvents: You must enable collision on this particle system to + send collision events. + couldNotReadTexture: Could not read the Import Settings of the selected texture. + couldNotReadMesh: Could not read the Import Settings of the selected mesh. + notReadable: is not readable. Please change Read/Write Enabled on its Import Settings. + editFromHierarchyOnly: Please edit this from Hierarchy only. + localScaleWarning: A local scale of anything else than Vector3 (1,1,1) may result + in Shuriken component not rendering. + rotationSimulationSpace: Would you like to simulate the particle system in local + space? This will let source positions and force settings apply along with the + particle system's rotation. + setLocalSpaceSimulation: Set Local Space Simulation + checkForUpdates: Check For Updates + language: Language + install: Install + installType: Install Type + installText: The Playground Language Wizard allows you to add a new language to + your Playground Settings. Installing as an Asset you need the language file to + already be imported to your project. + languageFile: Language File + languageLocation: Language Location + saveLanguage: Save Language + loadLanguage: Load Language + noLanguageFound: No language could be found. + remove: Remove + removeAll: Remove all + removeLanguage: Are you sure you want to remove the language + removePreset: Permanently delete this preset? + removePresetText: will be removed. Are you sure? + removeParticlePlaygroundSystem: Are you sure you want to remove this Particle Playground + System? + removeManipulator: Are you sure you want to remove the Manipulator assigned to + removeEvent: Remove the events from + removeEventsText1: All events connected to this particle system from + removeEventsText2: will be removed. Are you sure you want to remove them? + removeEventInEventList: Are you sure you want to remove this event? + removeSnapshot: Are you sure you want to remove the snapshot + removeAllSnapshots: Remove all snapshots? + removeAllSnapshotsText: Are you sure you want to remove all snapshot? + removeState: Are you sure you want to remove the state + deleteBrush: Permanently delete this brush? + deleteBrushText: will be removed from your brushes, are you sure? + gameObjectIntact: (GameObject in Scene will remain intact) + switchToScriptMode: Switch to Script Mode? + switchToScriptModeText1: The event target of + switchToScriptModeText2: is running in + switchToScriptModeText3: mode. All events must be received by Script Mode. + yes: Yes + no: No + ok: Ok + switchText: Switch + cancel: Cancel + openPlaygroundWizard: Open Playground Wizard + playgroundParticles: Playground Particles + playgroundManager: Playground Manager + eventControlled: Event Controlled + controlledByAnotherEvent: This Particle Playground System is controlled by events + from another particle system. + controlledByScript: This Particle Playground System is controlled by script. You + can only emit particles from script in this source mode using PlaygroundParticlesC.Emit(position, + velocity, color) or let another particle system control it by events. Please see + the manual for more details. + emissionIndex: Emission Index + emissionRate: Emission Rate + emit: Emit + emitParticles: Emit Particles + snapshot: Snapshot + source: Source + sourceDescription: 'Source is the target method for the particles in this Particle + Playground System. + + + State: Target position and color in a stored state + + + Transform: Target transforms live in the scene + + + WorldObject: Target each vertex in a mesh live in the scene + + + SkinnedWorldObject: Target each vertex in a skinned mesh live in the scene + + + Script: Behaviour controlled by custom scripts + + + Paint: Target painted positions and colors made with a brush + + + Projection: Target projected positions and colors made with a texture' + setParticleCount: Set Particle Count + proceduralOptions: Procedural Options + meshVerticesUpdate: Mesh Vertices Update + meshVerticesUpdateDescription: Enable this if the object's mesh is procedural and + changes vertices over time. + meshNormalsUpdate: Mesh Normals Update + meshNormalsUpdateDescription: Enable this if the object's mesh is procedural and + changes normals over time. + sourceDownResolution: Source Down Resolution + particleSettings: Particle Settings + forces: Forces + collision: Collision + rendering: Rendering + sortingLayer: Sorting Layer + orderInLayer: Order In Layer + manipulator: Manipulator + manipulators: Manipulators + state: State + states: States + eventName: Event + events: Events + eventListener: Event Listener + typeOfEvent: The type of event. + snapshots: Snapshots + advanced: Advanced + particleSystem: Particle System + particleSystems: Particle Systems + globalManipulators: Global Manipulators + target: Target + targets: Targets + transition: Transition + size: Size + strength: Strength + shape: Shape + sphere: Sphere + box: Box + bounds: Bounds + nullName: Null + affects: Affects + type: Type + time: Time + presetText: Create a Particle Playground Preset by selecting a Particle Playground + System and an icon (optional). The icon must be in png-format and preferably 32x32 + pixels. All connected objects will be childed to the Particle Playground System. + publishText: Prepare a preset for packaging by selecting the Particle Playground + Preset in the list. The icon must be in png-format and preferably 32x32 pixels. + All connected meshes, images and/or cached values will be distributed along with + your Particle Playground System. Please check all dependencies before you distribute + your asset. You agree that Polyfied cannot be held responsible for the quality + of your asset when publishing assets connected to the Particle Playground framework. + childConnected: Child Connected Objects + presetWithSameNameFound: Preset with same name found! + presetWithSameNameFoundText: already exists. Do you want to overwrite it? + gameObjectIsNotPlayground: GameObject is not a Particle Playground System. + brushWizardText: Create a Particle Playground Brush by selecting a texture and edit + its settings. The texture must have Read/Write Enabled and use True Color (non-compressed) + in its import settings. + brushTexture: Brush Texture + brushSameName: Brush with same name found! + brushSameNameText: already exists. Do you want to overwrite it? + playgroundCopyWizardText: The Playground Copy Wizard allows you to copy a particle + system into another Particle Playground system. You may need to tweak your target + Particle Playground system after copying a Shuriken component. + from: From + fromType: From Type + to: To + copy: Copy + copyErrorMessageIsPlayground: You have specified a Shuriken component from a Particle + Playground system. This is not allowed as it will result in a corrupt copy. + copyErrorMessageSameSystem: You have specified the same particle system to copy + from. This is an unnecessary procedure. + enabled: Enabled + transform: Transform + transforms: Transforms + vector3: Vector3 + position: Position + localPosition: Local Position + rotation: Rotation + localRotation: Local Rotation + scale: Scale + distance: Distance + radius: Radius + points: Points + worldObject: World Object + skinnedWorldObject: Skinned World Object + material: Material + attractor: Attractor + gravitational: Gravitational + repellent: Repellent + property: Property + combined: Combined + vortex: Vortex + turbulence: Turbulence + turbulenceType: Turbulence Type + calculateParticles: Calculate Particles + calculateParticlesDescription: Calculate forces on PlaygroundParticles objects. + Disabling this overrides independently set values and halts all PlaygroundParticles + objects. + groupAutomatically: Group Automatically + groupAutomaticallyDescription: Automatically parent a PlaygroundParticles object + to Playground Manager if it has no parent. + buildZeroAlphaPixels: Build Zero Alpha Pixels + buildZeroAlphaPixelsDescription: Turn this on if you want to build particles from + 0 alpha pixels into states. + sceneGizmos: Scene Gizmos + sceneGizmosDescription: Show gizmos in Scene View for Playground objects. + sourcePositions: Source Positions + sourcePositionsDescription: Show gizmos in Scene View for particle source positions. + wireframes: Wireframes + wireframesDescription: Draw wireframes around particles in Scene View. + paintToolbox: Paint Toolbox + paintToolboxDescription: Show Paint toolbox in Scene View when Source is set to + Paint + showShuriken: Show Shuriken + showShurikenDescription: Show the Shuriken component in Inspector. + advancedSnapshots: Advanced Snapshots + advancedSnapshotsDescription: Show the snapshots of a particle system in Hierarchy + and expose more advanced controls through settings. + pixelFilterMode: Pixel Filter Mode + pixelFilterModeDescription: Color filtering mode when creating particles from pixels + in an image. + timeSimulation: Time Simulation + reset: Reset + editorLimits: Editor Limits + transitionTime: Transition Time + transitionType: Transition Type + findClosestPosition: Find Closest Position + transitionTimeMultiplier: Transition Time Multiplier + loadFromStart: Load From Start + setMaterialAfterTransition: Set Material After Transition + particleCount: Particle Count + particleLifetime: Particle Lifetime + particleRotation: Particle Rotation + particleSize: Particle Size + particleScale: Particle Scale + particleVelocity: Particle Velocity + particleColor: Particle Color + positionScale: Position Scale + particles: particles + colorStrength: Color Strength + sourceScatter: Source Scatter + deltaMovement: Delta Movement + deltaMovementStrength: Delta Movement Strength + damping: Damping + velocity: Velocity + velocityStrength: Velocity Strength + velocityScale: Velocity Scale + initialVelocity: Initial Velocity + initialLocalVelocity: Initial Local Velocity + initialRotation: Initial Rotation + stretchSpeed: Stretch Speed + collisionRadius: Collision Radius + mass: Mass + bounciness: Bounciness + depth: Depth + depth2D: Depth (2D) + color: Color + updateRate: Update Rate + renderSliders: Render Sliders + paintPositions: Paint Positions + brushSizeMin: Brush Size Min + brushSizeMax: Brush Size Max + eraserSizeMin: Eraser Size Min + eraserSizeMax: Eraser Size Max + paintSpacing: Paint Spacing + manipulatorSize: Manipulator Size + manipulatorStrength: Manipulator Strength + manipulatorZeroVelocityStrength: Zero Velocity Strength + manipulatorStrengthEffectors: Strength Effectors + trackParticles: Track Particles + sendBirthEvents: Send Birth Events + sendDeathEvents: Send Death Events + sendEnterEvents: Send Enter Events + sendExitEvents: Send Exit Events + sendCollisionEvents: Send Collision Events + smoothingEffect: Smoothing Effect + distanceEffect: Distance Effect + lifetimeFilter: Lifetime Filter + particleFilter: Particle Filter + inverseBounds: Inverse Bounds + propertyType: Property Type + onlyColorInRange: Only Color In Range + onlyPositionInRange: Only Position In Range + keepColorAlphas: Keep Color Alphas + sizeStrength: Size Strength + targetStrength: Target Strength + deathStrength: Death Strength + attractorStrength: Attractor Strength + gravitationalStrength: Gravitational Strength + repellentStrength: Repellent Strength + vortexStrength: Vortex Strength + turbulenceStrength: Turbulence Strength + meshTarget: Mesh Target + skinnedMeshTarget: Skinned Mesh Target + targetSorting: Target Sorting + mesh: Mesh + image: Image + lifetimeColor: Lifetime Color + paintMode: Paint Mode + dot: Dot + brush: Brush + eraser: Eraser + brushPresets: Brush Presets + brushShape: Brush Shape + brushScale: Brush Scale + detail: Detail + brushDistance: Brush Distance + useBrushColor: Use Brush Color + eraserRadius: Eraser Radius + paintCollisionType: Paint Collision Type + paint: Paint + paintMask: Paint Mask + maxPaintPositions: Max Paint Positions + exceedMaxStopsPaint: Exceed Max Stops Paint + exceededMaxPaint: You have exceeded max positions. No new paint positions are possible + when Exceed Max Stops Paint is enabled. + morePaintThanPositions: You have more paint positions than particles. Increase Particle + Count to see all painted positions. + start: Start + stop: Stop + clear: Clear + clearPaint: Clear Paint? + clearPaintText: Are you sure you want to remove all painted source positions? + playgroundPaint: Playground Paint + overflowMode: Overflow Mode + overflowModeDescription: The method to align the Overflow Offset by. + overflowOffset: Overflow Offset + loop: Loop + disableOnDone: Disable On Done + lifetimeSize: Lifetime Size + rotateTowardsDirection: Rotate Towards Direction + rotationNormal: Rotation Normal + lifetimeMethod: Lifetime Method + lifetime: Lifetime + lifetimeSorting: Lifetime Sorting + lifetimeSortingDescription: 'Determines how the particles are ordered on rebirth. + + Scrambled: Randomly placed. + + Scrambled Linear: Randomly placed but never at the same time. + + Burst: Alfa and Omega. + + Linear: Alfa to Omega. + + Reversed: Omega to Alfa. + + NearestNeighbor: Closest to furthest point. + + NearestNeighborReversed: Furthest to closest point. + + User: Specified by AnimationCurve' + sortOrigin: Sort Origin + customSorting: Custom Sorting + lifetimeOffset: Lifetime Offset + particleMask: Particle Mask + maskTime: Mask Time + maskSorting: Mask Sorting + off: Off + forceAnnihilation: Force Annihilation + onlySourcePositions: Only Source Positions + onlySourcePositionsDescription: Particles are bound to their source position during + their lifetime. + assignTransformDeltaMovement: Assign a transform to the active state to enable Delta + Movement. + lifetimePositioning: Lifetime Positioning + onlyLifetimePositioningDescription: Particle movement is bound to the lifetime positioning. + useSourceDirection: Use Source Normal Direction + axisConstraintsDescription: All forces are disabled as all axis constraints is applied. + lifetimeVelocity: Lifetime Velocity + initialLocalVelocityControlledByScript: Initial Local Velocity is controlled by + passed in velocity to Emit() in script mode. + assignTransformLocalVelocity: Assign a transform to the active state to enable Initial + Local Velocity. + initialVelocityShape: Initial Velocity Shape + velocityBending: Velocity Bending + bending: Bending + timeScale: Time Scale + lifetimeStrength: Lifetime Strength + gravity: Gravity + maxVelocity: Max Velocity + axisConstraints: Axis Constraints + threeDimensional: 3D + twoDimensional: 2D + collisionType: Collision Type + collisionMask: Collision Mask + collideWithRigidbodies: Collide With Rigidbodies + lifetimeLoss: Lifetime Loss + randomBounce: Random Bounce + collisionPlanes: Collision Planes + gizmoScale: Gizmo Scale + colorSource: Color Source + sourceUsesLifetimeAlpha: Source Uses Lifetime Alpha + renderMode: Render Mode + cameraScale: Camera Scale + speedScale: Speed Scale + lengthScale: Length Scale + startStretch: Start Stretch + lifetimeStretch: Lifetime Stretch + maxParticleSize: Max Particle Size + settingsAndParticles: Settings & Particles + settingsOnly: Settings Only + particlesOnly: Particles Only + simple: Simple + newSnapshotName: New Snapshot + simulationSpace: Simulation Space + localSpace: Local Space + globalSpace: Global Space + movementCompensation: Movement Compensation + movementCompensationLifetimeStrength: Compensation Lifetime Strength + rebirthOptions: Rebirth Options + randomLifetime: Random Lifetime + randomSize: Random Size + randomRotation: Random Rotation + randomScatter: Random Scatter + randomVelocity: Random Velocity + forceInitialColor: Force Initial Color + lockPosition: Lock Position + positionIsLocal: Position Is Local + lockRotation: Lock Rotation + rotationIsLocal: Rotation Is Local + lockScale: Lock Scale + syncParticlesToMainThread: Sync Particles To Main-Thread + multithreadedManipulators: Multithreaded Manipulators + autoPauseCalculation: Auto-Pause Calculation + particlePool: Particle Pool + broadcastType: Broadcast Type + broadcastTypeDescription: Set to broadcast to a Target and/or Event Listeners. + collisionThreshold: Collision Threshold + inheritancePosition: The inheritance for position. + inheritanceVelocity: The inheritance for velocity. + inheritanceColor: The inheritance for color. + velocityMultiplier: Velocity Multiplier + activeState: Active State + nameText: Name + stateMeshDescription: The source mesh to construct particles from vertices. When + a mesh is used the texture is used to color each vertex. + stateTextureDescription: The source texture to construct particles from pixels. + When a mesh is used this texture is used to color each vertex. + stateDepthmapDescription: The source texture to apply depthmap onto Texture's pixels. + Not compatible with meshes. + stateDepthmapStrengthDescription: How much the grayscale of the depthmap will affect + Z-value. + stateTransformDescription: The transform to parent this state. + stateScaleDescription: The scale of width-height ratio. + stateOffsetDescription: The offset from Particle System origin. + brushNameDescription: The name of this brush preset + brushShapeDescription: The texture to construct this Brush from + brushScaleDescription: The scale of this Brush (measured in Units) + brushDetail: Brush Detail + brushDetailDescription: The detail level of this brush + brushDistanceDescription: The distance the brush reaches + paintSpacingDescription: The required space between the last and current paint position + exceedMaxStopsPaintDescription: Should painting stop when paintPositions is equal + to maxPositions (if false paint positions will be removed from list when painting + new ones) + texture: Texture + depthmap: Depthmap + depthmapStrength: Depthmap Strength + offset: Offset + createState: Create State + projectionTexture: Projection Texture + liveUpdate: Live Update + originOffset: Origin Offset + projectionDistance: Projection Distance + projectionScale: Projection Scale + surfaceOffset: Surface Offset + projectionMask: Projection Mask + projectionCollisionType: Projection Collision Type + collisionDisabledDescription: Collisions are disabled due to your Force settings. + onlySizeInRange: Only Size In Range + sendToManager: Send To Manager + clearOnStop: Clear On Stop + multithreading: Multithreading + particleThreadMethod: Particle Thread Method + skinnedMeshThreadMethod: Skinned Mesh Thread Method + turbulenceThreadMethod: Turbulence Thread Method + threadMethodDescription: Determines which multithreading method should be used. + maxThreads: Max Threads + maxThreadsDescription: The maximum amount of threads that can be created. The amount + of created threads will never exceed available CPUs. + threadInfo01: No calculation threads will be created. This will in most cases have + a negative impact on performance as Particle Playground will calculate along all + other logic on the main-thread. Use this for debug purposes or if you know there's + no multi- or hyperthreading possibilities on your target platform. + threadInfo02: One calculation thread per particle system will be created. Use this + when having heavy particle systems in your scene. Note that this method will never + bundle calculation calls. + threadInfo03: One calculation thread for all particle systems will be created. Use + this if you have other multithreaded logic which has higher performance priority + than Particle Playground or your project demands strict use of garbage collection. + threadInfo04: Calculation threads will distribute evenly for all particle systems + in your scene. This will bundle calculation calls to match the platform's SystemInfo.processorCount. + This is the recommended and overall fastest method to calculate particle systems. + thread: Thread + assignATexture: You need to assign a texture. + useAnotherSourceTransform: Use another Source Transform than your particle system + to enable this effect. + activeThreads: active threads + processors: processors + prefabConnection: Prefab Connection + noAssetsFoundMessage: The Particle Playground assets couldn't be found in the specified + path. Please edit the paths to match your current project. + skinnedMeshOptimizeGameObjectsMessage: Consider to disable Optimize Game Objects + for the Import Settings of your skinned mesh. Having Optimize Game Objects enabled + will be a lot slower for a Particle Playground system to calculate as it must + extract the vertices each frame. + castShadows: Cast Shadows + receiveShadows: Receive Shadows + sorting: Sorting + sortMode: Sort Mode + sortingFudge: Sorting Fudge + textureSheetAnimation: Texture Sheet Animation + tiles: Tiles + animation: Animation + randomRow: Random Row + row: Row + animationMethod: Animation Method + frameOverTime: Frame Over Time + chromaKey: Chroma Key + spread: Spread + spline: Spline + splines: Splines + newSplineMessage: Assign an existing Playground Spline component from your scene + or press Create to start working with a new Playground Spline (will be parented + to this particle system). To edit a Playground Spline you select it in Hierarchy. + allSplinesMustBeAssignedMessage: All splines must be assigned and enabled. + treatAsOneSpline: Treat As One Spline + playgroundSpline: Playground Spline + selection: Selection + node: Node + nodes: Nodes + bezier: Bezier + selectedNode: Selected Node + selectedBezierHandle: Selected Bezier Handle + bezierMode: Bezier Mode + addNode: Add Node + removeSelectedNode: Remove Selected Node + usedBy: Used By + noUser: No User + easing: Easing + easingVelocity: Easing Velocity + timeOffset: Time Offset + positionOffset: Position Offset + reverse: Reverse + targetMethod: Target Method + overflowOffsetSplineMessage: Overflow Offset can't be applied when using Spline + as Source. + noSplineUserMessage: No Particle Playground system is using this spline. + removeUserTitle: Remove user? + removeUserMessage: Do you want to remove this spline from the Particle Playground + system? + convertAllToTransforms: Convert All To Transforms + convertAllToVector3: Convert All To Vector3 + reverseAllNodes: Reverse All Nodes + velocityOnNewNode: Velocity On New Node + moveTransformsAsBeziers: Move Transforms As Beziers + exportWithNodeStructure: Export With Node Structure + drawSplinePreview: Spline Preview + drawSplinePreviewDescription: Draws the shape of a spline assigned to a particle + system when selected in Hierarchy. + newEmpty: New Empty + noSplinesCreated: No splines are created. + colorMethod: Color Method + arrayColor: Array Color + arrayAlpha: Array Alpha + applyArrayAlpha: Apply Array Alpha + collisionExclusion: Collision Exclusion + collisionExclusionMessage: No objects are excluded from collision. + treatAsOneTransform: Treat As One Transform + allTransformsMustBeAssignedMessage: All transforms must be assigned. + assignTransformMessage: Please assign a transform. + method: Method + range: Range + sectorA: Sector A + sectorB: Sector B + lifetimeEmission: Lifetime Emission + prewarm: Prewarm + prewarmLifetimeCycles: Prewarm Lifetime Cycles + prewarmCyclesResolution: Prewarm Cycles (Resolution) + inverseRigidbodyCollision: Inverse Rigidbody Collision + locks: Locks + onEnable: On Enable + misc: Misc + deltaPositionAdjustment: Delta Position Adjustment + arraySize: Array Size + sourcePoint: Source Point + emission: Emission + on: On + constantForce: Constant Force + initialGlobalVelocity: Initial Global Velocity + shadows: Shadows + collisionSettings: Collision Settings + sync: Sync + transitionBackToSource: Transition Back To Source + transitionAmount: Transition Amount + calculateManipulator: Calculate Manipulator + renderer: Renderer + hierarchyIcon: Hierarchy Icon + minimumShurikenLifetime: Minimum Shuriken Lifetime + calculationTrigger: Calculation Trigger + calculationTriggerSize: Calculation Trigger Size + calculationTriggerOffset: Calculation Trigger Offset + drawGizmo: Draw Gizmo + drawBezierGizmo: Draw Bezier Gizmo + bezierWidth: Bezier Width + outOfView: Out Of View + autoPause: Auto-Pause + forceUpdateOnMainThread: Force Update On Main-Thread + forceUpdateOnMainThreadDescription: Enable this to ensure that skinned meshes are + in absolute sync with their source positions. This may give a noticeable hit on + performance. + trackingMethod: Tracking Method + animationTimeMethod: Animation Time Method + upSymbol: "\u2191" + downSymbol: "\u2193" diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset.meta b/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset.meta new file mode 100644 index 0000000..cf5c1cb --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/English.asset.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 53495fd148e8545699f77b4d8012fbe2 +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset b/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset new file mode 100644 index 0000000..956449e --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset @@ -0,0 +1,932 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8e0e429d9ea264321b2a0e5758212180, type: 3} + m_Name: Korean + m_EditorClassIdentifier: + languageNameSeenByEnglish: Korean + languageName: "\uD55C\uAD6D\uC5B4" + playgroundName: "\uC785\uC790 \uD544\uB4DC" + newParticlePlaygroundSystem: "\uC0C8\uB85C\uC6B4 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C" + playgroundWizard: "\uB180\uC774\uD130 \uB9C8\uBC95\uC0AC" + playgroundPresetWizard: "\uB180\uC774\uD130 \uC0AC\uC804 \uC124\uC815 \uB9C8\uBC95\uC0AC" + presetWizard: "\uC0AC\uC804 \uC124\uC815 \uB9C8\uBC95\uC0AC" + playgroundCopyWizard: "\uB180\uC774\uD130 \uBCF5\uC0AC \uB9C8\uBC95\uC0AC" + copyWizard: "\uBCF5\uC0AC \uB9C8\uBC95\uC0AC" + languageInstallWizard: "\uC5B8\uC5B4\uB294 \uC124\uCE58 \uB9C8\uBC95\uC0AC" + playgroundBrushWizard: "\uB180\uC774\uD130 \uBE0C\uB7EC\uC26C \uB9C8\uBC95\uC0AC" + brushWizard: "\uBE0C\uB7EC\uC26C \uB9C8\uBC95\uC0AC" + preset: "\uC0AC\uC804" + presets: "\uC0AC\uC804" + publish: "\uAC8C\uC2DC" + all: "\uBAA8\uB4E0" + user: "\uC0AC\uC6A9\uC790" + example: "\uC608" + examples: "\uC608" + assets: Assets + resources: Resources + icon: "\uC544\uC774\uCF58" + icons: "\uC544\uC774\uCF58" + list: "\uBAA9\uB85D" + create: "\uB9CC\uB4E4\uAE30" + createPreset: "\uC0AC\uC804 \uC124\uC815 \uB9CC\uB4E4\uAE30" + convertTo: "\uB85C \uBCC0\uD658" + edit: "\uD3B8\uC9D1" + export: "\uC218\uCD9C" + settings: "\uC124\uC815" + none: "\uC5C6\uC74C" + fix: "\uC218\uC815" + save: "\uC800\uC7A5" + load: "\uB85C\uB4DC" + rebuild: "\uC7AC \uAD6C\uCD95" + refresh: "\uC0C8\uB85C \uACE0\uCE68" + xml: Xml + asset: "\uC790\uC0B0" + browse: "\uAC80\uC0C9" + category: Category + paths: "\uACBD\uB85C" + playgroundPath: "\uB180\uC774\uD130 \uACBD\uB85C" + languagesPath: "\uC5B8\uC5B4 \uACBD\uB85C" + resourcesPresetPath: "\uC790\uB8CC \uC0AC\uC804 \uACBD\uB85C" + assetsPresetPath: "\uC790\uC0B0 \uD504\uB9AC\uC14B \uACBD\uB85C" + presetIconPath: "\uC0AC\uC804 \uC124\uC815 \uC544\uC774\uCF58 \uACBD\uB85C" + brushPath: "\uBE0C\uB7EC\uC26C \uACBD\uB85C" + scriptPath: "\uC2A4\uD06C\uB9BD\uD2B8 \uACBD\uB85C" + updateUrl: "\uC5C5\uB370\uC774\uD2B8 URL" + extensionsUrl: "\uD655\uC7A5 URL" + extendYourPlayground: "\uB180\uC774\uD130\uB97C \uD655\uC7A5" + officialSite: "\uACF5\uC2DD \uC0AC\uC774\uD2B8" + assetStore: "\uC790\uC0B0 \uC800\uC7A5\uC18C" + manual: "\uC18C\uCC45\uC790" + supportForum: "\uC9C0\uC6D0 \uD3EC\uB7FC" + mailSupport: "\uBA54\uC77C \uC9C0\uC6D0" + updateAvailable: "\uC0AC\uC6A9\uD560 \uC218\uC788\uB294 \uC5C5\uB370\uC774\uD2B8" + updateAvailableText: "\uC0AC\uC6A9\uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4. \uC0C8 + \uBC84\uC804\uC744 \uB2E4\uC6B4\uB85C\uB4DC \uD560 \uC218 \uC720\uB2C8\uD2F0 \uC5D0\uC14B + \uC2A4\uD1A0\uC5B4\uB97C \uBC29\uBB38\uD558\uC2ED\uC2DC\uC624." + unityAssetStore: "\uC720\uB2C8\uD2F0 \uC5D0\uC14B \uC2A4\uD1A0\uC5B4" + searchNoPresetFound: "\uD3EC\uD568 \uCC3E\uC9C0 \uC0AC\uC804 \uC5C6\uC2B5\uB2C8\uB2E4" + noPresetsFound: "\uC5B4\uB5A4 \uC0AC\uC804\uC744 \uCC3E\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4. + \uB97C \uB20C\uB7EC \uC0C8 \uC0AC\uC804\uC744 \uB9CC\uB4E4\uAE30 \uC704\uD574 + \"\uB9CC\uB4E4\uAE30\"\uB97C \uCC38\uC870\uD558\uC2ED\uC2DC\uC624." + noResourcesPresetsFound: No resource presets found in any "Resources/Presets" folder. + Press "Create" to make a new preset. + noAssetPresetsFound: No asset presets found. Make sure they are stored in + noPresetsFoundInProject: "\uC5B4\uB5A4 \uC0AC\uC804\uC744 \uCC3E\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4.\uC0AC\uC804\uC758 + \uACBD\uB85C\uB85C \uC124\uC815\uB418\uC5B4 \uC788\uB294\uC9C0 \uD655\uC778" + noSettingsFile: "\uC5B4\uB5A4 \uC124\uC815 \uD30C\uC77C\uC744 \uCC3E\uC744 \uC218 + \uC5C6\uC2B5\uB2C8\uB2E4. \uB2F9\uC2E0\uC740\uC5D0\uC11C \uC124\uC815 \uD30C\uC77C\uC744 + \uAC00\uC9C0\uACE0 \uC788\uC5B4\uC57C\uD569\uB2C8\uB2E4" + noParticleSystems: "\uC5B4\uB5A4 \uC785\uC790 \uC2DC\uC2A4\uD15C\uC740 \uC0DD\uC131\uB418\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4." + noManipulators: "\uC544\uB2C8 \uC870\uC885\uC774 \uC0DD\uC131\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + noProperties: "\uC219\uBC15 \uC2DC\uC124\uC740 \uB9CC\uB4E4\uC5B4\uC9C0\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + noTarget: "\uC5B4\uB5A4 \uB300\uC0C1 \uC5C6\uC74C" + noTargets: "\uC5B4\uB5A4 \uB300\uC0C1\uC774 \uC0DD\uC131\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + noEvents: "\uC5B4\uB5A4 \uC774\uBCA4\uD2B8\uAC00 \uC0DD\uC131\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + noMesh: "\uC544\uB2C8 \uBA54\uC26C" + noCollisionPlanes: "\uCDA9\uB3CC \uD3C9\uBA74\uC740 \uB9CC\uB4E4\uC5B4\uC9C0\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4." + noSnapshots: "\uC5B4\uB5A4 \uC2A4\uB0C5 \uC0F7\uC744 \uC0DD\uC131\uD558\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + noStates: "\uC5B4\uB5A4 \uAD6D\uAC00\uB294 \uC0DD\uC131\uD558\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + allTargets: "\uBAA8\uB4E0 \uB300\uC0C1\uC740 \uD560\uB2F9\uD574\uC57C\uD569\uB2C8\uB2E4." + noPlaygroundManager: "\uB180\uC774\uD130 \uAD00\uB9AC\uC790\uAC00 \uD604\uC7A5\uC5D0\uC788\uB294 + \uBAA8\uB4E0 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC744 \uC2E4\uD589, + \uB2F9\uC2E0\uC740 \uC77C\uC744 \uC2DC\uC791\uD558\uAE30 \uC704\uD574 \uC791\uC131\uD574\uC57C\uD569\uB2C8\uB2E4." + missingTransform: "\uBCC0\uD658 \uB204\uB77D!" + noAlphaColorInPaint: "\uB2F9\uC2E0\uC740 \uC0C9\uC0C1\uC758 \uC54C\uD30C\uAC00 \uC5C6\uC2B5\uB2C8\uB2E4. + \uC5B4\uB5A4 \uC785\uC790\uC758 \uC704\uCE58\uB294 \uD398\uC778\uD2B8\uB418\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4." + noLifetimeColors: "\uC544\uB2C8 \uD3C9\uC0DD \uC0C9\uC0C1\uC744 \uC0DD\uC131\uD558\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4." + someFeaturesInScript: "\uC77C\uBD80 \uAE30\uB2A5\uC774 \uC785\uC790 \uD544\uB4DC + \uC2DC\uC2A4\uD15C \uC2A4\uD06C\uB9BD\uD2B8 \uBAA8\uB4DC\uC5D0\uC11C \uC2E4\uD589\uB418\uACE0\uC788\uB294 + \uBD88 \uD65C\uC131\uD654\uB41C\uB2E4." + notSnapshot: "\uC2A4\uB0C5 \uC0F7\uC774 \uC544\uB2D9\uB2C8\uB2E4." + notSnapshotText: "\uB2F9\uC2E0\uC740\uC774 \uC2AC\uB86F\uC5D0 \uC2A4\uB0C5 \uC0F7\uC744 + \uCD94\uAC00 \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4. \uBA3C\uC800 \uD560\uB2F9 + \uD560 \uC0C8 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC5D0\uC11C \uC2A4\uB0C5 \uC0F7\uC744 + \uC0DD\uC131\uD569\uB2C8\uB2E4." + projectionOnlyWorldSpace: "\uD22C\uC0AC\uB294 \uC138\uACC4 \uACF5\uAC04\uC5D0\uC11C + \uC2E4\uD589\uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4." + particleSystemEventAssignErrorSelf: "\uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C \uC790\uCCB4\uC5D0 + \uC774\uBCA4\uD2B8\uB97C \uBCF4\uB0BC \uC218 \uC5C6\uC2B5\uB2C8\uB2E4. \uB2F9\uC2E0\uC758 + \uC7A5\uBA74\uC5D0\uC11C \uB2E4\uB978 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC744 + \uC120\uD0DD\uD558\uC2ED\uC2DC\uC624." + particleSystemEventAssignErrorSnapshot: "\uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC740 + \uC2A4\uB0C5 \uC0F7\uC5D0 \uC774\uBCA4\uD2B8\uB97C \uBCF4\uB0BC \uC218 \uC5C6\uC2B5\uB2C8\uB2E4. + \uB2F9\uC2E0\uC758 \uC7A5\uBA74\uC5D0\uC11C \uB2E4\uB978 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC744 + \uC120\uD0DD\uD558\uC2ED\uC2DC\uC624." + enableCollisionToSendEvents: "\uB2F9\uC2E0\uC740 \uCDA9\uB3CC \uC774\uBCA4\uD2B8\uB97C + \uBCF4\uB0B4\uB824\uBA74\uC774 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC5D0 \uCDA9\uB3CC\uC744 + \uC0AC\uC6A9\uD558\uB3C4\uB85D \uC124\uC815\uD574\uC57C\uD569\uB2C8\uB2E4." + couldNotReadTexture: "\uC120\uD0DD\uD55C \uD14D\uC2A4\uCC98\uC758 \uAC00\uC838 \uC624\uAE30 + \uC124\uC815\uC744 \uC77D\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + couldNotReadMesh: "\uC120\uD0DD\uD55C \uBA54\uC26C\uC758 \uAC00\uC838 \uC624\uAE30 + \uC124\uC815\uC744 \uC77D\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + notReadable: "\uC77D\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4. \uADF8 \uAC00\uC838 + \uC624\uAE30 \uC124\uC815\uC5D0\uC11C \uD65C\uC131\uD654\uB97C \uC77D\uAE30 / + \uC4F0\uAE30\uB97C \uBCC0\uACBD\uD558\uC2ED\uC2DC\uC624." + editFromHierarchyOnly: "\uB9CC \uACC4\uCE35 \uAD6C\uC870\uC5D0\uC11C\uC774 \uBB38\uC81C\uB97C + \uC218\uC815\uD558\uC2ED\uC2DC\uC624." + localScaleWarning: "Vector3 (1,1,1)\uC5D0 \uBE44\uD574 \uC544\uBB34\uAC83\uB3C4\uC758 + \uC9C0\uC5ED \uADDC\uBAA8\uB294 \uC218\uB9AC\uAC80 \uAD6C\uC131 \uC694\uC18C\uAC00 + \uB80C\uB354\uB9C1\uD558\uC9C0 \uBABB\uD560 \uC218\uB3C4 \uC788\uC2B5\uB2C8\uB2E4." + rotationSimulationSpace: "\uB2F9\uC2E0\uC740 \uB85C\uCEEC \uACF5\uAC04\uC5D0\uC11C + \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC744 \uC2DC\uBBAC\uB808\uC774\uC158 \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C? + \uC774 \uC18C\uC2A4 \uC704\uCE58\uB97C \uB4DC\uB9B4 \uAC83\uC785\uB2C8\uB2E4 \uAC15\uC81C + \uC124\uC815\uC740 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC758 \uD68C\uC804\uACFC + \uD568\uAED8 \uC801\uC6A9\uB429\uB2C8\uB2E4." + setLocalSpaceSimulation: "\uC124\uC815 \uC9C0\uC5ED \uC6B0\uC8FC \uC2DC\uBBAC\uB808\uC774\uC158" + checkForUpdates: "\uC5C5\uB370\uC774\uD2B8 \uD655\uC778" + language: "\uC5B8\uC5B4" + install: "\uC124\uCE58" + installType: "\uC124\uCE58 \uC720\uD615" + installText: "\uB180\uC774\uD130 \uC5B8\uC5B4 \uB9C8\uBC95\uC0AC\uB294 \uB2F9\uC2E0\uC774 + \uB2F9\uC2E0\uC758 \uB180\uC774\uD130 \uC124\uC815\uC5D0 \uC0C8 \uC5B8\uC5B4\uB97C + \uCD94\uAC00 \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4.\uC790\uC0B0\uC73C\uB85C \uC124\uCE58 + \uB2F9\uC2E0\uC740 \uC774\uBBF8 \uD504\uB85C\uC81D\uD2B8\uC5D0 \uAC00\uC838\uC62C + \uC218 \uC5B8\uC5B4 \uD30C\uC77C\uC774 \uD544\uC694\uD569\uB2C8\uB2E4." + languageFile: "\uC5B8\uC5B4 \uD30C\uC77C" + languageLocation: "\uC5B8\uC5B4 \uC704\uCE58" + saveLanguage: "\uC800\uC7A5 \uC5B8\uC5B4" + loadLanguage: "\uBD80\uD558 \uC5B8\uC5B4" + noLanguageFound: "\uC5B4\uB5A4 \uC5B8\uC5B4\uB97C \uCC3E\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + remove: "\uC81C\uAC70" + removeAll: "\uBAA8\uB450 \uC81C\uAC70" + removeLanguage: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uC5B8\uC5B4\uB97C \uC0AD\uC81C + \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C" + removePreset: "\uC601\uAD6C\uC801\uC73C\uB85C\uC774 \uC0AC\uC804 \uC124\uC815\uC744 + \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removePresetText: "\uC81C\uAC70\uB429\uB2C8\uB2E4. \uD655\uC2E4\uD569\uB2C8\uAE4C?" + removeParticlePlaygroundSystem: "\uC774 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC744 + \uC81C\uAC70 \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeManipulator: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774\uC5D0 \uD560\uB2F9 \uB41C + \uC870\uC791\uC790\uB97C \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C" + removeEvent: "\uC5D0\uC11C \uC774\uBCA4\uD2B8\uB97C \uC81C\uAC70" + removeEventsText1: "\uD604\uC7AC \uC785\uC790 \uC2DC\uC2A4\uD15C\uC5D0 \uC5F0\uACB0\uB41C + \uBAA8\uB4E0 \uC774\uBCA4\uD2B8" + removeEventsText2: "\uC81C\uAC70\uB429\uB2C8\uB2E4. \uB2F9\uC2E0\uC774 \uADF8\uB4E4\uC744 + \uC81C\uAC70 \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeEventInEventList: "\uC774 \uC774\uBCA4\uD2B8\uB97C \uC81C\uAC70 \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeSnapshot: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uC2A4\uB0C5 \uC0F7\uC744 + \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C" + removeAllSnapshots: "\uBAA8\uB4E0 \uC2A4\uB0C5 \uC0F7\uC744 \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeAllSnapshotsText: "\uBAA8\uB4E0 \uC2A4\uB0C5 \uC0F7\uC744 \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeState: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uC0C1\uD0DC\uB97C \uC0AD\uC81C + \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C" + deleteBrush: "\uC601\uAD6C\uC801\uC73C\uB85C\uC774 \uBE0C\uB7EC\uC2DC\uB97C \uC0AD\uC81C + \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + deleteBrushText: "\uADC0\uD558\uC758 \uBE0C\uB7EC\uC2DC\uC5D0\uC11C \uC81C\uAC70\uB429\uB2C8\uB2E4, + \uB2F9\uC2E0\uC740 \uD655\uC2E0?" + gameObjectIntact: "(\uC7A5\uBA74\uC5D0\uC11C \uAC8C\uC784 \uC624\uBE0C\uC81D\uD2B8\uB294 + \uADF8\uB300\uB85C \uC720\uC9C0\uB429\uB2C8\uB2E4)" + switchToScriptMode: "\uC2A4\uD06C\uB9BD\uD2B8 \uBAA8\uB4DC\uB85C \uC804\uD658?" + switchToScriptModeText1: "\uC758 \uC774\uBCA4\uD2B8 \uB300\uC0C1" + switchToScriptModeText2: "\uC5D0\uC11C \uC2E4\uD589\uB418\uB294" + switchToScriptModeText3: "\uBAA8\uB4DC. \uBAA8\uB4E0 \uC774\uBCA4\uD2B8\uB294 \uC2A4\uD06C\uB9BD\uD2B8 + \uBAA8\uB4DC\uC5D0\uC11C \uC218\uC2E0\uD574\uC57C\uD569\uB2C8\uB2E4." + yes: "\uB124" + no: "\uC544\uB2C8\uC694" + ok: "\uD655\uC778" + switchText: "\uC2A4\uC704\uCE58" + cancel: "\uCDE8\uC18C" + openPlaygroundWizard: "\uC624\uD508 \uB180\uC774\uD130 \uB9C8\uBC95\uC0AC" + playgroundParticles: "\uB180\uC774\uD130 \uC785\uC790" + playgroundManager: "\uB180\uC774\uD130 \uAD00\uB9AC\uC790" + eventControlled: "\uC774\uBCA4\uD2B8 \uC81C\uC5B4" + controlledByAnotherEvent: "\uC774 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC740 + \uB2E4\uB978 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC5D0\uC11C \uC774\uBCA4\uD2B8\uC5D0 + \uC758\uD574 \uC81C\uC5B4\uB41C\uB2E4." + controlledByScript: "\uC774 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC740 \uC2A4\uD06C\uB9BD\uD2B8\uC5D0 + \uC758\uD574 \uC81C\uC5B4\uB41C\uB2E4. \uB2F9\uC2E0\uC740 PlaygroundParticlesC.Emit + (\uC704\uCE58, \uC18D\uB3C4, \uC0C9\uC0C1)\uB97C \uC0AC\uC6A9\uD558\uC5EC\uC774 + \uC18C\uC2A4 \uBAA8\uB4DC\uC5D0\uC11C \uC2A4\uD06C\uB9BD\uD2B8\uC758 \uC785\uC790\uB97C + \uBC29\uCD9C \uB610\uB294 \uC774\uBCA4\uD2B8\uC5D0 \uC758\uD574 \uB2E4\uB978 \uC785\uC790 + \uC2DC\uC2A4\uD15C \uC81C\uC5B4\uB97C \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4. + \uC790\uC138\uD55C \uB0B4\uC6A9\uC740 \uC124\uBA85\uC11C\uB97C \uCC38\uC870\uD558\uC2ED\uC2DC\uC624." + emissionIndex: "\uBC30\uCD9C \uC9C0\uC218" + emissionRate: "\uBC29\uC0AC\uC728" + emit: "\uBC29\uCD9C" + emitParticles: "\uC744 \uBC29\uCD9C \uC785\uC790" + snapshot: "\uC2A4\uB0C5 \uC0F7" + source: "\uC18C\uC2A4" + sourceDescription: "\uC18C\uC2A4\uB294\uC774 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC5D0\uC11C + \uC785\uC790\uC758 \uB300\uC0C1 \uBC29\uBC95\uC785\uB2C8\uB2E4. \n\n\uC800\uC7A5 + \uC0C1\uD0DC\uC5D0\uC11C \uBAA9\uD45C \uC704\uCE58 \uBC0F \uC0C9\uC0C1 : \uC8FC + \n\n\uBCC0\uD658 : \uB300\uC0C1\uC740 \uD604\uC7A5\uC5D0\uC11C \uB77C\uC774\uBE0C\uB85C + \uBCC0\uD658 \n\n\uC138\uACC4 \uAC1C\uCCB4 : \uBA54\uC26C\uC758 \uAC01 \uC815\uC810\uC774 + \uC7A5\uBA74\uC5D0 \uC0B4\uACE0 \uB300\uC0C1 \n\n\uD53C\uBD80 \uC138\uACC4 \uAC1C\uCCB4 + : \uD604\uC7A5\uC5D0\uC11C \uB77C\uC774\uBE0C \uC2A4\uD0A8 \uBA54\uC26C\uC758 + \uAC01 \uC815\uC810 \uB300\uC0C1 \n\n\uC2A4\uD06C\uB9BD\uD2B8 : \uD589\uB3D9\uC740 + \uC0AC\uC6A9\uC790 \uC815\uC758 \uC2A4\uD06C\uB9BD\uD2B8\uC5D0 \uC758\uD574 \uC81C\uC5B4 + \n\n\uD398\uC778\uD2B8 : \uBE0C\uB7EC\uC2DC\uC640 \uD568\uAED8\uD588\uB2E4 \uBAA9\uD45C + \uADF8\uB9B0 \uC704\uCE58\uC640 \uC0C9\uC0C1 \n\n\uD22C\uC601 : \uD14D\uC2A4\uCC98\uB85C + \uB9CC\uB4E0 \uB300\uC0C1 \uC608\uC0C1 \uC704\uCE58\uC640 \uC0C9\uC0C1" + setParticleCount: "\uC124\uC815 \uC785\uC790 \uC218" + proceduralOptions: "\uC808\uCC28 \uC635\uC158" + meshVerticesUpdate: "\uC815\uC810 \uC5C5\uB370\uC774\uD2B8 \uBA54\uC26C" + meshVerticesUpdateDescription: "\uAC1D\uCCB4\uC758 \uBA54\uC26C \uC808\uCC28\uC774\uBA70, + \uC2DC\uAC04\uC774 \uC9C0\uB0A8\uC5D0 \uC815\uC810\uC744 \uBCC0\uACBD\uD558\uB294 + \uACBD\uC6B0\uC774\uB97C \uC0AC\uC6A9\uD569\uB2C8\uB2E4." + meshNormalsUpdate: "\uBC95\uC120 \uC5C5\uB370\uC774\uD2B8 \uBA54\uC26C" + meshNormalsUpdateDescription: "\uAC1D\uCCB4\uC758 \uBA54\uC26C \uC808\uCC28\uC774\uBA70, + \uC2DC\uAC04\uC774 \uC9C0\uB0A8\uC5D0 \uBC95\uC120\uC744 \uBCC0\uACBD\uD558\uB294 + \uACBD\uC6B0\uC774\uB97C \uC0AC\uC6A9\uD569\uB2C8\uB2E4." + sourceDownResolution: "\uC18C\uC2A4 \uC544\uB798 \uD574\uC0C1\uB3C4" + particleSettings: "\uC785\uC790 \uC124\uC815" + forces: "\uD798" + collision: "\uCDA9\uB3CC" + rendering: "\uB80C\uB354\uB9C1" + sortingLayer: "\uC815\uB82C \uB808\uC774\uC5B4" + orderInLayer: "\uB808\uC774\uC5B4\uC5D0\uC11C \uC8FC\uBB38" + manipulator: "\uD4F0" + manipulators: "\uC870\uC885\uAE30" + state: "\uC0C1\uD0DC" + states: "\uC0C1\uD0DC" + eventName: "\uC774\uBCA4\uD2B8" + events: "\uC774\uBCA4\uD2B8" + eventListener: "\uC774\uBCA4\uD2B8 \uB9AC\uC2A4\uB108" + typeOfEvent: "\uC774\uBCA4\uD2B8\uC758 \uC720\uD615\uC785\uB2C8\uB2E4." + snapshots: "\uC2A4\uB0C5 \uC0F7" + advanced: "\uACE0\uAE09" + particleSystem: "\uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C" + particleSystems: "\uC785\uC790 \uC2DC\uC2A4\uD15C" + globalManipulators: "\uAE00\uB85C\uBC8C \uC870\uC885\uAE30" + target: "\uB300\uC0C1" + targets: "\uB300\uC0C1" + transition: "\uC804\uD658" + size: "\uD06C\uAE30" + strength: "\uAC15\uB3C4" + shape: "\uBAA8\uC591" + sphere: "\uAD6C" + box: "\uBC15\uC2A4" + bounds: "\uACBD\uACC4" + nullName: "\uB110" + affects: "\uC601\uD5A5" + type: "\uC720\uD615" + time: "\uC2DC\uAC04" + presetText: "\uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C \uBC0F \uC544\uC774\uCF58 + (\uC635\uC158)\uC744 \uC120\uD0DD\uD558\uC5EC \uC785\uC790 \uD544\uB4DC \uC0AC\uC804 + \uC124\uC815\uC744 \uB9CC\uB4ED\uB2C8\uB2E4. \uC544\uC774\uCF58\uC740 PNG \uD3EC\uB9F7, + \uBC14\uB78C\uC9C1\uD558\uAC8C\uB294 32 \xD7 32 \uD53D\uC140\uC774\uC5B4\uC57C\uD569\uB2C8\uB2E4. + \uC5F0\uACB0\uB41C \uBAA8\uB4E0 \uAC1C\uCCB4\uB294 \uBD80\uBAA8\uB85C\uC11C \uC785\uC790 + \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC744 \uC81C\uACF5\uD569\uB2C8\uB2E4." + publishPresetText: "\uBAA9\uB85D\uC5D0\uC788\uB294 \uC785\uC790 \uD544\uB4DC \uD504\uB9AC\uC14B + (\uB4E4)\uC744 \uC120\uD0DD\uD558\uC5EC \uD3EC\uC7A5\uC5D0 \uB300\uD55C \uC0AC\uC804 + \uC124\uC815 (\uB4E4)\uC744 \uC900\uBE44\uD569\uB2C8\uB2E4. \uC5F0\uACB0\uB41C + \uBAA8\uB4E0 \uBA54\uC2DC, \uC774\uBBF8\uC9C0 \uBC0F / \uB610\uB294 \uCE90\uC2DC + \uAC12\uC740 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C (\uB4E4)\uACFC \uD568\uAED8 + \uBC30\uD3EC\uB429\uB2C8\uB2E4. \uAE30\uC874\uC758 \uACBD\uC6B0 \uC544\uC774\uCF58 + (\uB4E4)\uC744 \uC790\uB3D9\uC73C\uB85C \uD3EC\uD568\uB429\uB2C8\uB2E4. \uB2F9\uC2E0\uC774 + \uB2F9\uC2E0\uC758 \uC790\uC0B0\uC744 \uBC30\uD3EC\uD558\uAE30 \uC804\uC5D0 \uBAA8\uB4E0 + \uC885\uC18D\uC131\uC744 \uD655\uC778\uD558\uC2DC\uAE30 \uBC14\uB78D\uB2C8\uB2E4. + \uB2F9\uC2E0\uC740 \uC785\uC790 \uD544\uB4DC \uD504\uB808\uC784 \uC6CC\uD06C\uC5D0 + \uC5F0\uACB0 \uC790\uC0B0\uC744 \uAC8C\uC2DC \uD560 \uB54C Polyfied\uB294 \uC790\uC0B0\uC758 + \uD488\uC9C8\uC5D0 \uB300\uD55C \uCC45\uC784\uC744\uC9C0\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4 + \uB3D9\uC758\uD569\uB2C8\uB2E4." + publishingGuide: "\uCD9C\uD310 \uC548\uB0B4" + childConnected: "\uC5B4\uB9B0\uC774 \uC5F0\uACB0 \uAC1C\uCCB4" + presetWithSameNameFound: "\uAC19\uC740 \uC774\uB984\uC758 \uC0AC\uC804 \uBC1C\uACAC!" + presetWithSameNameFoundText: "\uC774\uBBF8 \uC874\uC7AC\uD569\uB2C8\uB2E4. \uB2F9\uC2E0\uC740 + \uADF8\uAC83\uC744 \uB36E\uC5B4 \uC4F0\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + gameObjectIsNotPlayground: "\uAC8C\uC784 \uC624\uBE0C\uC81D\uD2B8\uB294 \uC785\uC790 + \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC774 \uC544\uB2C8\uB2E4." + brushWizardText: "\uD14D\uC2A4\uCC98\uB97C \uC120\uD0DD\uD558\uC5EC \uC785\uC790 + \uD544\uB4DC \uBE0C\uB7EC\uC2DC\uB97C \uC0DD\uC131\uD558\uACE0 \uC124\uC815\uC744 + \uD3B8\uC9D1 \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4.\uC9C8\uAC10\uC740 \uC77D\uAE30 + / \uC4F0\uAE30\uAC00 \uAC00\uB2A5\uD574\uC57C\uD558\uACE0 \uD2B8\uB8E8 \uCEEC\uB7EC\uB97C + \uC0AC\uC6A9\uD574\uC57C\uC758 \uAC00\uC838 \uC624\uAE30 \uC124\uC815\uC5D0\uC11C + (\uBE44 \uC555\uCD95)." + brushTexture: "\uBE0C\uB7EC\uC26C \uC9C8\uAC10" + brushSameName: "\uAC19\uC740 \uC774\uB984\uC744 \uAC00\uC9C4 \uBE0C\uB7EC\uC26C + \uBC1C\uACAC!" + brushSameNameText: "\uC774\uBBF8 \uC874\uC7AC\uD569\uB2C8\uB2E4. \uB2F9\uC2E0\uC740 + \uADF8\uAC83\uC744 \uB36E\uC5B4 \uC4F0\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + playgroundCopyWizardText: "\uB180\uC774\uD130 \uBCF5\uC0AC \uB9C8\uBC95\uC0AC\uB97C + \uC0AC\uC6A9\uD558\uBA74 \uB2E4\uB978 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC5D0 + \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC744 \uBCF5\uC0AC \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4. + \uB2F9\uC2E0\uC740 \uC218\uB9AC\uAC80 \uAD6C\uC131 \uC694\uC18C\uB97C \uBCF5\uC0AC + \uD55C \uD6C4 \uB300\uC0C1 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC744 + \uC870\uC815\uD560 \uD544\uC694\uAC00\uC788\uB2E4." + from: "\uC5D0\uC11C" + fromType: "\uC720\uD615\uC5D0\uC11C" + to: "\uC5D0" + copy: "\uBCF5\uC0AC" + copyErrorMessageIsPlayground: "\uB2F9\uC2E0\uC740 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC5D0\uC11C + \uC218\uB9AC\uAC80 \uAD6C\uC131 \uC694\uC18C\uB97C \uC9C0\uC815\uD588\uC2B5\uB2C8\uB2E4. + \uADF8\uAC83\uC740 \uC190\uC0C1\uB41C \uBCF5\uC0AC\uAC00 \uBC1C\uC0DD\uD569\uB2C8\uB2E4 + \uC774\uAC83\uC740 \uD5C8\uC6A9\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + copyErrorMessageSameSystem: "\uB2F9\uC2E0\uC740 \uBCF5\uC0AC\uD558\uAE30 \uC704\uD574 + \uB3D9\uC77C\uD55C \uC785\uC790 \uC2DC\uC2A4\uD15C\uC744 \uC9C0\uC815\uD588\uC2B5\uB2C8\uB2E4. + \uC774\uAC83\uC740 \uBD88\uD544\uC694\uD55C \uC808\uCC28\uC785\uB2C8\uB2E4." + enabled: "\uC0AC\uC6A9" + transform: "\uBCC0\uD658" + transforms: Transforms + vector3: Vector3 + position: "\uC704\uCE58" + localPosition: "\uD604\uC9C0 \uC704\uCE58" + rotation: "\uD68C\uC804" + localRotation: "\uD604\uC9C0 \uD68C\uC804" + scale: "\uADDC\uBAA8" + distance: "\uAC70\uB9AC" + radius: "\uBC18\uACBD" + points: "\uD3EC\uC778\uD2B8" + worldObject: "\uC138\uACC4 \uAC1C\uCCB4" + skinnedWorldObject: "\uD53C\uBD80 \uC138\uACC4 \uAC1C\uCCB4" + material: "\uC7AC\uC9C8" + attractor: "\uC5B4 \uD2B8\uB799\uD130" + gravitational: "\uC911\uB825" + repellent: "\uAD6C\uCDA9\uC81C" + property: "\uBD80\uB3D9\uC0B0" + combined: "\uACB0\uD569" + vortex: "\uC18C\uC6A9\uB3CC\uC774" + turbulence: "\uB09C\uAE30\uB958" + turbulenceType: "\uB09C\uB958 \uC720\uD615" + calculateParticles: "\uC785\uC790 \uACC4\uC0B0" + calculateParticlesDescription: "PlaygroundParticles \uAC1C\uCCB4\uC5D0 \uD798\uC744 + \uACC4\uC0B0\uD569\uB2C8\uB2E4. \uBE44\uD65C\uC131\uD654\uC774 \uB3C5\uB9BD\uC801\uC73C\uB85C + \uC124\uC815 \uAC12\uC744 \uBB34\uC2DC\uD558\uACE0 \uBAA8\uB4E0 PlaygroundParticles + \uAC1C\uCCB4\uB97C \uC911\uB2E8." + groupAutomatically: "\uADF8\uB8F9 \uC790\uB3D9" + groupAutomaticallyDescription: "\uADF8\uAC83\uC740 \uBD80\uBAA8\uAC00\uC5C6\uB294 + \uACBD\uC6B0 \uC790\uB3D9\uC73C\uB85C \uBD80\uBAA8 PlaygroundParticles \uB180\uC774\uD130 + \uAD00\uB9AC\uC790\uC5D0 \uBC18\uB300." + buildZeroAlphaPixels: "\uC81C\uB85C \uC54C\uD30C \uD53D\uC140 \uBE4C\uB4DC" + buildZeroAlphaPixelsDescription: "\uB2F9\uC2E0\uC774 \uC0C1\uD0DC\uB85C \uACF5 \uC54C\uD30C + \uD53D\uC140\uC5D0\uC11C \uC785\uC790\uB97C \uAD6C\uCD95\uD558\uB824\uBA74\uC774 + \uC804\uC6D0\uC744 \uCF2D\uB2C8\uB2E4." + sceneGizmos: "\uC7A5\uBA74 \uAE30\uC988\uBAA8" + sceneGizmosDescription: "\uB180\uC774\uD130 \uAC1C\uCCB4\uC5D0 \uB300\uD55C \uC7A5\uBA74 + \uBDF0\uC5D0\uC11C \uD45C\uC2DC \uAE30\uC988\uBAA8." + sourcePositions: "\uC18C\uC2A4 \uC704\uCE58" + sourcePositionsDescription: "\uC785\uC790 \uC18C\uC2A4 \uC704\uCE58\uC5D0 \uB300\uD55C + \uC7A5\uBA74 \uBDF0\uC5D0\uC11C \uD45C\uC2DC \uAE30\uC988\uBAA8." + wireframes: "\uC640\uC774\uC5B4 \uD504\uB808\uC784" + wireframesDescription: "\uC7A5\uBA74 \uBDF0\uC5D0\uC11C \uC785\uC790\uC758 \uC8FC\uC704\uC5D0 + \uC640\uC774\uC5B4 \uD504\uB808\uC784\uC744 \uADF8\uB9BD\uB2C8\uB2E4." + paintToolbox: "\uB3C4\uAD6C \uC0C1\uC790\uB97C \uD398\uC778\uD2B8" + paintToolboxDescription: "\uC18C\uC2A4\uAC00 \uD398\uC778\uD2B8\uB85C \uC124\uC815\uB418\uC5B4\uC788\uB294 + \uACBD\uC6B0 \uC7A5\uBA74 \uBDF0\uC5D0\uC11C \uD398\uC778\uD2B8 \uB3C4\uAD6C \uC0C1\uC790\uB97C + \uD45C\uC2DC" + showShuriken: "\uBCF4\uAE30 \uC218\uB9AC\uAC80" + showShurikenDescription: "Inspector\uC758 \uC218\uB9AC\uAC80 \uAD6C\uC131 \uC694\uC18C\uB97C + \uD45C\uC2DC\uD569\uB2C8\uB2E4." + advancedSnapshots: "\uACE0\uAE09 \uC2A4\uB0C5 \uC0F7" + advancedSnapshotsDescription: "\uACC4\uCE35 \uAD6C\uC870\uC758 \uD30C\uD2F0\uD074 + \uC2DC\uC2A4\uD15C\uC758 \uC2A4\uB0C5 \uC0F7\uC744 \uBCF4\uC5EC\uC8FC\uACE0 \uC124\uC815\uC744 + \uD1B5\uD574 \uACE0\uAE09 \uCEE8\uD2B8\uB864\uC744 \uB178\uCD9C\uD569\uB2C8\uB2E4." + pixelFilterMode: "\uD53D\uC140 \uD544\uD130 \uBAA8\uB4DC" + pixelFilterModeDescription: "\uC774\uBBF8\uC9C0\uC758 \uD53D\uC140\uC5D0\uC11C \uC785\uC790\uB97C + \uC0DD\uC131 \uCEEC\uB7EC \uD544\uD130\uB9C1 \uBAA8\uB4DC." + timeSimulation: "\uC2DC\uAC04 \uC2DC\uBBAC\uB808\uC774\uC158" + reset: "\uC7AC\uC124\uC815" + editorLimits: "\uD3B8\uC9D1\uAE30 \uC81C\uD55C" + transitionTime: "\uC804\uD658 \uC2DC\uAC04" + transitionType: "\uC804\uD658 \uC720\uD615" + findClosestPosition: "\uAC00\uC7A5 \uAC00\uAE4C\uC6B4 \uC704\uCE58 \uCC3E\uAE30" + transitionTimeMultiplier: "\uC804\uD658 \uC2DC\uAC04 \uC2B9\uC218" + loadFromStart: "\uC2DC\uC791\uBD80\uD130\uB85C\uB4DC" + setMaterialAfterTransition: "\uC804\uD658 \uD6C4 \uC124\uC815 \uC7AC\uC9C8" + particleCount: "\uC785\uC790 \uC218" + particleLifetime: "\uC785\uC790\uC758 \uC218\uBA85" + particleRotation: "\uC785\uC790 \uD68C\uC804" + particleSize: "\uC785\uC790 \uD06C\uAE30" + particleScale: "\uC785\uC790 \uADDC\uBAA8" + particleVelocity: "\uC785\uC790 \uC18D\uB3C4" + particleColor: "\uC785\uC790 \uC0C9\uC0C1" + positionScale: "\uC88C\uD45C\uACC4" + particles: "\uC785\uC790" + colorStrength: "\uC0C9\uC0C1 \uAC15\uB3C4" + sourceScatter: "\uC18C\uC2A4 \uBD84\uC0B0" + deltaMovement: "\uB378\uD0C0 \uC774\uB3D9" + deltaMovementStrength: "\uB378\uD0C0 \uC6B4\uB3D9 \uAC15\uB3C4" + damping: "\uB310\uD551" + velocity: "\uC18D\uB3C4" + velocityStrength: "\uC18D\uB3C4 \uAC15\uB3C4" + velocityScale: Velocity Scale + initialVelocity: "\uCD08\uAE30 \uC18D\uB3C4" + initialLocalVelocity: "\uCD08\uAE30 \uC9C0\uC5ED \uC18D\uB3C4" + initialRotation: "\uCD08\uAE30 \uD68C\uC804" + stretchSpeed: "\uC2A4\uD2B8\uB808\uCE58 \uC18D\uB3C4" + collisionRadius: "\uCDA9\uB3CC \uBC18\uACBD" + mass: "\uC9C8\uB7C9" + bounciness: "\uBC14\uC6B4\uC2A4" + depth: "\uAE4A\uC774" + depth2D: "\uAE4A\uC774 (2D)" + color: "\uC0C9\uC0C1" + updateRate: "\uC5C5\uB370\uC774\uD2B8 \uC18D\uB3C4" + renderSliders: "\uC2AC\uB77C\uC774\uB354\uB97C \uB80C\uB354\uB9C1" + paintPositions: "\uD398\uC778\uD2B8 \uD3EC\uC9C0\uC158" + brushSizeMin: "\uBE0C\uB7EC\uC26C \uD06C\uAE30 \uCD5C\uC18C" + brushSizeMax: "\uBE0C\uB7EC\uC2DC \uD06C\uAE30 \uCD5C\uB300" + eraserSizeMin: "\uC9C0\uC6B0\uAC1C \uD06C\uAE30 \uCD5C\uC18C" + eraserSizeMax: "\uC9C0\uC6B0\uAC1C \uD06C\uAE30 \uCD5C\uB300" + paintSpacing: "\uD398\uC778\uD2B8 \uAC04\uACA9" + manipulatorSize: "\uD4F0 \uD06C\uAE30" + manipulatorStrength: "\uD4F0 \uAC15\uB3C4" + manipulatorZeroVelocityStrength: "0\uC758 \uC18D\uB3C4 \uAC15\uB3C4" + manipulatorStrengthEffectors: "\uAC15\uB3C4 \uC774\uD399\uD130" + trackParticles: "\uD2B8\uB799 \uC785\uC790" + sendBirthEvents: "\uCD9C\uC0DD \uC774\uBCA4\uD2B8 \uBCF4\uB0B4\uAE30" + sendDeathEvents: "\uC8FD\uC74C\uC758 \uC774\uBCA4\uD2B8 \uBCF4\uB0B4\uAE30" + sendEnterEvents: "\uC774\uBCA4\uD2B8\uB97C \uC785\uB825 \uBCF4\uB0B4\uAE30" + sendExitEvents: "\uC885\uB8CC \uC774\uBCA4\uD2B8 \uBCF4\uB0B4\uAE30" + sendCollisionEvents: "\uCDA9\uB3CC \uC774\uBCA4\uD2B8 \uBCF4\uB0B4\uAE30" + smoothingEffect: "\uD6A8\uACFC \uC2A4\uBB34\uB529" + distanceEffect: "\uAC70\uB9AC \uD6A8\uACFC" + lifetimeFilter: "\uD3C9\uC0DD \uD544\uD130" + particleFilter: "\uC785\uC790 \uD544\uD130" + inverseBounds: "\uC5ED \uACBD\uACC4" + propertyType: "\uBD80\uB3D9\uC0B0 \uC720\uD615" + onlyColorInRange: "\uCEEC\uB7EC\uB85C\uB9CC \uBC94\uC704" + onlyPositionInRange: "\uBC94\uC704\uC5D0\uC11C \uB9CC \uC704\uCE58" + keepColorAlphas: "\uC0C9\uC0C1 \uC54C\uD30C \uC720\uC9C0" + sizeStrength: "\uD06C\uAE30 \uAC15\uB3C4" + targetStrength: "\uB300\uC0C1 \uAC15\uB3C4" + deathStrength: "\uC8FD\uC74C\uC758 \uD798" + attractorStrength: "\uC5B4 \uD2B8\uB799\uD130 \uAC15\uB3C4" + gravitationalStrength: "\uC911\uB825\uC758 \uD798" + repellentStrength: "\uAD6C\uCDA9\uC81C \uAC15\uB3C4" + vortexStrength: "\uC18C\uC6A9\uB3CC\uC774\uC758 \uD798" + turbulenceStrength: "\uB09C\uB958 \uAC15\uB3C4" + meshTarget: "\uB300\uC0C1 \uBA54\uC26C" + skinnedMeshTarget: "\uD53C\uBD80 \uBA54\uC26C \uB300\uC0C1" + targetSorting: "\uB300\uC0C1 \uBD84\uB958" + mesh: "\uBA54\uC26C" + image: "\uC774\uBBF8\uC9C0" + lifetimeColor: "\uD3C9\uC0DD \uC0C9\uC0C1" + paintMode: "\uD398\uC778\uD2B8 \uBAA8\uB4DC" + dot: "\uB3C4\uD2B8" + brush: "\uBE0C\uB7EC\uC26C" + eraser: "\uC9C0\uC6B0\uAC1C" + brushPresets: "\uBE0C\uB7EC\uC26C \uC0AC\uC804 \uC124\uC815" + brushShape: "\uBE0C\uB7EC\uC26C \uBAA8\uC591" + brushScale: "\uBE0C\uB7EC\uC26C \uADDC\uBAA8" + detail: "\uC138\uBD80 \uC815\uBCF4" + brushDistance: "\uBE0C\uB7EC\uC26C\uC758 \uAC70\uB9AC" + useBrushColor: "\uC0AC\uC6A9 \uBE0C\uB7EC\uC26C \uC0C9\uC0C1" + eraserRadius: "\uC9C0\uC6B0\uAC1C \uBC18\uACBD" + paintCollisionType: "\uCDA9\uB3CC \uD615 \uD398\uC778\uD2B8" + paint: "\uD398\uC778\uD2B8" + paintMask: "\uD398\uC778\uD2B8 \uB9C8\uC2A4\uD06C" + maxPaintPositions: "\uCD5C\uB300 \uD398\uC778\uD2B8 \uD3EC\uC9C0\uC158" + exceedMaxStopsPaint: "\uCD5C\uB300 \uADF8\uB9BC\uD310\uC744 \uC911\uC9C0 \uCD08\uACFC" + exceededMaxPaint: "\uB2F9\uC2E0\uC740 \uCD5C\uB300 \uC704\uCE58\uB97C \uCD08\uACFC\uD588\uC2B5\uB2C8\uB2E4. + \uB9E5\uC2A4 \uD398\uC778\uD2B8\uAC00 \uD65C\uC131\uD654\uB418\uC5B4 \uC815\uC9C0 + \uD560 \uB54C \uCD08\uACFC \uC0C8\uB85C\uC6B4 \uD398\uC778\uD2B8 \uC704\uCE58\uB294 + \uAC00\uB2A5\uD558\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + morePaintThanPositions: "\uB2F9\uC2E0\uC740 \uC785\uC790\uBCF4\uB2E4 \uB354 \uD398\uC778\uD2B8 + \uC704\uCE58\uB97C \uAC00\uC9C0\uACE0\uC788\uB2E4. \uC785\uC790\uB294 \uBAA8\uB4E0 + \uD398\uC778\uD2B8 \uC704\uCE58\uB97C \uBCFC \uCE74\uC6B4\uD2B8 \uC99D\uAC00." + start: "\uC2DC\uC791" + stop: "\uC911\uC9C0" + clear: "\uC9C0\uC6B0\uAE30" + clearPaint: "\uD074\uB9AC\uC5B4 \uD398\uC778\uD2B8?" + clearPaintText: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uBAA8\uB4E0 \uADF8\uB9B0 + \uC18C\uC2A4 \uC704\uCE58\uB97C \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + playgroundPaint: "\uB180\uC774\uD130 \uD398\uC778\uD2B8" + overflowMode: "\uC624\uBC84 \uD50C\uB85C\uC6B0 \uBAA8\uB4DC" + overflowModeDescription: "\uBC29\uBC95\uC5D0 \uC758\uD574 \uC624\uD504\uC14B \uC624\uBC84 + \uD50C\uB85C\uC6B0\uB97C \uC815\uB82C\uD569\uB2C8\uB2E4." + overflowOffset: "\uC624\uBC84\uD50C\uB85C \uC624\uD504\uC14B" + loop: "\uB8E8\uD504" + disableOnDone: "\uC644\uB8CC\uB97C \uBE44\uD65C\uC131\uD654" + lifetimeSize: "\uD3C9\uC0DD \uD06C\uAE30" + rotateTowardsDirection: "\uBC29\uD5A5\uC73C\uB85C \uD68C\uC804" + rotationNormal: "\uD68C\uC804 \uC815\uC0C1" + lifetimeMethod: "\uD3C9\uC0DD \uBC29\uBC95" + lifetime: "\uC218\uBA85" + lifetimeSorting: "\uD3C9\uC0DD \uC815\uB82C" + lifetimeSortingDescription: "\uC785\uC790\uAC00 \uC911\uC0DD\uC5D0 \uC815\uB82C\uD558\uB294 + \uBC29\uBC95\uC744 \uACB0\uC815\uD569\uB2C8\uB2E4.\n\uC2A4\uD06C\uB7A8\uBE14 : + \uBB34\uC791\uC704\uB85C \uBC30\uCE58\uD588\uB2E4.\n\uC2A4\uD06C\uB7A8\uBE14 \uC120\uD615 + : \uBB34\uC791\uC704\uB85C\uD558\uC9C0\uB9CC \uACB0\uCF54 \uB3D9\uC2DC\uC5D0 \uBC30\uCE58\uD588\uB2E4.\n\uBC84\uC2A4\uD2B8 + : \uC54C\uD30C\uC640 \uC624\uBA54\uAC00.\n\uC120\uD615 : \uC624\uBA54\uAC00\uC5D0 + \uC54C\uD30C.\n\uBC18\uC804 : \uC54C\uD30C \uC624\uBA54\uAC00.\nNearestNeighbor + : \uBA3C \uC9C0\uC810\uC5D0 \uAC00\uC7A5 \uAC00\uAE4C\uC6B4.\nNearestNeighborReversed + : \uAC00\uC7A5 \uAC00\uAE4C\uC6B4 \uC9C0\uC810\uC5D0 \uC678\uACFD.\n\uC0AC\uC6A9\uC790 + : AnimationCurve \uC815\uC758" + sortOrigin: "\uC815\uB82C \uAE30\uC6D0" + customSorting: "\uC0AC\uC6A9\uC790 \uC9C0\uC815 \uC815\uB82C" + lifetimeOffset: "\uD3C9\uC0DD \uC624\uD504\uC14B" + particleMask: "\uC785\uC790 \uB9C8\uC2A4\uD06C" + maskTime: "\uC2DC\uAC04\uC744 \uB9C8\uC2A4\uD06C" + maskSorting: "\uC815\uB82C \uB9C8\uC2A4\uD06C" + off: "\uC624\uD504" + forceAnnihilation: "\uAC15\uC81C \uC885\uB9D0" + onlySourcePositions: "\uB9CC \uC18C\uC2A4 \uC704\uCE58" + onlySourcePositionsDescription: "\uC785\uC790\uB4E4\uC740 \uD3C9\uC0DD \uB3D9\uC548 + \uC790\uC2E0\uC758 \uC18C\uC2A4 \uC704\uCE58\uC5D0 \uBC14\uC778\uB529\uB429\uB2C8\uB2E4." + assignTransformDeltaMovement: "\uB378\uD0C0 \uC6B4\uB3D9\uC744 \uD65C\uC131\uD654\uD558\uB824\uBA74 + \uD65C\uC131 \uC0C1\uD0DC\uB85C \uBCC0\uD658\uC744 \uC9C0\uC815\uD569\uB2C8\uB2E4." + lifetimePositioning: "\uD3C9\uC0DD \uC704\uCE58" + onlyLifetimePositioningDescription: "\uC785\uC790\uC758 \uC6B4\uB3D9\uC740 \uC218\uBA85 + \uC704\uCE58\uC5D0 \uBC14\uC778\uB529\uB429\uB2C8\uB2E4." + useSourceDirection: "\uC18C\uC2A4 \uC77C\uBC18 \uBC29\uD5A5\uC744 \uC0AC\uC6A9\uD558\uC5EC" + axisConstraintsDescription: "\uBAA8\uB4E0 \uCD95 \uC81C\uC57D \uC870\uAC74\uC774 + \uC801\uC6A9\uB418\uB294 \uBAA8\uB4E0 \uD798\uC744 \uC0AC\uC6A9\uD560 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + lifetimeVelocity: "\uD3C9\uC0DD \uC18D\uB3C4" + initialLocalVelocityControlledByScript: "\uC2A4\uD06C\uB9BD\uD2B8 \uBAA8\uB4DC\uC5D0\uC11C + Emit ()\uC5D0 \uC18D\uB3C4\uB85C \uC804\uB2EC\uD558\uC5EC \uCD08\uAE30 \uC9C0\uC5ED\uC758 + \uC18D\uB3C4\uAC00 \uC81C\uC5B4\uB41C\uB2E4." + assignTransformLocalVelocity: "\uC774 \uCD08\uAE30 \uC9C0\uC5ED \uC18D\uB3C4\uB97C + \uD65C\uC131\uD654\uD558\uB824\uBA74 \uD65C\uC131 \uC0C1\uD0DC\uB85C \uBCC0\uD658\uC744 + \uC9C0\uC815\uD569\uB2C8\uB2E4." + initialVelocityShape: "\uCD08\uAE30 \uC18D\uB3C4 \uBAA8\uC591" + velocityBending: "\uC18D\uB3C4 \uAD7D\uD798" + bending: "\uAD7D\uD798" + timeScale: "\uC2DC\uAC04 \uC2A4\uCF00\uC77C" + lifetimeStrength: "\uD3C9\uC0DD \uAC15\uB3C4" + particleLifetimeStrength: Particle Lifetime Strength + gravity: "\uC911\uB825" + maxVelocity: "\uCD5C\uB300 \uC18D\uB3C4" + axisConstraints: "\uCD95 \uAD6C\uC18D" + threeDimensional: 3D + twoDimensional: 2D + collisionType: "\uCDA9\uB3CC \uC720\uD615" + collisionMask: "\uCDA9\uB3CC \uB9C8\uC2A4\uD06C" + collideWithRigidbodies: "Rigidbodies\uC640 \uCDA9\uB3CC" + lifetimeLoss: "\uC218\uBA85 \uC190\uC2E4" + randomBounce: "\uC784\uC758\uC758 \uBC14\uC6B4\uC2A4" + collisionPlanes: "\uCDA9\uB3CC \uBE44\uD589\uAE30" + sticky: "\uB048\uC801 \uB048\uC801\uD55C" + stickyMask: "\uC2A4\uD2F0\uCEE4 \uB9C8\uC2A4\uD06C" + collisionPrecision: "\uCDA9\uB3CC \uC815\uBC00" + forceCollisionCaching: "\uD3EC\uC2A4 \uCDA9\uB3CC \uCE90\uC2F1" + gizmoScale: "\uAE30\uC988\uBAA8 \uADDC\uBAA8" + colorSource: "\uC0C9\uC0C1 \uC18C\uC2A4" + sourceUsesLifetimeAlpha: "\uC18C\uC2A4\uB294 \uD3C9\uC0DD \uC54C\uD30C\uB97C \uC0AC\uC6A9" + renderMode: "\uB80C\uB354\uB9C1 \uBAA8\uB4DC" + cameraScale: "\uCE74\uBA54\uB77C \uC2A4\uCF00\uC77C" + speedScale: "\uC18D\uB3C4 \uC2A4\uCF00\uC77C" + lengthScale: "\uAE38\uC774 \uC2A4\uCF00\uC77C" + startStretch: "\uC2DC\uC791 \uC2A4\uD2B8\uB808\uCE58" + lifetimeStretch: "\uD3C9\uC0DD \uC2A4\uD2B8\uB808\uCE58" + maxParticleSize: "\uCD5C\uB300 \uC785\uC790 \uD06C\uAE30" + settingsAndParticles: "\uC124\uC815 \uBC0F \uC785\uC790" + settingsOnly: "\uC124\uC815 \uB9CC" + particlesOnly: "\uC785\uC790 \uB9CC" + simple: "\uAC04\uB2E8\uD55C" + newSnapshotName: "\uC0C8 \uC2A4\uB0C5 \uC0F7" + simulationSpace: "\uC2DC\uBBAC\uB808\uC774\uC158 \uACF5\uAC04" + localSpace: "\uC9C0\uC5ED \uACF5\uAC04" + globalSpace: "\uAE00\uB85C\uBC8C \uACF5\uAC04" + movementCompensation: "\uC774\uB3D9 \uBCF4\uC0C1" + movementCompensationLifetimeStrength: "\uBCF4\uC0C1 \uD3C9\uC0DD \uAC15\uB3C4" + rebirthOptions: "\uC911\uC0DD \uC635\uC158" + randomLifetime: "\uC784\uC758\uC758 \uC218\uBA85" + randomSize: "\uC784\uC758\uC758 \uD06C\uAE30" + randomRotation: "\uC784\uC758\uC758 \uD68C\uC804" + randomScatter: "\uC784\uC758 \uBD84\uC0B0" + randomVelocity: "\uC784\uC758\uC758 \uC18D\uB3C4" + forceInitialColor: "\uCD08\uAE30 \uC0C9\uC0C1\uC744 \uAC15\uC81C\uB85C" + lockPosition: "\uC7A0\uAE08 \uC704\uCE58" + positionIsLocal: "\uC704\uCE58\uB294 \uB85C\uCEEC" + lockRotation: "\uD68C\uC804 \uC7A0\uAE08" + rotationIsLocal: "\uD68C\uC804 \uB85C\uCEEC" + lockScale: "\uC7A0\uAE08 \uADDC\uBAA8" + syncParticlesToMainThread: "\uBA54\uC778 \uC2A4\uB808\uB4DC\uC5D0 \uB3D9\uAE30\uD654 + \uC785\uC790" + multithreadedManipulators: "\uBA40\uD2F0 \uC2A4\uB808\uB4DC \uC870\uC885\uAE30" + autoPauseCalculation: "\uC790\uB3D9 \uC77C\uC2DC \uC911\uC9C0 \uACC4\uC0B0" + particlePool: "\uC785\uC790 \uD480" + broadcastType: "\uBC29\uC1A1 \uC720\uD615" + broadcastTypeDescription: "\uB300\uC0C1 \uBC0F / \uB610\uB294 \uC774\uBCA4\uD2B8 + \uB9AC\uC2A4\uB108\uB85C \uBE0C\uB85C\uB4DC \uCE90\uC2A4\uD2B8 \uC124\uC815\uD569\uB2C8\uB2E4." + collisionThreshold: "\uCDA9\uB3CC \uC784\uACC4 \uAC12" + inheritancePosition: "\uC704\uCE58\uC5D0 \uB300\uD55C \uC0C1\uC18D." + inheritanceVelocity: "\uC18D\uB3C4\uC5D0 \uB300\uD55C \uC0C1\uC18D." + inheritanceColor: "\uC0C9\uC0C1\uC5D0 \uB300\uD55C \uC0C1\uC18D." + velocityMultiplier: "\uC18D\uB3C4 \uC2B9\uC218" + activeState: "\uD65C\uC131 \uC0C1\uD0DC" + nameText: "\uC774\uB984" + stateMeshDescription: "\uC18C\uC2A4 \uBA54\uC26C \uC815\uC810\uC5D0\uC11C \uC785\uC790\uB97C + \uAD6C\uC131\uD569\uB2C8\uB2E4.\uBA54\uC26C\uB97C \uC0AC\uC6A9\uD558\uB294 \uACBD\uC6B0 + \uD14D\uC2A4\uCCD0 \uAC01 \uC815\uC810 \uCEEC\uB7EC\uB97C \uC704\uD574 \uC0AC\uC6A9\uB41C\uB2E4." + stateTextureDescription: "\uC18C\uC2A4 \uD14D\uC2A4\uCC98 \uD53D\uC140\uC5D0\uC11C + \uC785\uC790\uB97C \uAD6C\uC131\uD569\uB2C8\uB2E4. \uBA54\uC26C\uB97C \uC0AC\uC6A9\uD558\uB294 + \uACBD\uC6B0\uC774 \uD14D\uC2A4\uCC98\uB294 \uAC01 \uC815\uC810 \uC0C9\uC0C1\uC744 + \uC0AC\uC6A9\uD569\uB2C8\uB2E4." + stateDepthmapDescription: "\uC18C\uC2A4 \uD14D\uC2A4\uCC98\uB294 \uD14D\uC2A4\uCC98\uC758 + \uD53D\uC140\uC5D0 \uAE4A\uC774\uC9C0\uB3C4 \uC801\uC6A9\uD569\uB2C8\uB2E4. \uBA54\uC2DC\uC640 + \uD638\uD658\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + stateDepthmapStrengthDescription: "\uC5BC\uB9C8\uB098 \uAE4A\uC774\uC9C0\uB3C4\uC758 + \uADF8\uB808\uC774 \uC2A4\uCF00\uC77C\uC740 Z \uAC12\uC5D0 \uC601\uD5A5\uC744 + \uBBF8\uCE60 \uAC83\uC785\uB2C8\uB2E4." + stateTransformDescription: "\uB294 \uBD80\uBAA8\uC5D0\uAC8C\uC774 \uC0C1\uD0DC\uB97C + \uBCC0\uD658 \uD560 \uC218 \uC788\uC2B5\uB2C8\uB2E4." + stateScaleDescription: "\uD3ED\uACFC \uB192\uC774\uC758 \uBE44\uC728\uC758 \uC2A4\uCF00\uC77C." + stateOffsetDescription: "\uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC758 \uC6D0\uC810\uC5D0\uC11C + \uC624\uD504\uC14B (offset)." + brushNameDescription: "\uC0AC\uC804 \uC124\uC815\uC774 \uBE0C\uB7EC\uC26C\uC758 + \uC774\uB984" + brushShapeDescription: "\uC9C8\uAC10\uC774 \uBE0C\uB7EC\uC26C\uB97C \uAD6C\uC131\uD558\uB294" + brushScaleDescription: "(\uB2E8\uC704\uB85C \uCE21\uC815)\uC774 \uBE0C\uB7EC\uC26C\uC758 + \uADDC\uBAA8" + brushDetail: "\uBE0C\uB7EC\uC2DC \uC138\uBD80 \uC815\uBCF4" + brushDetailDescription: "\uC774 \uBE0C\uB7EC\uC2DC\uC758 \uC138\uBD80 \uC218\uC900" + brushDistanceDescription: "\uAC70\uB9AC \uBE0C\uB7EC\uC2DC \uB3C4\uB2EC" + paintSpacingDescription: "\uB9C8\uC9C0\uB9C9 \uD604\uC7AC \uD398\uC778\uD2B8 \uC704\uCE58 + \uC0AC\uC774\uC5D0 \uD544\uC694\uD55C \uACF5\uAC04" + exceedMaxStopsPaintDescription: "paintPositions\uAC00 maxPositions \uAC19\uC744 + \uB54C \uC815\uC9C0 \uD398\uC778\uD305\uD574\uC57C (\uC0C8 \uADF8\uB9BC \uB54C + \uAC70\uC9D3 \uD398\uC778\uD2B8 \uC704\uCE58\uAC00 \uBAA9\uB85D\uC5D0\uC11C \uC81C\uAC70 + \uB420 \uACBD\uC6B0)" + texture: "\uD14D\uC2A4\uCC98" + depthmap: "\uAE4A\uC774\uC9C0\uB3C4" + depthmapStrength: "\uAE4A\uC774\uC9C0\uB3C4 \uAC15\uB3C4" + offset: "\uC624\uD504\uC14B" + createState: "\uC8FC \uB9CC\uB4E4\uAE30" + projectionTexture: "\uD22C\uC601 \uD14D\uC2A4\uCC98" + liveUpdate: "\uB77C\uC774\uBE0C \uC5C5\uB370\uC774\uD2B8" + originOffset: "\uC6D0\uC0B0\uC9C0 \uC624\uD504\uC14B" + projectionDistance: "\uD22C\uC0AC \uAC70\uB9AC" + projectionScale: "\uD504\uB85C\uC81D\uC158 \uC2A4\uCF00\uC77C" + surfaceOffset: "\uD45C\uBA74 \uC624\uD504\uC14B" + projectionMask: "\uD504\uB85C\uC81D\uC158 \uB9C8\uC2A4\uD06C" + projectionCollisionType: "\uD22C\uC0AC \uCDA9\uB3CC \uC720\uD615" + collisionDisabledDescription: "\uCDA9\uB3CC\uB85C \uC778\uD574 \uB2F9\uC2E0\uC758 + \uAC15\uC81C \uC124\uC815\uC744 \uC0AC\uC6A9\uD560 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + onlySizeInRange: "\uBC94\uC704\uC5D0\uC11C \uB9CC \uD06C\uAE30" + sendToManager: "\uAD00\uB9AC\uC790\uC5D0\uAC8C \uBCF4\uB0B4\uAE30" + clearOnStop: "\uC815\uC9C0\uC5D0\uC11C \uC9C0\uC6B0\uAE30" + multithreading: "\uBA40\uD2F0 \uC2A4\uB808\uB529" + particleThreadMethod: "\uC785\uC790 \uC2A4\uB808\uB4DC \uBC29\uBC95" + skinnedMeshThreadMethod: "\uD53C\uBD80 \uBA54\uC26C \uC2A4\uB808\uB4DC \uBC29\uBC95" + turbulenceThreadMethod: "\uB09C\uB958 \uC2A4\uB808\uB4DC \uBC29\uBC95" + threadMethodDescription: "\uC0AC\uC6A9\uB418\uC5B4\uC57C\uD558\uB294 \uBA40\uD2F0 + \uC2A4\uB808\uB529 \uBC29\uBC95\uC744 \uACB0\uC815\uD569\uB2C8\uB2E4." + maxThreads: "\uCD5C\uB300 \uC2A4\uB808\uB4DC" + maxThreadsDescription: "\uC0DD\uC131 \uD560 \uC218\uC788\uB294 \uC2A4\uB808\uB4DC\uC758 + \uCD5C\uB300 \uC591\uC785\uB2C8\uB2E4. \uC0DD\uC131 \uC2A4\uB808\uB4DC\uC758 \uC591\uC740 + \uAC00\uB2A5\uD55C CPU\uB97C \uCD08\uACFC\uD558\uC9C0 \uC54A\uC744 \uAC83\uC774\uB2E4." + threadInfo01: "\uC5B4\uB5A4 \uACC4\uC0B0 \uC2A4\uB808\uB4DC\uAC00 \uC0DD\uC131\uB418\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4. \uB300\uBD80\uBD84\uC758 \uACBD\uC6B0\uC5D0\uC774 \uB73B + \uC785\uC790 \uD544\uB4DC\uB294 \uBA54\uC778 \uC2A4\uB808\uB4DC\uC5D0\uC11C \uB2E4\uB978 + \uBAA8\uB4E0 \uB17C\uB9AC \uB530\uB77C \uACC4\uC0B0\uB418\uBBC0\uB85C \uC131\uB2A5\uC5D0 + \uBD80\uC815\uC801\uC778 \uC601\uD5A5\uC744 \uBBF8\uCE5C\uB2E4. \uB514\uBC84\uADF8 + \uBAA9\uC801\uC73C\uB85C\uC774 \uAE30\uB2A5\uC744 \uC0AC\uC6A9\uD558\uAC70\uB098 + \uB300\uC0C1 \uD50C\uB7AB\uD3FC\uC5D0\uB294 \uBA40\uD2F0 \uB610\uB294 \uD558\uC774\uD37C + \uC2A4\uB808\uB529 \uAC00\uB2A5\uC131\uC740 \uC5C6\uC2B5\uB2C8\uB2E4 \uC54C\uACE0\uC788\uB294 + \uACBD\uC6B0." + threadInfo02: "\uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C \uB2F9 \uD558\uB098\uC758 \uACC4\uC0B0 + \uC2A4\uB808\uB4DC\uAC00 \uC0DD\uC131\uB429\uB2C8\uB2E4. \uC7A5\uBA74 \uBB34\uAC70\uC6B4 + \uC785\uC790 \uC2DC\uC2A4\uD15C\uC744 \uAC00\uC9C4 \uACBD\uC6B0\uC5D0\uC774 \uC635\uC158\uC744 + \uC0AC\uC6A9\uD569\uB2C8\uB2E4. \uC774 \uBC29\uBC95\uC740 \uACC4\uC0B0 \uC804\uD654\uB97C + \uBC88\uB4E4\uD558\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4 \uC788\uC2B5\uB2C8\uB2E4." + threadInfo03: "\uBAA8\uB4E0 \uC785\uC790 \uC2DC\uC2A4\uD15C\uC5D0 \uB300\uD55C \uD558\uB098\uC758 + \uACC4\uC0B0 \uC2A4\uB808\uB4DC\uAC00 \uC0DD\uC131\uB429\uB2C8\uB2E4. \uB2F9\uC2E0\uC774 + \uC785\uC790 \uD544\uB4DC\uBCF4\uB2E4 \uB354 \uB192\uC740 \uC131\uB2A5\uC758 \uC6B0\uC120 + \uC21C\uC704\uB97C\uAC00\uC9D1\uB2C8\uB2E4 \uB610\uB294 \uD504\uB85C\uC81D\uD2B8\uAC00 + \uAC00\uBE44\uC9C0 \uCEEC\uB809\uC158\uC758 \uC5C4\uACA9\uD55C \uC0AC\uC6A9\uC744 + \uC694\uAD6C \uB2E4\uB978 \uBA40\uD2F0 \uC2A4\uB808\uB4DC \uB17C\uB9AC\uAC00\uC788\uB294 + \uACBD\uC6B0\uC5D0 \uC0AC\uC6A9\uD569\uB2C8\uB2E4." + threadInfo04: "\uACC4\uC0B0 \uC2A4\uB808\uB4DC\uAC00 \uC7A5\uBA74\uC5D0\uC788\uB294 + \uBAA8\uB4E0 \uC785\uC790 \uC2DC\uC2A4\uD15C\uC5D0 \uB300\uD55C \uADE0\uB4F1\uD558\uAC8C + \uBD84\uBC30\uD558\uC790. \uC774 \uBC88\uB4E4\uB429\uB2C8\uB2E4 \uACC4\uC0B0\uC740 + \uD50C\uB7AB\uD3FC\uC758 SystemInfo.processorCount\uC5D0 \uB9DE\uAC8C \uD638\uCD9C\uD569\uB2C8\uB2E4. + \uC774 \uAD8C\uC7A5 \uBC0F \uC804\uBC18\uC801\uC778 \uAC00\uC7A5 \uBE60\uB978 + \uBC29\uBC95\uC740 \uACC4\uC0B0\uD558\uB294 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC774\uB2E4." + thread: "\uC2A4\uB808\uB4DC" + assignATexture: "\uB2F9\uC2E0\uC740 \uD14D\uC2A4\uCC98\uB97C \uD560\uB2F9\uD574\uC57C\uD569\uB2C8\uB2E4." + useAnotherSourceTransform: "\uB610 \uB2E4\uB978 \uC18C\uC2A4\uB294\uC774 \uD6A8\uACFC\uB97C + \uC0AC\uC6A9\uD558\uAE30 \uC704\uD574 \uC785\uC790 \uC2DC\uC2A4\uD15C\uBCF4\uB2E4 + \uBCC0\uD658 \uC0AC\uC6A9\uD569\uB2C8\uB2E4." + activeThreads: "\uD65C\uC131 \uC2A4\uB808\uB4DC" + threadPoolMethod: Thread Pool Method + threadPoolMethodDescription: The method to use for pooling threads. The Thread Pool + is utilizing the managed .NET thread pool, the Playground Pool is a self-managed + pool which can improve the amount of GC allocations. + processors: "\uD504\uB85C\uC138\uC11C" + prefabConnection: "\uC870\uB9BD\uC2DD \uC5F0\uACB0" + noAssetsFoundMessage: "\uC785\uC790 \uD544\uB4DC \uC790\uC0B0\uC740 \uC9C0\uC815\uB41C + \uACBD\uB85C\uB97C \uCC3E\uC744 \uC218 \uC5C6\uC2B5\uB2C8\uB2E4. \uD604\uC7AC + \uD504\uB85C\uC81D\uD2B8\uC5D0 \uB9DE\uAC8C \uACBD\uB85C\uB97C \uC218\uC815\uD558\uC2ED\uC2DC\uC624." + skinnedMeshOptimizeGameObjectsMessage: "\uB2F9\uC2E0\uC758 \uD53C\uBD80 \uBA54\uC2DC\uC758 + \uAC00\uC838 \uC624\uAE30 \uC124\uC815\uC744 \uCD5C\uC801\uD654 \uAC8C\uC784 \uAC1C\uCCB4\uB97C + \uD574\uC81C\uD558\uB294 \uAC83\uC774 \uC88B\uC2B5\uB2C8\uB2E4. \uCD5C\uC801\uD654 + \uAC8C\uC784\uC774 \uAC00\uB2A5 \uAC1C\uCCB4 \uAC16\uB294 \uAC83\uC740 \uC815\uC810 + \uAC01 \uD504\uB808\uC784\uC744 \uCD94\uCD9C\uD574\uC57C\uD569\uB2C8\uB2E4\uC73C\uB85C + \uACC4\uC0B0\uD558\uB294 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC744 \uB9CE\uC774 + \uB290\uB9BD\uB2C8\uB2E4." + castShadows: "\uCE90\uC2A4\uD2B8 \uADF8\uB9BC\uC790" + receiveShadows: "\uADF8\uB9BC\uC790\uB97C \uC218\uC2E0" + sorting: "\uC815\uB82C" + sortMode: "\uC815\uB82C \uBAA8\uB4DC" + sortingFudge: "\uCD08\uCF5C\uB9BF \uC815\uB82C" + textureSheetAnimation: "\uD14D\uC2A4\uCC98 \uC2DC\uD2B8 \uC560\uB2C8\uBA54\uC774\uC158" + tiles: "\uD0C0\uC77C" + animation: "\uC0DD\uAE30" + randomRow: "\uC784\uC758 \uD589" + row: "\uC5F4" + animationMethod: "\uC560\uB2C8\uBA54\uC774\uC158 \uBC29\uBC95" + frameOverTime: "\uC2DC\uAC04 \uACBD\uACFC\uC5D0 \uB530\uB978 \uD504\uB808\uC784" + chromaKey: "\uD06C\uB85C\uB9C8 \uD0A4" + spread: "\uC804\uD30C" + spline: "\uC2A4\uD50C\uB77C\uC778" + splines: "\uC2A4\uD50C\uB77C\uC778" + newSplineMessage: "(\uC774 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C\uC5D0 \uBD80\uBAA8\uAC00 + \uB420 \uAC83\uC774\uB2E4) \uC0C8\uB85C\uC6B4 \uB180\uC774\uD130 \uC2A4\uD50C\uB77C\uC778 + \uC791\uC5C5\uC744 \uC2DC\uC791\uD558\uAE30 \uC704\uD574 \uC0DD\uC131 \uC7A5\uBA74\uC744 + \uB204\uB974\uAC70\uB098\uC5D0\uC11C \uAE30\uC874 \uB180\uC774\uD130 \uC2A4\uD50C\uB77C\uC778 + \uAD6C\uC131 \uC694\uC18C\uB97C \uC9C0\uC815\uD569\uB2C8\uB2E4.\uB180\uC774\uD130 + \uC2A4\uD50C\uB77C\uC778\uC744 \uD3B8\uC9D1\uD558\uB824\uBA74 \uACC4\uCE35 \uAD6C\uC870\uC5D0\uC11C + \uC120\uD0DD\uD569\uB2C8\uB2E4." + allSplinesMustBeAssignedMessage: "\uBAA8\uB4E0 \uC2A4\uD50C\uB77C\uC778 \uD560\uB2F9\uC744 + \uC0AC\uC6A9\uD558\uB3C4\uB85D \uC124\uC815\uD574\uC57C\uD569\uB2C8\uB2E4." + treatAsOneSpline: "\uD558\uB098\uC758 \uC2A4\uD50C\uB77C\uC778\uC73C\uB85C \uCE58\uB8CC" + playgroundSpline: "\uB180\uC774\uD130 \uC2A4\uD50C\uB77C\uC778" + selection: "\uC120\uD0DD" + node: "\uB178\uB4DC" + nodes: "\uB178\uB4DC" + bezier: "\uBCA0 \uC9C0\uC5B4" + selectedNode: "\uC120\uD0DD\uB41C \uB178\uB4DC" + selectedBezierHandle: "\uC120\uD0DD\uD55C \uBCA0 \uC9C0\uC5B4 \uD578\uB4E4" + bezierMode: "\uBCA0 \uC9C0\uC5B4 \uBAA8\uB4DC" + addNode: "\uB178\uB4DC\uB97C \uCD94\uAC00" + removeSelectedNode: "\uC120\uD0DD\uB41C \uB178\uB4DC\uB97C \uC81C\uAC70" + usedBy: "\uC73C\uB85C \uC0AC\uC6A9" + noUser: "\uC544\uBB34\uB3C4 \uC5C6\uC74C" + easing: "\uC644\uD654" + easingVelocity: "\uC644\uD654 \uC18D\uB3C4" + timeOffset: "\uC2DC\uAC04 \uC624\uD504\uC14B" + positionOffset: "\uC704\uCE58 \uC624\uD504\uC14B" + reverse: "\uC5ED" + targetMethod: "\uB300\uC0C1 \uBC29\uBC95" + overflowOffsetSplineMessage: "\uC624\uBC84\uD50C\uB85C \uC2A4\uD50C\uB77C\uC778 + \uC18C\uC2A4\uB97C \uC0AC\uC6A9\uD560 \uB54C \uC801\uC6A9 \uD560 \uC218\uC5C6\uB294 + \uC624\uD504\uC14B." + noSplineUserMessage: "\uC5B4\uB5A4 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC774 + \uC2A4\uD50C\uB77C\uC778\uC744 \uC0AC\uC6A9\uD558\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + removeUserTitle: "\uC0AC\uC6A9\uC790\uB97C \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeUserMessage: "\uB2F9\uC2E0\uC740 \uC785\uC790 \uD544\uB4DC \uC2DC\uC2A4\uD15C\uC5D0\uC11C\uC774 + \uC2A4\uD50C\uB77C\uC778\uC744 \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + convertAllToTransforms: "\uBCC0\uD658\uD558\uAE30 \uC704\uD574 \uBAA8\uB4E0 \uBCC0\uD658" + convertAllToVector3: "Vector3\uC5D0 \uBAA8\uB450 \uBCC0\uD658" + reverseAllNodes: "\uBAA8\uB4E0 \uB178\uB4DC \uC5ED" + velocityOnNewNode: "\uC0C8 \uB178\uB4DC\uC5D0\uC11C \uC18D\uB3C4" + moveTransformsAsBeziers: "\uBCA0\uC9C0\uC73C\uB85C \uBCC0\uD658 \uC774\uB3D9" + exportWithNodeStructure: "\uB178\uB4DC \uAD6C\uC870\uC640 \uC218\uCD9C" + repeatTimeModulus: Repeat Time (Modulus) + drawSplinePreview: "\uC2A4\uD50C\uB77C\uC778 \uBBF8\uB9AC\uBCF4\uAE30" + drawSplinePreviewDescription: "\uACC4\uCE35 \uAD6C\uC870\uC5D0\uC11C \uC120\uD0DD\uD558\uBA74 + \uC785\uC790 \uC2DC\uC2A4\uD15C\uC5D0 \uD560\uB2F9 \uC2A4\uD50C\uB77C\uC778 \uD615\uC0C1\uC744 + \uADF8\uB9B0\uB2E4." + newEmpty: "\uBE48 \uC0C8" + noSplinesCreated: "\uC5B4\uB5A4 \uC2A4\uD50C\uB77C\uC778\uC774 \uC0DD\uC131\uB418\uC9C0 + \uC54A\uC2B5\uB2C8\uB2E4." + colorMethod: "\uC0C9\uC0C1 \uBC29\uBC95" + arrayColor: "\uBC30\uC5F4 \uC0C9\uC0C1" + arrayAlpha: "\uBC30\uC5F4 \uC54C\uD30C" + applyArrayAlpha: "\uBC30\uC5F4 \uC54C\uD30C \uC801\uC6A9" + collisionExclusion: "\uCDA9\uB3CC \uC81C\uC678" + collisionExclusionMessage: "\uC5B4\uB5A4 \uAC1C\uCCB4\uAC00 \uCDA9\uB3CC\uC5D0\uC11C + \uC81C\uC678\uB418\uC9C0 \uC54A\uC2B5\uB2C8\uB2E4." + bypassMaskedParticles: Bypass Masked Particles + treatAsOneTransform: "\uD558\uB098\uB294 \uBCC0\uD615\uC73C\uB85C \uCE58\uB8CC" + allTransformsMustBeAssignedMessage: "\uBAA8\uB4E0 \uBCC0\uD658\uC740 \uD560\uB2F9\uD574\uC57C\uD569\uB2C8\uB2E4." + assignTransformMessage: "\uBCC0\uD658\uC744 \uC9C0\uC815\uD558\uC2ED\uC2DC\uC624." + method: "\uBC29\uBC95" + range: "\uBC94\uC704" + sectorA: "\uBD80\uBB38 A" + sectorB: "\uBD80\uBB38 B" + lifetimeEmission: "\uD3C9\uC0DD \uBC30\uCD9C" + prewarm: Prewarm + prewarmLifetimeCycles: "Prewarm \uC218\uBA85\uC8FC\uAE30" + prewarmCyclesResolution: "Prewarm \uC0AC\uC774\uD074 (\uD574\uC0C1\uB3C4)" + inverseRigidbodyCollision: "\uC5ED Rigidbody \uCDA9\uB3CC" + locks: "\uC7A0\uAE08" + onEnable: "\uC0AC\uC6A9\uC5D0" + misc: "\uAE30\uD0C0" + deltaPositionAdjustment: "\uB378\uD0C0 \uC704\uCE58 \uC870\uC815" + arraySize: "\uBC30\uC5F4 \uD06C\uAE30" + sourcePoint: "\uC18C\uC2A4 \uD3EC\uC778\uD2B8" + emission: "\uBC29\uC0AC" + on: "\uC5D0" + constantForce: "\uC77C\uC815\uD55C \uD798" + initialGlobalVelocity: "\uCD08\uAE30 \uAE00\uB85C\uBC8C \uC18D\uB3C4" + shadows: "\uADF8\uB9BC\uC790" + collisionSettings: "\uCDA9\uB3CC \uC124\uC815" + sync: "\uB3D9\uAE30\uD654" + transitionBackToSource: "\uC18C\uC2A4\uB85C \uC804\uD658 \uB3CC\uC544 \uAC00\uAE30" + transitionAmount: "\uC804\uD658 \uAE08\uC561" + calculateManipulator: "\uB9E4\uB2C8\uD4F0\uB808\uC774\uD130\uB97C \uACC4\uC0B0" + renderer: "\uB80C\uB354\uB7EC" + hierarchyIcon: "\uACC4\uCE35 \uAD6C\uC870 \uC544\uC774\uCF58" + minimumShurikenLifetime: "\uCD5C\uC18C \uC288\uB9AC \uCF04 \uC218\uBA85" + calculationTrigger: "\uACC4\uC0B0 \uD2B8\uB9AC\uAC70" + calculationTriggerSize: "\uACC4\uC0B0 \uD2B8\uB9AC\uAC70 \uD06C\uAE30" + calculationTriggerOffset: "\uACC4\uC0B0 \uD2B8\uB9AC\uAC70 \uC624\uD504\uC14B" + drawGizmo: "\uAE30\uC988\uBAA8 \uADF8\uB9AC\uAE30" + drawBezierGizmo: "\uBCA0 \uC9C0\uC5B4 \uAE30\uC988\uBAA8 \uADF8\uB9AC\uAE30" + bezierWidth: "\uBCA0 \uC9C0\uC5B4 \uD3ED" + outOfView: "\uBCF4\uAE30\uC758 \uC544\uC6C3" + autoPause: "\uC790\uB3D9 \uC77C\uC2DC \uC911\uC9C0" + forceUpdateOnMainThread: "\uBA54\uC778 \uC4F0\uB808\uB4DC\uC5D0\uC11C \uAC15\uC81C + \uC5C5\uB370\uC774\uD2B8" + forceUpdateOnMainThreadDescription: "\uD53C\uBD80 \uBA54\uC2DC\uAC00 \uC790\uC2E0\uC758 + \uC18C\uC2A4 \uC704\uCE58\uC640 \uC808\uB300 \uB3D9\uAE30\uD654\uB418\uC5B4 \uC788\uB294\uC9C0 + \uD655\uC778\uD558\uB824\uBA74\uC774 \uC635\uC158\uC744 \uC0AC\uC6A9\uD569\uB2C8\uB2E4. + \uC774\uAC83\uC740 \uC131\uB2A5\uC5D0 \uB208\uC5D0 \uB744\uB294 \uD0C0\uACA9\uC744 + \uC904 \uC218 \uC788\uC2B5\uB2C8\uB2E4." + trackingMethod: "\uCD94\uC801 \uBC29\uBC95" + animationTimeMethod: "\uC560\uB2C8\uBA54\uC774\uC158 \uC2DC\uAC04 \uBC29\uBC95" + upSymbol: "\u2191" + downSymbol: "\u2193" + playSymbol: "\uB180\uC774" + pauseSymbol: "\uC911\uC9C0" + stopSymbol: "\uADF8\uB9CC" + recordSymbol: "\uAE30\uB85D" + trim: "\uC190\uC9C8" + trimInner: "\uD2B8\uB9BC \uB0B4\uBD80" + trimOuter: "\uD2B8\uB9BC \uC678\uBD80" + trimMsg: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uD504\uB808\uC784\uC744 \uC0AD\uC81C + \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C" + fadeIn: "\uC810\uC810 \uB69C\uB837\uD574\uC9C0\uB2E4" + sizeIn: "\uC5D0\uC11C \uD06C\uAE30" + skipInterpolationOnEndFrames: "\uB05D \uD504\uB808\uC784\uC744 \uBCF4\uAC04 \uAC74\uB108 + \uB6F0\uAE30" + playgroundRecorder: "\uB180\uC774\uD130 \uB808\uCF54\uB354" + player: "\uD50C\uB808\uC774\uC5B4" + playbackSpeed: "\uC7AC\uC0DD \uC18D\uB3C4" + keyframeInterval: "\uD0A4 \uD504\uB808\uC784 \uAC04\uACA9" + playHeadPosition: "\uC7AC\uC0DD \uD5E4\uB4DC \uC704\uCE58" + clearRecording: "\uC0AD\uC81C \uAE30\uB85D" + clearRecordingMsg: "\uB2F9\uC2E0\uC740 \uB2F9\uC2E0\uC774 \uAE30\uB85D \uB41C \uBAA8\uB4E0 + \uD504\uB808\uC784\uC744 \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + missingParticleSystemWarning: "\uD560\uB2F9 \uB41C \uC785\uC790 \uB180\uC774\uD130 + \uC2DC\uC2A4\uD15C\uC740 \uC5C6\uC2B5\uB2C8\uB2E4." + newPlaygroundRecording: "\uC0C8\uB85C\uC6B4 \uB180\uC774\uD130 \uB179\uD654" + newPlaygroundRecordingMsg: "\uB2F9\uC2E0\uC758 \uB180\uC774\uD130 \uB808\uCF54\uB354 + \uB370\uC774\uD130\uB97C \uC800\uC7A5\uD560 \uC704\uCE58\uB97C \uC120\uD0DD\uD558\uC138\uC694" + recorderData: "\uB808\uCF54\uB354 \uB370\uC774\uD130" + missingRecorderDataWarning: "\uD560\uB2F9 \uB41C \uB180\uC774\uD130 \uB808\uCF54\uB354 + \uB370\uC774\uD130 \uD30C\uC77C\uC774 \uC5C6\uC2B5\uB2C8\uB2E4. \uB2F9\uC2E0\uC740 + \uB2F9\uC2E0\uC758 \uAE30\uB85D\uC744 \uC800\uC7A5\uD558\uB294 \uD558\uB098\uB97C + \uC9C0\uC815\uD574\uC57C\uD569\uB2C8\uB2E4." + createNew: "\uC0C8\uB85C \uB9CC\uB4E4\uAE30" + playgroundComponents: "\uB180\uC774\uD130 \uAD6C\uC131 \uC694\uC18C" + removeComponent: "\uAD6C\uC131 \uC694\uC18C\uB97C \uC0AD\uC81C \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + removeComponentMsg: "\uB2F9\uC2E0\uC740 \uAD6C\uC131 \uC694\uC18C\uB97C \uC81C\uAC70 + \uD558\uC2DC\uACA0\uC2B5\uB2C8\uAE4C?" + particleProperty: "\uC785\uC790 \uC18D\uC131" + clamp: "\uC8C4\uB2E4" + floor: "\uBC14\uB2E5" + ceil: "\uCD5C\uACE0\uD55C\uB3C4" + value: "\uAC12" + rate: "\uC728" + infinite: "\uBB34\uD55C\uC758" + sourceParticleSystem: "\uC18C\uC2A4 \uD30C\uD2F0\uD074 \uC2DC\uC2A4\uD15C" + sourceBirthMethod: "\uC18C\uC2A4 \uCD9C\uC0DD \uBC29\uBC95" + scaleMethod: "\uC2A4\uCF00\uC77C \uBC29\uBC95" + globalTimeScale: "\uAE00\uB85C\uBC8C \uC2DC\uAC04 \uC2A4\uCF00\uC77C" + globalTimeScaleDescription: "\uAE00\uB85C\uBC8C \uC2DC\uAC04 \uC2A4\uCF00\uC77C\uC744 + \uC0AC\uC6A9\uD558\uB294 \uACBD\uC6B0 Time.timeScale\uC740 \uC785\uC790 \uC2DC\uC2A4\uD15C + \uC2DC\uBBAC\uB808\uC774\uC158 \uC2DC\uAC04\uC5D0 \uC601\uD5A5\uC744 \uBBF8\uCE60 + \uAC83\uC785\uB2C8\uB2E4." + extensionsDownloading: "\uD655\uC7A5 \uBAA9\uB85D\uC744 \uAC00\uC838 \uC624\uB294 + \uC911 ..." + extensionsDownloadError: "\uD655\uC7A5\uBA85 \uBAA9\uB85D\uC744 \uAC80\uC0C9 \uD560 + \uC218 \uC5C6\uC2B5\uB2C8\uB2E4." + searchNoExtensionsFound: "\uD655\uC7A5 \uD504\uB85C\uADF8\uB7A8\uC774 \uD3EC\uD568 + \uBC1C\uACAC" + listHasBeenFilteredWith: "\uBAA9\uB85D\uC740 \uC5EC\uACFC \uB41C" + findPlaygroundSettings: "\uB180\uC774\uD130 \uC124\uC815 \uCC3E\uAE30" + findPlaygroundSettingsMsg: The "Playground Settings.asset" could not be found, you + won't be able to store your settings. It is recommended that you search for the + "Playground Settings.asset" file. + playgroundTrails: "\uB180\uC774\uD130 \uD2B8\uB808\uC77C" + pointCreation: "\uD3EC\uC778\uD2B8 \uC791\uC131" + width: "\uD3ED" + timeWidth: "\uC2DC\uAC04 \uD3ED" + widthScale: "\uD3ED \uC2A4\uCF00\uC77C" + billboardTransform: "\uBE4C\uBCF4\uB4DC \uBCC0\uD658" + customRenderScale: "\uC0AC\uC6A9\uC790 \uC815\uC758 \uC2A4\uCF00\uC77C \uB80C\uB354\uB9C1" + minimumVertexDistance: "\uCD5C\uC18C \uC815\uC810 \uAC70\uB9AC" + maximumVertexDistance: "\uCD5C\uB300 \uC815\uC810 \uAC70\uB9AC" + maximumPathDeviation: "\uCD5C\uB300 \uACBD\uB85C \uD3B8\uCC28" + maximumPoints: "\uCD5C\uB300 \uD3EC\uC778\uD2B8" + createFirstPointOnParticleBirth: "\uCCAB \uBC88\uC9F8 \uD3EC\uC778\uD2B8\uC5D0\uC11C + \uC785\uC790 \uCD9C\uC0DD \uB9CC\uB4E4\uAE30" + createLastPointOnParticleDeath: "\uB9C8\uC9C0\uB9C9 \uD3EC\uC778\uD2B8 \uC785\uC790 + \uC8FD\uC74C\uC5D0 \uB9CC\uB4E4\uAE30" + createPointsOnCollision: "\uCDA9\uB3CC\uC5D0 \uD3EC\uC778\uD2B8\uB97C \uB9CC\uB4ED\uB2C8\uB2E4" + colorMode: "\uCEEC\uB7EC \uBAA8\uB4DC" + uvMode: "UV \uBAA8\uB4DC" + pointArrayAlpha: "\uD3EC\uC778\uD2B8 \uBC30\uC5F4 \uC54C\uD30C" + playgroundFollow: "\uB180\uC774\uD130 \uD314\uB85C\uC6B0" + setLocalSpaceOnPlayback: "\uC7AC\uC0DD\uC758 \uB85C\uCEEC \uACF5\uAC04 \uC124\uC815" + followers: "\uD314\uB85C\uC6CC" + unassigned: "\uD560\uB2F9\uB418\uC9C0 \uC54A\uC74C" + referenceObject: "\uCC38\uC870 \uAC1D\uCCB4" + cacheSize: "\uCE90\uC2DC \uD06C\uAE30" + sendEvents: "\uC774\uBCA4\uD2B8 \uBCF4\uB0B4\uAE30" + multithreadedStartup: "\uBA40\uD2F0 \uC2A4\uB808\uB4DC \uC2DC\uC791" diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset.meta b/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset.meta new file mode 100644 index 0000000..302aea1 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/Korean.asset.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: bf565a473143845bfae62dfefa19af47 +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset b/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset new file mode 100644 index 0000000..a9128f8 --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset @@ -0,0 +1,791 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8e0e429d9ea264321b2a0e5758212180, type: 3} + m_Name: Swedish + m_EditorClassIdentifier: + languageNameSeenByEnglish: Swedish + languageName: Svenska + playgroundName: Particle Playground + newParticlePlaygroundSystem: Nytt Partikelsystem + playgroundWizard: Playgroundguiden + playgroundPresetWizard: "Playground F\xF6rinst\xE4llningsguide" + presetWizard: "F\xF6rinst\xE4llningsguiden" + playgroundCopyWizard: Playground Kopieringsguide + copyWizard: Kopieringsguiden + languageInstallWizard: "Spr\xE5kinstalleringsguide" + playgroundBrushWizard: Playground Penselguide + brushWizard: Penselguide + preset: "F\xF6rinst\xE4llning" + presets: "F\xF6rinst\xE4llningar" + publish: Publicera + all: Alla + user: "Anv\xE4ndare" + example: Exempel + examples: Exempel + assets: Assets + resources: Resources + icon: Ikon + icons: Ikoner + list: Lista + create: Skapa + createPreset: "Skapa F\xF6rinst\xE4llning" + convertTo: Konvertera till + edit: Redigera + export: Exportera + settings: "Inst\xE4llningar" + none: Ingen + fix: Fixa + save: Spara + load: Ladda + rebuild: Bygg om + refresh: Updatera + xml: Xml + asset: Asset + browse: Browse + category: Category + paths: "S\xF6kv\xE4gar" + playgroundPath: "Playground S\xF6kv\xE4g" + languagesPath: "Spr\xE5k S\xF6kv\xE4g" + resourcesPresetPath: Resources Preset Path + assetsPresetPath: Assets Preset Path + presetIconPath: "F\xF6rinst\xE4llningsikons\xF6kv\xE4g" + brushPath: "Pensels\xF6kv\xE4g" + scriptPath: "Skripts\xF6kv\xE4g" + updateUrl: Uppdaterings URL + extensionsUrl: "Till\xE4ggs URL" + extendYourPlayground: "Ut\xF6ka Playground" + officialSite: Officiell Webbplats + assetStore: Asset Store + manual: Manual + supportForum: Support Forum + mailSupport: E-post Till Support + updateAvailable: "Uppdatering Tillg\xE4nglig" + updateAvailableText: "\xE4r tillg\xE4nglig. V\xE4nligen bes\xF6k Unity Asset Store + f\xF6r att ladda hem den nya versionen." + unityAssetStore: Unity Asset Store + searchNoPresetFound: "Ingen f\xF6rinst\xE4llning hittad som inneh\xE5ller" + noPresetsFound: "Inga f\xF6rinst\xE4llningar hittade. Tryck p\xE5 \"Skapa\" f\xF6r + att skapa en ny f\xF6rinst\xE4llning." + noResourcesPresetsFound: "Inga f\xF6rinst\xE4llningar hittades i n\xE5gon \"Resources/Presets\" + mapp. Tryck p\xE5 \"Skapa\" f\xF6r att g\xF6ra ett nytt f\xF6rinst\xE4llt partikelsystem." + noAssetPresetsFound: "Inga 'asset'-f\xF6rinst\xE4llnigar hittades. Se till att dessa + \xE4r sparade i" + noPresetsFoundInProject: "Ingen f\xF6rinst\xE4llning funnen. Se till att s\xF6kv\xE4gen + till dina f\xF6rinst\xE4llningar \xE4r" + noSettingsFile: "Ingen inst\xE4llningsfil hittad. Du m\xE5ste ha en inst\xE4llningsfil + i" + noParticleSystems: Inga partikelsystem skapade. + noManipulators: Inga manipulerare skapade. + noProperties: Inga egenskaper skapade. + noTarget: "Inget m\xE5l" + noTargets: "Inga m\xE5l skapade." + noEvents: Inga event skapade. + noMesh: Ingen modell + noCollisionPlanes: Inga kollisionsplan skapade. + noSnapshots: "Inga partikel\xF6gonblick skapade." + noStates: "Inga tillst\xE5nd skapade." + allTargets: "Alla m\xE5l m\xE5ste vara tilldelade." + noPlaygroundManager: "Playground Hanteraren k\xF6r alla partikelsystem i scenen. + Du beh\xF6ver skapa en f\xF6r att komma ig\xE5ng." + missingTransform: Saknar Transform! + noAlphaColorInPaint: "Du har ingen alfa i f\xE4rgen. Inga partikelpositioner kommer + att m\xE5las ut." + noLifetimeColors: "Inga livsf\xE4rger skapade." + someFeaturesInScript: "Vissa inst\xE4llningar \xE4r inaktiverade eftersom detta + partikelsystem k\xF6rs i skript-l\xE4ge." + notSnapshot: "\xE4r inte ett partikel\xF6gonblick." + notSnapshotText: "Du kan bara tilldela partikel\xF6gonblick h\xE4r. Skapa f\xF6rst + ett partikel\xF6gonblick fr\xE5n det partikelsystem du vill ska tilldelas." + projectionOnlyWorldSpace: "Projektion kan bara k\xF6ras i v\xE4rldskoordinater." + particleSystemEventAssignErrorSelf: "Ett partikelsystem kan inte skicka data f\xF6r + emission till sig sj\xE4lv. V\xE4nligen v\xE4lj ett annat partikelsystem i din + scen." + particleSystemEventAssignErrorSnapshot: "Ett partikelsystem kan inte skicka data + f\xF6r emission till ett partikelsystem som \xE4r ett partikel\xF6gonblick. V\xE4nligen + v\xE4lj ett annat partikelsystem i din scen." + enableCollisionToSendEvents: "Du m\xE5ste sl\xE5 p\xE5 kollision f\xF6r detta partikelsystem + f\xF6r att skicka kollisionsdata." + couldNotReadTexture: "Kunde inte l\xE4sa importeringsinst\xE4llningarna f\xF6r den + valda texturen." + couldNotReadMesh: "Kunde inte l\xE4sa importeringsinst\xE4llningarna f\xF6r den + valda modellen." + notReadable: "\xE4r inte l\xE4sbar. V\xE4nligen \xE4ndra till L\xE4s/Skrivbar i + dess importeringsinst\xE4llning." + editFromHierarchyOnly: "Endast redigerbar fr\xE5n hierarkin." + localScaleWarning: "En skala annorlunda \xE4n Vector3 (1,1,1) kan resultera i att + partikelsystemet inte renderas." + rotationSimulationSpace: "Vill du simulera partikelsystemet i lokal rymd? Detta + till\xE5ter k\xE4llpositioner och krafters inst\xE4llning att appliceras med k\xE4llans + rotation." + setLocalSpaceSimulation: "S\xE4tt Simulering Till Lokal Rymd" + checkForUpdates: "S\xF6k Efter Uppdateringar" + language: "Spr\xE5k" + install: Installera + installType: Installationstyp + installText: "Spr\xE5kinstalleringsguiden till\xE5ter dig att installera nya spr\xE5k + till dina Playground inst\xE4llningar. N\xE4r du installerar som en Asset kr\xE4vs + det att du redan har importerat din inst\xE4llningsfil till ditt projekt." + languageFile: "Spr\xE5kfil" + languageLocation: "Spr\xE5ks\xF6kv\xE4g" + saveLanguage: "Spara spr\xE5k" + loadLanguage: "Ladda spr\xE5k" + noLanguageFound: "Inga spr\xE5k kunde hittas." + remove: Ta bort + removeAll: Ta bort alla + removeLanguage: "\xC4r du s\xE4ker p\xE5 att du vill ta bort spr\xE5ket" + removePreset: Ta bort denna preset permanent? + removePresetText: "kommer att tas bort. \xC4r du s\xE4ker?" + removeParticlePlaygroundSystem: "\xC4r du s\xE4ker p\xE5 att du vill ta bort detta + Particle Playground-system?" + removeManipulator: "\xC4r du s\xE4ker p\xE5 att du vill ta bort manipuleraren tilldelad" + removeEvent: "Ta bort event fr\xE5n" + removeEventsText1: "Alla event kopplade till detta partikelsystem fr\xE5n" + removeEventsText2: "kommer att tas bort. \xC4r du s\xE4ker p\xE5 att du vill ta + bort dem?" + removeEventInEventList: "\xC4r du s\xE4ker p\xE5 att du vill ta bort detta event?" + removeSnapshot: "\xC4r du s\xE4ker p\xE5 att du vill ta bort detta partikel\xF6gonblick?" + removeAllSnapshots: "Ta bort alla partikel\xF6gonblick?" + removeAllSnapshotsText: "\xC4r du s\xE4ker p\xE5 att du vill ta bort alla partikel\xF6gonblick?" + removeState: "\xC4r du s\xE4ker p\xE5 att du vill ta bort detta tillst\xE5nd?" + deleteBrush: Ta bort denna pensel permanent? + deleteBrushText: "kommer att tas bort fr\xE5n dina penslar. \xC4r du s\xE4ker?" + gameObjectIntact: (GameObject i scenen kommer att vara kvar) + switchToScriptMode: "Byt till skript-l\xE4ge?" + switchToScriptModeText1: "Event m\xE5let av" + switchToScriptModeText2: "k\xF6rs i" + switchToScriptModeText3: "l\xE4ge. Alla event m\xE5ste tas emot i skript-l\xE4ge." + yes: Ja + no: Nej + ok: Ok + switchText: Byt + cancel: Avbryt + openPlaygroundWizard: "\xD6ppna Playground-guiden" + playgroundParticles: Playground Partiklar + playgroundManager: Playgroundhanteraren + eventControlled: Kontrollerad av event + controlledByAnotherEvent: "Detta Particle Playground-system \xE4r kontrollerat av + event fr\xE5n ett annat partikelsystem." + controlledByScript: "Detta Particle Playground-system \xE4r kontrollerat av skript. + Du kan endast aktivera emission fr\xE5n skript genom PlaygroundParticlesC.Emit(position, + velocity, color) eller l\xE5ta ett annat partikelsystem g\xF6ra detta genom event. + V\xE4nligen se manualen f\xF6r vidare information." + emissionIndex: Emissions-index + emissionRate: "Emissionsm\xE4ngd" + emit: Emittera + emitParticles: Emittera partiklar + snapshot: "Partikel\xF6gonblick" + source: "K\xE4lla" + sourceDescription: "K\xE4llan \xE4r metoden som partiklar skapas fr\xE5n.\n\nTillst\xE5nd: + Skapa partiklar och dess f\xE4rger fr\xE5n en textur eller 3d-modell\n\nTransform: + Skapa partiklar fr\xE5n en Transform i scenen\n\nWorld Object: Skapa partiklar + fr\xE5n vertiser i en 3d-modell i scenen\n\nSkinnedWorldObject: Skapa partiklar + fr\xE5n vertiser i en animerad 3d-modell med benstruktur i scenen\n\nSkript: Partiklars + k\xE4lla \xE4r kontrollerad av skript\n\nM\xE5la: Skapa partiklar och dess f\xE4rger + fr\xE5n m\xE5lade positioner med pensel\n\nProjektion: Skapa partiklar och dess + f\xE4rg fr\xE5n en textur projicerad i scenen" + setParticleCount: "S\xE4tt Partikelantal" + proceduralOptions: "Inst\xE4llningar f\xF6r f\xF6r\xE4nderlig k\xE4lla" + meshVerticesUpdate: Uppdatera modellens vertiser + meshVerticesUpdateDescription: "Aktivera detta om modellens vertiser f\xF6r\xE4ndras + \xF6ver tid" + meshNormalsUpdate: Upddatera modellens normaler + meshNormalsUpdateDescription: "Aktivera detta om modellens normaler f\xF6r\xE4ndras + \xF6ver tid" + sourceDownResolution: "K\xE4lluppl\xF6sningsskala" + particleSettings: "Partikelinst\xE4llningar" + forces: Krafter + collision: Kollisioner + rendering: Rendering + sortingLayer: Sorteringslager + orderInLayer: Ordning i lagret + manipulator: Manipulerare + manipulators: Manipulerare + state: "Tillst\xE5nd" + states: "Tillst\xE5nd" + eventName: Event + events: Event + eventListener: Eventlyssnare + typeOfEvent: Typ av event + snapshots: "Partikel\xF6gonblick" + advanced: Avancerat + particleSystem: Partikelsystem + particleSystems: Partikelsystem + globalManipulators: Globala Manipulerare + target: "M\xE5l" + targets: "M\xE5l" + transition: "\xD6verg\xE5ng" + size: Storlek + strength: Styrka + shape: Form + sphere: "Sf\xE4r" + box: Box + bounds: "Gr\xE4ns" + nullName: Null + affects: "P\xE5verkar" + type: Typ + time: Tid + presetText: "Skapa en Particle Playground f\xF6rinst\xE4llning genom att v\xE4lja + ett partikelsystem och en ikon (ej n\xF6dv\xE4ndigt). Ikonen m\xE5ste vara i PNG-format + och 32x32 pixlar f\xF6r b\xE4sta presentation. Alla objekt kopplade till partikelsystemet + kommer att l\xE4ggas under dess hierarki." + publishPresetText: "F\xF6rbered dina partikelsystem f\xF6r paketering genom att + v\xE4lja dem i listan. Alla kopplade modeller, texturer och lagrade v\xE4rden + kommer att distribueras med dina Particle Playground-system. Ikonen kommer automatiskt + att inkluderas om s\xE5dan finns. V\xE4nligen se \xF6ver alla knutna tillg\xE5ngar + till ditt paket innan du distribuerar. Du \xF6verrensst\xE4mmer att Polyfied inte + kan h\xE5llas ansvarig f\xF6r kvalit\xE9n av inneh\xE5llet i det du distribuerar + n\xE4r du publicerar tillg\xE5ngar kopplade till Particle Playground." + publishingGuide: Publishing Guide + childConnected: "Gruppera objekt till f\xF6rinst\xE4llning" + presetWithSameNameFound: "F\xF6rinst\xE4llning med samma namn funnet!" + presetWithSameNameFoundText: "finns redan. Vill du ers\xE4tta den?" + gameObjectIsNotPlayground: "GameObject \xE4r inte ett Particle Playground-system" + brushWizardText: "Skapa en Particle Playground pensel genom att v\xE4lja en textur + och redigera penselns inst\xE4llningar. Texturen m\xE5ste vara skriv/l\xE4sbar + och anv\xE4nda True Color (okomprimerad) i dess importeringsinst\xE4llning." + brushTexture: Penseltextur + brushSameName: Pensel med samma namn funnet! + brushSameNameText: "finns redan. Vill du ers\xE4tta den?" + playgroundCopyWizardText: "Kopieringsguiden till\xE5ter dig att kopiera ett partikelsystem + till ett annat. Du kan beh\xF6va redigera ditt partikelsystem efter att du kopierat + en Shuriken-komponent." + from: "Fr\xE5n" + fromType: "Fr\xE5n Typ" + to: Till + copy: Kopiera + copyErrorMessageIsPlayground: "Du har specificerat en Shuriken-komponent fr\xE5n + ett Particle Playground system. Detta \xE4r inte till\xE5tet och kommer att resultera + i en korrupt kopia." + copyErrorMessageSameSystem: "Du har specificerat samma partikelsystem som k\xE4lla + och m\xE5l. Detta \xE4r en on\xF6dig process." + enabled: Aktiverad + transform: Transform + transforms: Transforms + vector3: Vector3 + position: Position + localPosition: Lokal Position + rotation: Rotation + localRotation: Lokal Rotation + scale: Skala + distance: Distans + radius: Radie + points: Punkter + worldObject: World Object + skinnedWorldObject: Skinned World Object + material: Material + attractor: Attraherare + gravitational: Graviterare + repellent: "Bortst\xF6tare" + property: Egenskap + combined: Kombinerad + vortex: Virvel + turbulence: Turbulens + turbulenceType: Turbulence Type + calculateParticles: "Ber\xE4kna Partiklar" + calculateParticlesDescription: "Ber\xE4kna krafter p\xE5 PlaygroundParticles-objekt. + Inaktivering \xF6verskrider egna v\xE4rden och kommer att stoppa alla PlaygroundParticles-objekt." + groupAutomatically: Gruppera Automatiskt + groupAutomaticallyDescription: "Gruppera partikelsystem automatiskt till Playground-hanteraren + om den inte har n\xE5gon f\xF6r\xE4lder i hierarkin." + buildZeroAlphaPixels: Bygg Pixlar Med Noll Alpha + buildZeroAlphaPixelsDescription: "Anv\xE4nd detta om du vill att partikelsystem + bygger k\xE4llpositioner fr\xE5n pixlar med 0 alpha i texturen." + sceneGizmos: Scen Gizmos + sceneGizmosDescription: "Visa gizmos i scenvyn f\xF6r Playground-objekt." + sourcePositions: "K\xE4llpositioner" + sourcePositionsDescription: "Visa gizmos i scenvyn f\xF6r partiklars k\xE4llpositioner." + wireframes: "Tr\xE5dmodeller" + wireframesDescription: "Visa tr\xE5dmodeller runt partiklar i scenvyn." + paintToolbox: "Verktygsl\xE5da vid m\xE5lning" + paintToolboxDescription: "Visa verktygsl\xE5da f\xF6r m\xE5lning i scenvyn n\xE4r + k\xE4lla \xE4r satt till Paint" + showShuriken: Visa Shuriken + showShurikenDescription: Visa Shuriken-komponenten i Inspector. + advancedSnapshots: "Avancerade Partikel\xF6gonblick" + advancedSnapshotsDescription: "Visa partikel\xF6gonblick f\xF6r ett partikelsystem + i Hierarkin och exponera mer av dess inst\xE4llningar." + pixelFilterMode: Pixelfiltrering + pixelFilterModeDescription: "F\xE4rgfiltrering n\xE4r partiklar skapas fr\xE5n pixlar + i en bild." + timeSimulation: Tidssimulation + reset: "\xC5terst\xE4ll" + editorLimits: "Editor-begr\xE4nsningar" + transitionTime: "\xD6verg\xE5ngstid" + transitionType: "\xD6verg\xE5ngstyp" + findClosestPosition: "Hitta N\xE4rmaste Position" + transitionTimeMultiplier: "\xD6verg\xE5ngstidsmultiplicerare" + loadFromStart: "Ladda Fr\xE5n Start" + setMaterialAfterTransition: "S\xE4tt Material Efter \xD6verg\xE5ng" + particleCount: "Partikelm\xE4ngd" + particleLifetime: Partikellivstid + particleRotation: Partikelrotation + particleSize: Partikelstorlek + particleScale: Partikelskala + particleVelocity: Partikelhastighet + particleColor: "Partikelf\xE4rg" + positionScale: Positionsskala + particles: partiklar + colorStrength: "F\xE4rgstyrka" + sourceScatter: "K\xE4llspridning" + deltaMovement: "Skillnadsr\xF6relse" + deltaMovementStrength: "Skillnadsr\xF6relsestyrka" + damping: "Tr\xF6ghet" + velocity: Hastighet + velocityStrength: Hastighetsstyrka + velocityScale: Velocity Scale + initialVelocity: Initial Hastighet + initialLocalVelocity: Initial Lokal Hastighet + initialRotation: Initial Rotation + stretchSpeed: "Str\xE4ckningshastighet" + collisionRadius: Kollisionsradie + mass: Massa + bounciness: Studs + depth: Djup + depth2D: Djup (2D) + color: "F\xE4rg" + updateRate: Uppdateringsintervall + renderSliders: Renderingsreglage + paintPositions: "M\xE5lade positioner" + brushSizeMin: Penselstorlek min + brushSizeMax: Penselstorlek max + eraserSizeMin: Sudd min + eraserSizeMax: Sudd max + paintSpacing: "Mellanrum f\xF6r m\xE5lning" + manipulatorSize: Manipulerarstorlek + manipulatorStrength: Manipulerarstyrka + manipulatorZeroVelocityStrength: Nollkraftsstyrka + manipulatorStrengthEffectors: Effektstyrka + trackParticles: "Sp\xE5ra Partiklar" + sendBirthEvents: "Skicka F\xF6delseevent" + sendDeathEvents: "Skicka D\xF6dsevent" + sendEnterEvents: "Skicka Ing\xE5ngsevent" + sendExitEvents: "Skicka Utg\xE5ngsevent" + sendCollisionEvents: Skicka kollisionsevent + smoothingEffect: "Utj\xE4mningseffekt" + distanceEffect: Distanseffekt + lifetimeFilter: Livstidsfilter + particleFilter: Partikelfilter + inverseBounds: "Invertera Gr\xE4ns" + propertyType: Egenskapstyp + onlyColorInRange: "F\xE4rga Endast Inom Gr\xE4ns" + onlyPositionInRange: "Positionera Endast Inom Gr\xE4ns" + keepColorAlphas: "Beh\xE5ll F\xE4rg-alpha" + sizeStrength: Storleksstyrka + targetStrength: "M\xE5lstyrka" + deathStrength: "D\xF6dsstyrka" + attractorStrength: Attraheringsstyrka + gravitationalStrength: Gravitationsstyrka + repellentStrength: Repelleringsstyrka + vortexStrength: Virvelstyrka + turbulenceStrength: Turbulensstyrka + meshTarget: "Modellm\xE5l" + skinnedMeshTarget: "Animerad Modellm\xE5l" + targetSorting: "M\xE5lsortering" + mesh: Modell + image: Bild + lifetimeColor: "Livstidsf\xE4rg" + paintMode: "M\xE5lmetod" + dot: Punkt + brush: Pensel + eraser: Sudd + brushPresets: "Penself\xF6rinst\xE4llning" + brushShape: Penselform + brushScale: Penselskala + detail: Detalj + brushDistance: Penseldistans + useBrushColor: "Anv\xE4nd penself\xE4rg" + eraserRadius: Suddradie + paintCollisionType: "M\xE5lningskollisionstyp" + paint: "M\xE5la" + paintMask: "M\xE5lningsmask" + maxPaintPositions: "M\xE5lningspositioner (max)" + exceedMaxStopsPaint: "\xD6verstigning Av M\xE5lningscpositioner Stoppar" + exceededMaxPaint: "Du har \xF6verstigit maximala m\xE5lningspositioner. Inga nya + m\xE5lningspositioner \xE4r m\xF6jliga n\xE4r \xD6verstigning Av M\xE5lningscpositioner + Stoppar \xE4r p\xE5slaget." + morePaintThanPositions: "Du har fler m\xE5lningspositioner \xE4n partiklar. \xD6ka + partikelantalet f\xF6r att se alla m\xE5lade positioner." + start: Starta + stop: Stoppa + clear: Rensa + clearPaint: "Rensa m\xE5lning?" + clearPaintText: "\xC4r du s\xE4ker p\xE5 att du vill ta bort alla m\xE5lade k\xE4llpositioner?" + playgroundPaint: "Playground M\xE5lning" + overflowMode: "\xD6verfl\xF6desmetod" + overflowModeDescription: "Metoden att distribuera \xF6verfl\xF6de med." + overflowOffset: "\xD6verfl\xF6desutl\xF6pare" + loop: Upprepa + disableOnDone: Inaktivera Efter Emission + lifetimeSize: Livstidsstorlek + rotateTowardsDirection: Rotera Mot Riktning + rotationNormal: Rotationsnormalen + lifetimeMethod: Livstidsmetod + lifetime: Livstid + lifetimeSorting: Livstidssortering + lifetimeSortingDescription: "Best\xE4mmer hur partiklar \xE4r sorterade vid f\xF6dsel.\nScrambled: + Slumpm\xE4ssigt sorterade.\nScrambled Linear: Slumpm\xE4ssigt sorterade men aldrig + samtidigt.\nBurst: Alfa och Omega.\nLinear: Alfa till Omega.\nReversed: Omega + till Alfa.\nNearestNeighbor: N\xE4rmaste till punkt l\xE4ngst bort.\nNearestNeighborReversed: + L\xE4ngst bort till n\xE4rmaste punkt.\nUser: Best\xE4md av animationskurva" + sortOrigin: "Sorteringsk\xE4lla" + customSorting: Egen Sortering + lifetimeOffset: "Livstidsutl\xF6pare" + particleMask: Partikelmask + maskTime: Masktid + maskSorting: Masksortering + off: Av + forceAnnihilation: "Kraftd\xF6dare" + onlySourcePositions: "Endast K\xE4llpositioner" + onlySourcePositionsDescription: "Partiklar \xE4r bundna till dess k\xE4lla under + deras livstid." + assignTransformDeltaMovement: "Tilldela en Transform till det aktiva Tillst\xE5ndet + f\xF6r att aktivera Deltar\xF6relse." + lifetimePositioning: Livstidspositionering + onlyLifetimePositioningDescription: "Partiklars r\xF6relse \xE4r bundna till sin + livstidspositionering." + useSourceDirection: "Anv\xE4nd K\xE4llans Riktning" + axisConstraintsDescription: "Alla krafter \xE4r inaktiverade eftersom alla axelbegr\xE4nsningar + \xE4r p\xE5slagna." + lifetimeVelocity: Livstidskraft + initialLocalVelocityControlledByScript: "Initial Lokal Kraft \xE4r kontrollerad + av kraften skickad till Emit() i skriptl\xE4ge." + assignTransformLocalVelocity: "Tilldela en Transform till det aktiva tillst\xE5ndet + f\xF6r att aktivera Initial Lokal Kraft." + initialVelocityShape: Initial Kraft-form + velocityBending: "Kraftb\xF6jning" + bending: "B\xF6jning" + timeScale: Tidsskala + lifetimeStrength: Livstidsstyrka + particleLifetimeStrength: Particle Lifetime Strength + gravity: Gravitation + maxVelocity: Maximal Kraft + axisConstraints: "Axelbegr\xE4nsningar" + threeDimensional: 3D + twoDimensional: 2D + collisionType: Kollisionstyp + collisionMask: Kollisionsmask + collideWithRigidbodies: Kollidera Med Rigidbodies + lifetimeLoss: "Livstidsf\xF6rlust" + randomBounce: "Slumpm\xE4ssig Studs" + collisionPlanes: Kollisionsplan + sticky: "F\xE4st" + stickyMask: "F\xE4stmaskning" + collisionPrecision: Kollisionsprecision + forceCollisionCaching: Tvinga kollisionscache + gizmoScale: Gizmoskala + colorSource: "F\xE4rgk\xE4lla" + sourceUsesLifetimeAlpha: "K\xE4lla Anv\xE4nder Livstids-alfa" + renderMode: Renderingsmetod + cameraScale: Kameraskala + speedScale: Hastighetsskala + lengthScale: "L\xE4ngdskala" + startStretch: "Startstr\xE4ckning" + lifetimeStretch: "Livstidsstr\xE4ckning" + maxParticleSize: Partikelstorlek (max) + settingsAndParticles: "Inst\xE4llningar & Partiklar" + settingsOnly: "Inst\xE4llningar Endast" + particlesOnly: Partiklar Endast + simple: Simpel + newSnapshotName: "Nytt Partikel\xF6gonblick" + simulationSpace: Simulationsrymd + localSpace: Lokal Rymd + globalSpace: Global Rymd + movementCompensation: "R\xF6relsekompensation" + movementCompensationLifetimeStrength: "R\xF6relsekompensation Livstidsstyrka" + rebirthOptions: "F\xF6delseinst\xE4llningar" + randomLifetime: "Slumpm\xE4ssig Livstid" + randomSize: "Slumpm\xE4ssig Storlek" + randomRotation: "Slumpm\xE4ssig Rotation" + randomScatter: "Slumpm\xE4ssig Spridning" + randomVelocity: "Slumpm\xE4ssig Kraft" + forceInitialColor: "Tvinga Initial F\xE4rg" + lockPosition: "L\xE5s Position" + positionIsLocal: "Position \xC4r Lokal" + lockRotation: "L\xE5s Rotation" + rotationIsLocal: "Rotation \xC4r Lokal" + lockScale: "L\xE5s Skala" + syncParticlesToMainThread: "Synkronisera Partiklar Till Huvudtr\xE5den" + multithreadedManipulators: "Multitr\xE5dade Manipulatorer" + autoPauseCalculation: "Pausa Ber\xE4kning Automatiskt" + particlePool: Partikelpool + broadcastType: "S\xE4ndningstyp" + broadcastTypeDescription: "S\xE4tt f\xF6r att s\xE4nda till M\xE5l och/eller Eventlyssnare." + collisionThreshold: "Kollisionstr\xF6skel" + inheritancePosition: Positionsarv + inheritanceVelocity: Kraftarv + inheritanceColor: "F\xE4rgarv" + velocityMultiplier: Kraftmultiplicerare + activeState: "Aktivt Tillst\xE5nd" + nameText: Namn + stateMeshDescription: "K\xE4llmodellen att konstruera partiklar fr\xE5n vertiser. + N\xE4r en modell \xE4r vald kommer texturen att f\xE4rga varje vertisposition." + stateTextureDescription: "K\xE4lltexturen att konstruera partiklar fr\xE5n pixlar. + N\xE4r en modell \xE4r vald kommer texturen att f\xE4rga varje verisposition." + stateDepthmapDescription: "K\xE4lltexturen att applicera djup fr\xE5n. Ej kompatibel + med modeller." + stateDepthmapStrengthDescription: "Hur mycket gr\xE5skalan i djupbilden kommer att + p\xE5verka Z-v\xE4rdet." + stateTransformDescription: "Transform som styr detta Tillst\xE5nd" + stateScaleDescription: "Skalan av bredd-h\xF6jd ratio." + stateOffsetDescription: "Offset fr\xE5n position." + brushNameDescription: "Namnet av denna penself\xF6rinst\xE4llning." + brushShapeDescription: "Texturen att bygga denna pensel fr\xE5n." + brushScaleDescription: "Skalan av denna pensel (m\xE4tt i units)." + brushDetail: Penseldetalj + brushDetailDescription: "Detaljniv\xE5n av denna pensel." + brushDistanceDescription: "Distansen penseln n\xE5r." + paintSpacingDescription: "Till\xE5tet avst\xE5nd mellan tidigare och nym\xE5lad + k\xE4llposition" + exceedMaxStopsPaintDescription: "Ska m\xE5lning stoppas n\xE4r m\xE5lningspositioner + \xE4r lika med taket f\xF6r positioner (om inte kommer positioner att tas bort + fr\xE5n b\xF6rjan av listan vid m\xE5lning)." + texture: Textur + depthmap: Djupbild + depthmapStrength: Djupbildsstyrka + offset: Offset + createState: "Skapa Tillst\xE5nd" + projectionTexture: Projiceringstextur + liveUpdate: Realtidsuppdatering + originOffset: Urpsrungsoffset + projectionDistance: Projiceringsdistans + projectionScale: Projiceringsskala + surfaceOffset: "Offset Fr\xE5n Yta" + projectionMask: Projiceringsmask + projectionCollisionType: Projiceringskollisionstyp + collisionDisabledDescription: "Kollisioner har inaktiverats p\xE5 grund av kraftinst\xE4llningarna." + onlySizeInRange: "Storleks\xE4ndra endast inom radie" + sendToManager: Skicka Till Hanteraren + clearOnStop: Rensa Vid Stopp + multithreading: "Multitr\xE5dning" + particleThreadMethod: "Partikeltr\xE5dmetod" + skinnedMeshThreadMethod: "Animerade modellers tr\xE5dmetod" + turbulenceThreadMethod: "Turbulenstr\xE5dmetod" + threadMethodDescription: "Best\xE4mmer vilken multitr\xE5dad metod som skall anv\xE4ndas." + maxThreads: "Maximalt Antal Tr\xE5dar" + maxThreadsDescription: "Det maximala antalet tr\xE5dar som kan skapas. Inga fler + tr\xE5dar \xE4n tillg\xE4ngliga processork\xE4rnor kommer skapas." + threadInfo01: "Inga ber\xE4kningstr\xE5dar kommer att skapas. Detta kommer i de + flesta fall ha en negativ inverkan p\xE5 prestandan eftersom Particle Playground + ber\xE4knas med all annan logik p\xE5 huvud-tr\xE5den. Anv\xE4nd detta f\xF6r + fels\xF6kningssyfte." + threadInfo02: "En ber\xE4kningtr\xE5d per partikelsystem kommer att skapas. Anv\xE4nd + detta n\xE4r du har tunga partikelsystem i din scen. Observera att denna metod + inte kommer sl\xE5 samman ber\xE4kningar." + threadInfo03: "En ber\xE4kningtr\xE5d f\xF6r alla partikelsystem skapas. Anv\xE4nd + detta om du har annan flertr\xE5dad logik som har h\xF6gre prioritet f\xF6r prestanda + \xE4n Particle Playground eller ditt projekt kr\xE4ver strikt anv\xE4ndning av + minnesallokering." + threadInfo04: "L\xE5t ber\xE4kningstr\xE5dar f\xF6rdelas j\xE4mnt f\xF6r alla partikelsystem + i din scen. Detta kommer sl\xE5 samman ber\xE4kningar f\xF6r att matcha plattformens + SystemInfo.processorCount. Detta \xE4r den rekommenderade och \xF6verlag snabbaste + metoden f\xF6r att ber\xE4kna partikelsystem." + thread: "Tr\xE5d" + assignATexture: "Till\xE4mpa en textur." + useAnotherSourceTransform: "Anv\xE4nd en annan Transform som k\xE4lla f\xF6r att + aktivera denna effekt." + activeThreads: "aktiva tr\xE5dar" + threadPoolMethod: "Tr\xE5dpoolsmetod" + threadPoolMethodDescription: "Metoden som anv\xE4nds f\xF6r att \xE5teranv\xE4nda + CPU-tr\xE5dar." + processors: processorer + prefabConnection: "Kvarh\xE5ll Prefab-l\xE4nk" + noAssetsFoundMessage: "Particle Playground's filer kunde inte hittas i ditt projekt. + V\xE4nligen redigera s\xF6kv\xE4garna s\xE5 de st\xE4mmer med ditt projekt." + skinnedMeshOptimizeGameObjectsMessage: Consider to disable Optimize Game Objects + for the Import Settings of your skinned mesh. Having Optimize Game Objects enabled + will be a lot slower for a Particle Playground system to calculate as it must + extract the vertices each frame. + castShadows: Kasta skuggor + receiveShadows: "F\xE5nga skuggor" + sorting: Sortering + sortMode: Sorteringsmetod + sortingFudge: "Sorteringsf\xF6rvr\xE4ngning" + textureSheetAnimation: Texturarksanimation + tiles: Rutor + animation: Animation + randomRow: "Slumpm\xE4ssig rad" + row: Rad + animationMethod: Animationsmetod + frameOverTime: "Bildruta \xF6ver tid" + chromaKey: "Genomskinlig f\xE4rgnyckel" + spread: Spridning + spline: Spline + splines: Splines + newSplineMessage: "Tilldela en tillg\xE4nglig Playground Spline-komponent fr\xE5n + din scen eller tryck Skapa f\xF6r att b\xF6rja arbeta med en ny Playground Spline + (kommer att f\xE5 partikelsystemet som f\xF6r\xE4lder). F\xF6r att redigera en + Playground Spline markerar du den i hierarkin." + allSplinesMustBeAssignedMessage: "Alla Playground Splines m\xE5ste vara tillf\xF6rdelade + och p\xE5slagna." + treatAsOneSpline: Behandla som en kurva + playgroundSpline: Playground Spline + selection: Markering + node: Nod + nodes: Noder + bezier: Bezier + selectedNode: Markerad nod + selectedBezierHandle: Markerat bezierhandtag + bezierMode: Beziermetod + addNode: Skapa nod + removeSelectedNode: Ta bort markerad nod + usedBy: "Anv\xE4nd av" + noUser: "Inga anv\xE4ndare" + easing: Mjukhet + easingVelocity: Mjukhetshastighet + timeOffset: "Tidsf\xF6rskjutning" + positionOffset: "Positionsf\xF6rskjutning" + reverse: "Omv\xE4nd" + targetMethod: "M\xE5lmetod" + overflowOffsetSplineMessage: "Overflow Offset kan inte anv\xE4ndas tillsammans med + kurvor som k\xE4lla." + noSplineUserMessage: "Inget partikelsystem anv\xE4nder denna Playground Spline." + removeUserTitle: "Ta bort anv\xE4ndare?" + removeUserMessage: "Vill du ta bort denna Playground Spline fr\xE5n partikelsystemet?" + convertAllToTransforms: Konvertera alla till Transforms + convertAllToVector3: Konvertera alla till Vector3 + reverseAllNodes: "Omv\xE4nd alla noder" + velocityOnNewNode: "Hastighet p\xE5 ny nod" + moveTransformsAsBeziers: Flytta Transforms som bezierhandtag + exportWithNodeStructure: Exportera med nodstruktur + repeatTimeModulus: Repeat Time (Modulus) + drawSplinePreview: "F\xF6rhandsvisning av spline" + drawSplinePreviewDescription: "Ritar formen av en Playground Spline i scenen n\xE4r + k\xE4ll-fliken \xE4r utf\xE4lld." + newEmpty: Ny tom + noSplinesCreated: "Inga splines \xE4r skapade" + colorMethod: "F\xE4rgmetod" + arrayColor: "Listf\xE4rg" + arrayAlpha: Listalpha + applyArrayAlpha: "Anv\xE4nd listalpha" + collisionExclusion: Kollisionsexklusion + collisionExclusionMessage: "Inga objekt \xE4r exkluderade." + bypassMaskedParticles: Bypass Masked Particles + treatAsOneTransform: Behandla som en Transform. + allTransformsMustBeAssignedMessage: "Alla Transforms m\xE5ste vara tillf\xF6rdelade." + assignTransformMessage: "Tillf\xF6rdela en Transform." + method: Metod + range: "Omf\xE5ng" + sectorA: Sektor A + sectorB: Sektor B + lifetimeEmission: "Livsl\xE4ngdsemission" + prewarm: "Uppv\xE4rmning" + prewarmLifetimeCycles: "Uppv\xE4rmning i livstidscykel" + prewarmCyclesResolution: "Uppv\xE4rmningscykler (detaljniv\xE5)" + inverseRigidbodyCollision: "Omv\xE4nd Rigidbody Kollision" + locks: "L\xE5s" + onEnable: On Enable + misc: "\xD6vrigt" + deltaPositionAdjustment: Deltapositionskorrigering + arraySize: Liststorlek + sourcePoint: "K\xE4llpunkt" + emission: Emission + on: "P\xE5" + constantForce: Konstant kraft + initialGlobalVelocity: Initial Global Kraft + shadows: Skuggor + collisionSettings: "Kollisionsinst\xE4llningar" + sync: Synk + transitionBackToSource: "\xC5terg\xE5 till k\xE4lla" + transitionAmount: "\xC5terg\xE5ngsstyrka" + calculateManipulator: "Ber\xE4kna manipulerare" + renderer: Renderare + hierarchyIcon: Hierarki-ikon + minimumShurikenLifetime: "Minimumlivstid f\xF6r Shuriken" + calculationTrigger: "Ber\xE4kningsutl\xF6sare" + calculationTriggerSize: "Ber\xE4kningsutl\xF6sares storlek" + calculationTriggerOffset: "Ber\xE4kningsutl\xF6sares offset" + drawGizmo: Visa gizmo + drawBezierGizmo: Visa bezier gizmo + bezierWidth: Bezierbredd + outOfView: "Bortom synh\xE5ll" + autoPause: Automatisk paus + forceUpdateOnMainThread: "Tvinga uppdatering p\xE5 huvudtr\xE5d" + forceUpdateOnMainThreadDescription: "Aktivera detta f\xF6r att s\xE4kerhetsst\xE4lla + att den animerade modellen uppdateras i synk med k\xE4llpositioner. Detta har + en m\xE4rkbar p\xE5verkan p\xE5 prestandan." + trackingMethod: "Sp\xE5rningsmetod" + animationTimeMethod: Animeringstidsmetod + upSymbol: "\u2191" + downSymbol: "\u2193" + playSymbol: Spela + pauseSymbol: Pausa + stopSymbol: Stoppa + recordSymbol: Spela In + trim: Trimma + trimInner: Trimma Inre + trimOuter: Trimma Yttre + trimMsg: "\xC4r du s\xE4ker att du vill ta bort bildrutor" + fadeIn: Tona In + sizeIn: Storlek In + skipInterpolationOnEndFrames: "Hoppa \xD6ver Interpolering P\xE5 Slutbilder" + playgroundRecorder: Playground Recorder + player: Spelare + playbackSpeed: Uppspelningshastighet + keyframeInterval: Nyckelintervall + playHeadPosition: Uppspelningsposition + clearRecording: Rensa Inspelning + clearRecordingMsg: "\xC4r du s\xE4ker att du vill ta bort alla inspelade bilder?" + missingParticleSystemWarning: "Inget Particle Playground-system \xE4r tilldelat." + newPlaygroundRecording: Ny Playgroundinspelning + newPlaygroundRecordingMsg: "V\xE4nligen v\xE4lj var du vill spara din Playgroundinspelning." + recorderData: Inspelningsdata + missingRecorderDataWarning: "Det finns ingen Playgroundinspelare tilldelad. Du beh\xF6ver + tilldela en f\xF6r att kunna lagra dina inspelningar \xF6ver sessioner." + createNew: Skapa Ny + playgroundComponents: Playgroundkomponenter + removeComponent: Ta bort komponent? + removeComponentMsg: "\xC4r du s\xE4ker p\xE5 att du vill ta bort komponenten?" + particleProperty: Partikelegenskap + clamp: "Begr\xE4nsa" + floor: "L\xE4gsta v\xE4rde" + ceil: "H\xF6gsta v\xE4rde" + value: "V\xE4rde" + rate: Hastighet + infinite: "O\xE4ndlig" + sourceParticleSystem: "K\xE4llpartikelsystem" + sourceBirthMethod: "K\xE4llf\xF6dselmetod" + scaleMethod: Skalningsmetod + globalTimeScale: Global Tidsskala + globalTimeScaleDescription: "Om Global Tidsskala \xE4r p\xE5slaget kommer Time.timeScale + p\xE5verka partikelsystemens simuleringstid." + extensionsDownloading: "H\xE4mtar lista med till\xE4gg..." + extensionsDownloadError: "Kunde inte h\xE4mta lista med till\xE4gg." + searchNoExtensionsFound: "Inga till\xE4gg kunde hittas med s\xF6kfrasen" + listHasBeenFilteredWith: Listan har filtrerats med + findPlaygroundSettings: "Hitta Playground-inst\xE4llningar" + findPlaygroundSettingsMsg: "Playground Settings.asset kunde inte hittas. Du kommer + inte kunna spara dina inst\xE4llningar \xF6ver editor sessioner. Det \xE4r rekommenderat + att du s\xF6ker efter Playground Settings.asset-filen." + playgroundTrails: Playground Trails + pointCreation: Point Creation + width: Bredd + timeWidth: Tidsbredd + widthScale: Breddskala + billboardTransform: Billboard Transform + customRenderScale: Egen Renderingsskala + minimumVertexDistance: Minsta Vertisdistans + maximumVertexDistance: "H\xF6gsta Vertisdistans" + maximumPathDeviation: "H\xF6gsta Avv\xE4jning" + maximumPoints: "H\xF6gsta Punkter" + createFirstPointOnParticleBirth: "Skapa F\xF6rsta Punkten Vid Partikelf\xF6dsel" + createLastPointOnParticleDeath: "Skapa Sista Punkten Vid Partikeld\xF6d" + createPointsOnCollision: Skapa Punkter Vid Kollision + colorMode: "F\xE4rgl\xE4ge" + uvMode: "Uv-l\xE4ge" + pointArrayAlpha: Punktlistalfa + playgroundFollow: Playground Follow + setLocalSpaceOnPlayback: "S\xE4tt Lokal Rymd Vid Uppspelning" + followers: "F\xF6ljare" + unassigned: Otilldelad + referenceObject: Referensobjekt + cacheSize: Cachningsstorlek + sendEvents: Skicka Event + multithreadedStartup: "Multitr\xE5dad Start" diff --git a/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset.meta b/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset.meta new file mode 100644 index 0000000..4ca8f7c --- /dev/null +++ b/Assets/Particle Playground/Playground Assets/Settings/Languages/Swedish.asset.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: bf77ded16b6054464828c834b0d92d6c +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Playground Assets/Settings/Playground Settings.asset b/Assets/Particle Playground/Playground Assets/Settings/Playground Settings.asset new file mode 100644 index 0000000..9f72b3e Binary files /dev/null and b/Assets/Particle Playground/Playground Assets/Settings/Playground Settings.asset differ diff --git a/Assets/Particle Playground/Playground Assets/Settings/Playground Settings.asset.meta 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[] + m_RemovedComponents: [] + m_ParentPrefab: {fileID: 0} + m_RootGameObject: {fileID: 100000} + m_IsPrefabParent: 1 + m_IsExploded: 1 diff --git a/Assets/Particle Playground/Resources/Particle Playground System.prefab.meta b/Assets/Particle Playground/Resources/Particle Playground System.prefab.meta new file mode 100644 index 0000000..e50fea8 --- /dev/null +++ b/Assets/Particle Playground/Resources/Particle Playground System.prefab.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 957c1b24e09a645dcb3977e60a5f3cdf +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Resources/Playground Manager.prefab b/Assets/Particle Playground/Resources/Playground Manager.prefab new file mode 100644 index 0000000..5d1ba3c --- /dev/null +++ b/Assets/Particle Playground/Resources/Playground Manager.prefab @@ -0,0 +1,73 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &100000 +GameObject: + m_ObjectHideFlags: 0 + 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a/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs new file mode 100644 index 0000000..891391a --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs @@ -0,0 +1,95 @@ +using UnityEditor; +using UnityEngine; +using ParticlePlaygroundLanguage; + +[CustomEditor(typeof(PlaygroundBrushPresetC))] +public class PlaygroundBrushPresetInspectorC : Editor { + + public static SerializedObject brushPreset; // PlaygroundBrushPreset + + public static SerializedProperty presetName; // String + + public static SerializedProperty texture; // Texture2D + public static SerializedProperty scale; // float + public static SerializedProperty detail; // BRUSHDETAIL + public static SerializedProperty distance; // float + + public static SerializedProperty spacing; // float + public static SerializedProperty exceedMaxStopsPaint; // boolean + + public static PlaygroundLanguageC playgroundLanguage; + + void OnEnable () { + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + + brushPreset = new SerializedObject(target); + texture = brushPreset.FindProperty("texture"); + presetName = brushPreset.FindProperty("presetName"); + scale = brushPreset.FindProperty("scale"); + detail = brushPreset.FindProperty("detail"); + distance = brushPreset.FindProperty("distance"); + spacing = brushPreset.FindProperty("spacing"); + exceedMaxStopsPaint = brushPreset.FindProperty("exceedMaxStopsPaint"); + } + + public override void OnInspectorGUI () { + + brushPreset.Update(); + + GUILayout.BeginVertical(EditorStyles.textField); + EditorGUILayout.Space(); + + // Name + EditorGUILayout.PropertyField(presetName, new GUIContent( + playgroundLanguage.nameText, + playgroundLanguage.brushNameDescription) + ); + + EditorGUILayout.Space(); + + // Texture + EditorGUILayout.PropertyField(texture, new GUIContent( + playgroundLanguage.brushShape, + playgroundLanguage.brushShapeDescription) + ); + + // Scale + EditorGUILayout.PropertyField(scale, new GUIContent( + playgroundLanguage.brushScale, + playgroundLanguage.brushScaleDescription) + ); + + // Detail + EditorGUILayout.PropertyField(detail, new GUIContent( + playgroundLanguage.brushDetail, + playgroundLanguage.brushDetailDescription) + ); + + // Distance + EditorGUILayout.PropertyField(distance, new GUIContent( + playgroundLanguage.brushDistance, + playgroundLanguage.brushDistanceDescription) + ); + + EditorGUILayout.Space(); + + // Spacing + EditorGUILayout.PropertyField(spacing, new GUIContent( + playgroundLanguage.paintSpacing, + playgroundLanguage.paintSpacingDescription) + ); + + EditorGUILayout.Space(); + + // Exceeding max stops paint + EditorGUILayout.PropertyField(exceedMaxStopsPaint, new GUIContent( + playgroundLanguage.exceedMaxStopsPaint, + playgroundLanguage.exceedMaxStopsPaintDescription) + ); + + EditorGUILayout.Space(); + GUILayout.EndVertical(); + + brushPreset.ApplyModifiedProperties(); + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs.meta new file mode 100644 index 0000000..9e13f92 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundBrushPresetInspectorC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1858fdfb4ccc340398148a752654e779 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs new file mode 100644 index 0000000..203570b --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs @@ -0,0 +1,91 @@ +using UnityEditor; +using UnityEngine; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +public class PlaygroundCreateBrushWindowC : EditorWindow { + + public static Texture2D brushTexture; + public static string brushName = ""; + public static float brushScale = 1f; + public static BRUSHDETAILC brushDetail; + public static float distance = 10000f; + public static float spacing = .1f; + public static bool exceedMaxStopsPaint = false; + + public static EditorWindow window; + private Vector2 scrollPosition; + + public static PlaygroundLanguageC playgroundLanguage; + + public static void ShowWindow () { + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + window = EditorWindow.GetWindow(true, playgroundLanguage.brushWizard); + window.Show(); + } + + void OnEnable () { + } + + void OnGUI () { + EditorGUILayout.BeginVertical(); + scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, false); + EditorGUILayout.Separator(); + EditorGUILayout.LabelField(playgroundLanguage.playgroundBrushWizard, EditorStyles.largeLabel, GUILayout.Height(20)); + EditorGUILayout.Separator(); + + GUILayout.BeginVertical("box"); + EditorGUILayout.HelpBox(playgroundLanguage.brushWizardText, MessageType.Info); + EditorGUILayout.Separator(); + + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.brushTexture); + Texture2D selectedBrushTexture = brushTexture; + brushTexture = EditorGUILayout.ObjectField(brushTexture, typeof(Texture2D), false) as Texture2D; + GUILayout.EndHorizontal(); + if (selectedBrushTexture!=brushTexture) + brushName = brushTexture.name; + brushName = EditorGUILayout.TextField(playgroundLanguage.nameText, brushName); + brushScale = EditorGUILayout.FloatField(playgroundLanguage.scale, brushScale); + brushDetail = (BRUSHDETAILC)EditorGUILayout.EnumPopup(playgroundLanguage.detail, brushDetail); + distance = EditorGUILayout.FloatField(playgroundLanguage.distance, distance); + spacing = EditorGUILayout.FloatField(playgroundLanguage.paintSpacing, spacing); + exceedMaxStopsPaint = EditorGUILayout.Toggle(playgroundLanguage.exceedMaxStopsPaint, exceedMaxStopsPaint); + + if(GUILayout.Button(playgroundLanguage.create, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + brushName = brushName.Trim(); + if (brushTexture && brushName!="") { + if (AssetDatabase.LoadAssetAtPath("Assets/"+PlaygroundParticleSystemInspectorC.playgroundSettings.playgroundPath+PlaygroundParticleSystemInspectorC.playgroundSettings.brushPath+brushName+".prefab", typeof(GameObject))) { + if (EditorUtility.DisplayDialog(playgroundLanguage.brushSameName, + brushName+" "+playgroundLanguage.brushSameNameText, + playgroundLanguage.yes, + playgroundLanguage.no)) + CreateBrush(); + } else CreateBrush(); + } + } + + GUILayout.EndVertical(); + GUILayout.EndScrollView(); + EditorGUILayout.EndVertical(); + } + + public void CreateBrush () { + GameObject brushObject = new GameObject(brushName); + PlaygroundBrushPresetC brushPreset = brushObject.AddComponent(); + brushPreset.presetName = brushName; + brushPreset.texture = brushTexture; + brushPreset.scale = brushScale; + brushPreset.detail = brushDetail; + brushPreset.distance = distance; + brushPreset.spacing = spacing; + brushPreset.exceedMaxStopsPaint = exceedMaxStopsPaint; + + PrefabUtility.CreatePrefab("Assets/"+PlaygroundParticleSystemInspectorC.playgroundSettings.playgroundPath+PlaygroundParticleSystemInspectorC.playgroundSettings.brushPath+brushName+".prefab", brushObject, ReplacePrefabOptions.Default); + DestroyImmediate(brushObject); + + PlaygroundParticleSystemInspectorC.LoadBrushes(); + + window.Close(); + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs.meta new file mode 100644 index 0000000..953dde9 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreateBrushWindowC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0e602a73261ec4f81873435b0df6d2ed +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs new file mode 100644 index 0000000..aea376b --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs @@ -0,0 +1,314 @@ +using UnityEditor; +using UnityEngine; +using System.IO; +using System.Collections.Generic; +using ParticlePlayground; +using ParticlePlaygroundLanguage; + +class PlaygroundCreatePresetWindowC : EditorWindow { + + public static GameObject particleSystemObject; + public static Texture2D particleSystemIcon; + public static string particleSystemName; + public static bool childConnected = false; + + public static EditorWindow window; + public static Vector2 scrollPosition; + + public int presetOrPublish = 0; + public int selectedPreset = 0; + public int selectedPresets = 0; + public int selectedCategory = 0; + public string[] categories; + public int[] categoryValues; + + public bool showError1 = false; + + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + public static void ShowWindow () { + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + window = EditorWindow.GetWindow(true, playgroundLanguage.presetWizard); + window.Show(); + } + + void OnEnable () { + Initialize(); + } + + public void Initialize () { + if (Selection.activeGameObject!=null) { + particleSystemObject = Selection.activeGameObject; + particleSystemName = Selection.activeGameObject.name; + } + + List tmpCategories = new List(); + List tmpCategoryValues = new List(); + bool containsResources = false; + bool containsUncategorized = false; + for (int i = 0; i(); + + int i=0; + for (int x = 0; x presets = new List(); + List presetIcons = new List(); + List presetDependencies = new List(); + for (int i = 0; i1?"Playground Preset Bundle ("+presets.Count+" presets).unitypackage":"Playground Preset - "+PlaygroundParticleWindowC.presetObjects[matched].presetObject.name+".unitypackage", "unitypackage"); + if (assetPackagePath.Length!=0) + AssetDatabase.ExportPackage(presetDependencies.ToArray(), assetPackagePath, ExportPackageOptions.Interactive); + + // Refresh the project + AssetDatabase.Refresh(); + + // Close window + if (assetPackagePath.Length!=0) + window.Close(); + } + + public bool ContainsDisallowedAsset (string asset) { + return + asset.Contains("PlaygroundBrushPresetInspectorC.cs") || + asset.Contains("PlaygroundCreateBrushWindowC.cs") || + asset.Contains("PlaygroundCreatePresetWindowC.cs") || + asset.Contains("PlaygroundInspectorC.cs") || + asset.Contains("PlaygroundParticleSystemInspectorC.cs") || + asset.Contains("PlaygroundParticleWindowC.cs") || + asset.Contains("PlaygroundBrushPresetC.cs") || + asset.Contains("PlaygroundSplineInspector.cs") || + asset.Contains("PlaygroundRecorderInspector.cs") || + asset.Contains("PlaygroundTrailInspector.cs"); + } + + public void RefreshFromPresetList () { + if (PlaygroundParticleWindowC.presetNames.Count==0) return; + particleSystemIcon = AssetDatabase.LoadAssetAtPath(playgroundSettings.playgroundPath+playgroundSettings.iconPath+PlaygroundParticleWindowC.presetNames[selectedPreset]+".png", typeof(Texture2D)) as Texture2D; + particleSystemName = PlaygroundParticleWindowC.presetNames[selectedPreset]; + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs.meta new file mode 100644 index 0000000..b6e2421 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundCreatePresetWindowC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 50ba325c84da34192bc928ac73c094a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundInspectorC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundInspectorC.cs new file mode 100644 index 0000000..9512740 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundInspectorC.cs @@ -0,0 +1,1041 @@ +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +using ParticlePlayground; +using ParticlePlaygroundLanguage; +using PlaygroundSplines; + +[CustomEditor (typeof(PlaygroundC))] +public class PlaygroundInspectorC : Editor { + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // Playground variables + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + public static PlaygroundC playgroundScriptReference; + public static SerializedObject playground; + public static SerializedProperty calculate; + public static SerializedProperty pixelFilterMode; + public static SerializedProperty globalTimeScale; + public static SerializedProperty autoGroup; + public static SerializedProperty buildZeroAlphaPixels; + public static SerializedProperty drawGizmos; + public static SerializedProperty drawSourcePositions; + public static SerializedProperty drawWireframe; + public static SerializedProperty drawSplinePreview; + public static SerializedProperty paintToolbox; + public static SerializedProperty showShuriken; + public static SerializedProperty showSnapshots; + public static SerializedProperty threadPool; + public static SerializedProperty threads; + public static SerializedProperty threadsTurbulence; + public static SerializedProperty threadsSkinned; + public static SerializedProperty maxThreads; + + public static SerializedProperty particleSystems; + public static SerializedProperty manipulators; + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // Internal variables + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + public static Vector3 manipulatorHandlePosition; + public static GUIStyle boxStyle; + public static bool showSnapshotsSettings; + + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + public void OnEnable () { + Initialize(target as PlaygroundC); + } + + public static void Initialize (PlaygroundC targetRef) { + playgroundScriptReference = targetRef; + PlaygroundC.reference = targetRef; + if (playgroundScriptReference==null) return; + playground = new SerializedObject(playgroundScriptReference); + particleSystems = playground.FindProperty("particleSystems"); + manipulators = playground.FindProperty("manipulators"); + calculate = playground.FindProperty("calculate"); + pixelFilterMode = playground.FindProperty("pixelFilterMode"); + globalTimeScale = playground.FindProperty("globalTimeScale"); + autoGroup = playground.FindProperty("autoGroup"); + buildZeroAlphaPixels = playground.FindProperty("buildZeroAlphaPixels"); + drawGizmos = playground.FindProperty("drawGizmos"); + drawSourcePositions = playground.FindProperty("drawSourcePositions"); + drawWireframe = playground.FindProperty("drawWireframe"); + drawSplinePreview = playground.FindProperty("drawSplinePreview"); + paintToolbox = playground.FindProperty("paintToolbox"); + showShuriken = playground.FindProperty("showShuriken"); + showSnapshots = playground.FindProperty("showSnapshotsInHierarchy"); + threadPool = playground.FindProperty("threadPoolMethod"); + threads = playground.FindProperty("threadMethod"); + threadsTurbulence = playground.FindProperty("turbulenceThreadMethod"); + threadsSkinned = playground.FindProperty("skinnedMeshThreadMethod"); + maxThreads = playground.FindProperty("maxThreads"); + + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + } + + public override void OnInspectorGUI () { + if (PlaygroundC.reference==null) return; + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField(playgroundLanguage.playgroundName+" "+PlaygroundC.version+PlaygroundC.specialVersion, EditorStyles.largeLabel, GUILayout.Height(20)); + + EditorGUILayout.Separator(); + + if(GUILayout.Button(playgroundLanguage.openPlaygroundWizard, EditorStyles.toolbarButton, GUILayout.Width(130))) { + PlaygroundParticleWindowC.ShowWindow(); + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.Separator(); + RenderPlaygroundSettings(); + + if (Event.current.type == EventType.ValidateCommand && + Event.current.commandName == "UndoRedoPerformed") { + foreach (PlaygroundParticlesC p in playgroundScriptReference.particleSystems) { + p.Boot(); + } + } + + } + + void OnSceneGUI () { + if (playgroundScriptReference!=null && playgroundScriptReference.drawGizmos && playgroundSettings.globalManipulatorsFoldout) + for (int i = 0; i0) + Handles.Label(thisManipulator.transform.transform.position+new Vector3(thisManipulator.size+1f,1f,0f), playgroundLanguage.size+" "+thisManipulator.size.ToString("f2")); + + // Box Bounds + } else if (thisManipulator.shape==MANIPULATORSHAPEC.Box) { + DrawManipulatorBox(thisManipulator); + } + + // Strength + manipulatorHandlePosition = thisManipulator.transform.transform.position+new Vector3(0f,thisManipulator.strength,0f); + + // Event particles + if (thisManipulator.trackParticles) { + + Handles.Label(thisManipulator.transform.transform.position+new Vector3(0f,-(thisManipulator.size+1f),0f), thisManipulator.particles.Count+" "+playgroundLanguage.particles); + + } + + Handles.DrawLine(thisManipulator.transform.transform.position, manipulatorHandlePosition); + thisManipulator.strength = Handles.ScaleValueHandle(thisManipulator.strength, manipulatorHandlePosition, Quaternion.identity, HandleUtility.GetHandleSize(manipulatorHandlePosition), Handles.SphereCap, 1); + if (thisManipulator.enabled && GUIUtility.hotControl>0) + Handles.Label(manipulatorHandlePosition+new Vector3(1f,1f,0f), playgroundLanguage.strength+" "+thisManipulator.strength.ToString("f2")); + + Handles.color = new Color(.4f,.6f,1f,.025f); + Handles.DrawSolidDisc(thisManipulator.transform.transform.position, Camera.current.transform.forward, thisManipulator.strength); + Handles.color = new Color(.4f,.6f,1f,.5f); + Handles.DrawSolidDisc(thisManipulator.transform.transform.position, Camera.current.transform.forward, HandleUtility.GetHandleSize(thisManipulator.transform.transform.position)*.05f); + } + + } + + // Draws a Manipulator bounding box with handles in scene view + public static void DrawManipulatorBox (ManipulatorObjectC manipulator) { + Vector3 boxFrontTopLeft; + Vector3 boxFrontTopRight; + Vector3 boxFrontBottomLeft; + Vector3 boxFrontBottomRight; + Vector3 boxBackTopLeft; + Vector3 boxBackTopRight; + Vector3 boxBackBottomLeft; + Vector3 boxBackBottomRight; + Vector3 boxFrontDot; + Vector3 boxLeftDot; + Vector3 boxUpDot; + + // Always set positive values of bounds + manipulator.bounds.extents = new Vector3(Mathf.Abs(manipulator.bounds.extents.x), Mathf.Abs(manipulator.bounds.extents.y), Mathf.Abs(manipulator.bounds.extents.z)); + + // Set positions from bounds + boxFrontTopLeft = new Vector3(manipulator.bounds.center.x - manipulator.bounds.extents.x, manipulator.bounds.center.y + manipulator.bounds.extents.y, manipulator.bounds.center.z - manipulator.bounds.extents.z); + boxFrontTopRight = new Vector3(manipulator.bounds.center.x + manipulator.bounds.extents.x, manipulator.bounds.center.y + manipulator.bounds.extents.y, manipulator.bounds.center.z - manipulator.bounds.extents.z); + boxFrontBottomLeft = new Vector3(manipulator.bounds.center.x - manipulator.bounds.extents.x, manipulator.bounds.center.y - manipulator.bounds.extents.y, manipulator.bounds.center.z - manipulator.bounds.extents.z); + boxFrontBottomRight = new Vector3(manipulator.bounds.center.x + manipulator.bounds.extents.x, manipulator.bounds.center.y - manipulator.bounds.extents.y, manipulator.bounds.center.z - manipulator.bounds.extents.z); + boxBackTopLeft = new Vector3(manipulator.bounds.center.x - manipulator.bounds.extents.x, manipulator.bounds.center.y + manipulator.bounds.extents.y, manipulator.bounds.center.z + manipulator.bounds.extents.z); + boxBackTopRight = new Vector3(manipulator.bounds.center.x + manipulator.bounds.extents.x, manipulator.bounds.center.y + manipulator.bounds.extents.y, manipulator.bounds.center.z + manipulator.bounds.extents.z); + boxBackBottomLeft = new Vector3(manipulator.bounds.center.x - manipulator.bounds.extents.x, manipulator.bounds.center.y - manipulator.bounds.extents.y, manipulator.bounds.center.z + manipulator.bounds.extents.z); + boxBackBottomRight = new Vector3(manipulator.bounds.center.x + manipulator.bounds.extents.x, manipulator.bounds.center.y - manipulator.bounds.extents.y, manipulator.bounds.center.z + manipulator.bounds.extents.z); + + boxFrontDot = new Vector3(manipulator.bounds.center.x + manipulator.bounds.extents.x, manipulator.bounds.center.y, manipulator.bounds.center.z); + boxUpDot = new Vector3(manipulator.bounds.center.x, manipulator.bounds.center.y + manipulator.bounds.extents.y, manipulator.bounds.center.z); + boxLeftDot = new Vector3(manipulator.bounds.center.x, manipulator.bounds.center.y, manipulator.bounds.center.z + manipulator.bounds.extents.z); + + // Apply transform positioning + boxFrontTopLeft = manipulator.transform.transform.TransformPoint(boxFrontTopLeft); + boxFrontTopRight = manipulator.transform.transform.TransformPoint(boxFrontTopRight); + boxFrontBottomLeft = manipulator.transform.transform.TransformPoint(boxFrontBottomLeft); + boxFrontBottomRight = manipulator.transform.transform.TransformPoint(boxFrontBottomRight); + boxBackTopLeft = manipulator.transform.transform.TransformPoint(boxBackTopLeft); + boxBackTopRight = manipulator.transform.transform.TransformPoint(boxBackTopRight); + boxBackBottomLeft = manipulator.transform.transform.TransformPoint(boxBackBottomLeft); + boxBackBottomRight = manipulator.transform.transform.TransformPoint(boxBackBottomRight); + + boxFrontDot = manipulator.transform.transform.TransformPoint(boxFrontDot); + boxLeftDot = manipulator.transform.transform.TransformPoint(boxLeftDot); + boxUpDot = manipulator.transform.transform.TransformPoint(boxUpDot); + + // Draw front lines + Handles.DrawLine(boxFrontTopLeft, boxFrontTopRight); + Handles.DrawLine(boxFrontTopRight, boxFrontBottomRight); + Handles.DrawLine(boxFrontBottomLeft, boxFrontTopLeft); + Handles.DrawLine(boxFrontBottomRight, boxFrontBottomLeft); + + // Draw back lines + Handles.DrawLine(boxBackTopLeft, boxBackTopRight); + Handles.DrawLine(boxBackTopRight, boxBackBottomRight); + Handles.DrawLine(boxBackBottomLeft, boxBackTopLeft); + Handles.DrawLine(boxBackBottomRight, boxBackBottomLeft); + + // Draw front to back lines + Handles.DrawLine(boxFrontTopLeft, boxBackTopLeft); + Handles.DrawLine(boxFrontTopRight, boxBackTopRight); + Handles.DrawLine(boxFrontBottomLeft, boxBackBottomLeft); + Handles.DrawLine(boxFrontBottomRight, boxBackBottomRight); + + // Draw extents handles + boxFrontDot = Handles.Slider(boxFrontDot, manipulator.transform.right, HandleUtility.GetHandleSize(boxFrontDot)*.03f, Handles.DotCap, 0f); + boxUpDot = Handles.Slider(boxUpDot, manipulator.transform.up, HandleUtility.GetHandleSize(boxUpDot)*.03f, Handles.DotCap, 0f); + boxLeftDot = Handles.Slider(boxLeftDot, manipulator.transform.forward, HandleUtility.GetHandleSize(boxLeftDot)*.03f, Handles.DotCap, 0f); + + manipulator.bounds.extents = new Vector3( + manipulator.transform.transform.InverseTransformPoint(boxFrontDot).x-manipulator.bounds.center.x, + manipulator.transform.transform.InverseTransformPoint(boxUpDot).y-manipulator.bounds.center.y, + manipulator.transform.transform.InverseTransformPoint(boxLeftDot).z-manipulator.bounds.center.z + ); + } + + public static void RenderPlaygroundSettings () { + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + EditorGUILayout.BeginVertical(boxStyle); + + if (playgroundSettings==null) { + playgroundSettings = PlaygroundSettingsC.GetReference(); + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + } + playgroundSettings.playgroundManagerFoldout = GUILayout.Toggle(playgroundSettings.playgroundManagerFoldout, playgroundLanguage.playgroundManager, EditorStyles.foldout); + if (playgroundSettings.playgroundManagerFoldout) { + + EditorGUILayout.BeginVertical(boxStyle); + if (playgroundScriptReference==null) { + playgroundScriptReference = GameObject.FindObjectOfType(); + if (playgroundScriptReference) + Initialize(playgroundScriptReference); + } + + if (playgroundSettings.playgroundFoldout && playgroundScriptReference!=null) { + playground.Update(); + + // Particle System List + if (GUILayout.Button(playgroundLanguage.particleSystems+" ("+playgroundScriptReference.particleSystems.Count+")", EditorStyles.toolbarDropDown)) playgroundSettings.particleSystemsFoldout=!playgroundSettings.particleSystemsFoldout; + if (playgroundSettings.particleSystemsFoldout) { + + EditorGUILayout.Separator(); + + if (playgroundScriptReference.particleSystems.Count>0) { + for (int ps = 0; ps1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + particleSystems.MoveArrayElement(ps, ps==0?playgroundScriptReference.particleSystems.Count-1:ps-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + particleSystems.MoveArrayElement(ps, ps(); + + // Add this to Manager + if (PlaygroundC.reference!=null) { + PlaygroundC.particlesQuantity++; + ppsDuplicate.particleSystemId = PlaygroundC.particlesQuantity; + if (PlaygroundC.reference.autoGroup && ppsDuplicate.particleSystemTransform.parent==null) + ppsDuplicate.particleSystemTransform.parent = PlaygroundC.referenceTransform; + } + } + if(GUILayout.Button("-", EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + if (EditorUtility.DisplayDialog( + playgroundLanguage.remove+" "+playgroundScriptReference.particleSystems[ps].particleSystemGameObject.name+"?", + playgroundLanguage.removeParticlePlaygroundSystem, + playgroundLanguage.yes, playgroundLanguage.no)) { + if (Selection.activeGameObject==playgroundScriptReference.particleSystems[ps].particleSystemGameObject) + Selection.activeGameObject = PlaygroundC.referenceTransform.gameObject; + PlaygroundC.Destroy(playgroundScriptReference.particleSystems[ps]); + playground.ApplyModifiedProperties(); + return; + } + } + + if (playgroundScriptReference.particleSystems[ps].particleSystemGameObject == Selection.activeGameObject) GUILayout.EndHorizontal(); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + } + } else { + EditorGUILayout.HelpBox(playgroundLanguage.noParticleSystems, MessageType.Info); + } + + if(GUILayout.Button(playgroundLanguage.create, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + PlaygroundParticlesC createdParticles = PlaygroundC.Particle(); + Selection.activeGameObject = createdParticles.particleSystemGameObject; + } + + EditorGUILayout.Separator(); + } + + // Manipulators + if (GUILayout.Button(playgroundLanguage.globalManipulators+" ("+playgroundScriptReference.manipulators.Count+")", EditorStyles.toolbarDropDown)) playgroundSettings.globalManipulatorsFoldout=!playgroundSettings.globalManipulatorsFoldout; + if (playgroundSettings.globalManipulatorsFoldout) { + + EditorGUILayout.Separator(); + + if (manipulators.arraySize>0) { + + for (int i = 0; i24) + mName = mName.Substring(0, 24)+"..."; + } else { + GUI.color = Color.red; + mName = "("+playgroundLanguage.missingTransform+")"; + } + + EditorGUILayout.BeginVertical(boxStyle); + + EditorGUILayout.BeginHorizontal(); + + GUILayout.Label(i.ToString(), EditorStyles.miniLabel, GUILayout.Width(18)); + playgroundScriptReference.manipulators[i].unfolded = GUILayout.Toggle(playgroundScriptReference.manipulators[i].unfolded, ManipulatorTypeName(playgroundScriptReference.manipulators[i].type), EditorStyles.foldout, GUILayout.Width(Screen.width/4)); + if (playgroundScriptReference.manipulators[i].transform.available) { + if (GUILayout.Button(" ("+mName+")", EditorStyles.label)) { + Selection.activeGameObject = playgroundScriptReference.manipulators[i].transform.transform.gameObject; + } + } else { + GUILayout.Button(ManipulatorTypeName(playgroundScriptReference.manipulators[i].type)+" ("+playgroundLanguage.missingTransform+")", EditorStyles.label); + } + GUI.contentColor = Color.white; + EditorGUILayout.Separator(); + GUI.enabled = (playgroundScriptReference.manipulators.Count>1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + manipulators.MoveArrayElement(i, i==0?playgroundScriptReference.manipulators.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + manipulators.MoveArrayElement(i, i0 && Selection.activeGameObject.transform && Selection.activeTransform!=null) { + Transform mTrans = new GameObject().transform; + mTrans.parent = PlaygroundC.referenceTransform; + mTrans.position = Selection.activeGameObject.transform.position+Vector3.up; + if (manipulators.arraySize>0) + mTrans.name = "Global Manipulator "+(manipulators.arraySize+1); + else mTrans.name = "Global Manipulator"; + PlaygroundC.ManipulatorObject(mTrans); + } else + manipulators.InsertArrayElementAtIndex(manipulators.arraySize); + SceneView.RepaintAll(); + } + + EditorGUILayout.Separator(); + + } + + // Advanced Settings + if (GUILayout.Button(playgroundLanguage.advanced, EditorStyles.toolbarDropDown)) playgroundSettings.advancedSettingsFoldout=!playgroundSettings.advancedSettingsFoldout; + if (playgroundSettings.advancedSettingsFoldout) { + + showSnapshotsSettings = PlaygroundC.reference.showSnapshotsInHierarchy; + + EditorGUILayout.Separator(); + EditorGUILayout.PropertyField(calculate, new GUIContent(playgroundLanguage.calculateParticles, playgroundLanguage.calculateParticlesDescription)); + EditorGUILayout.PropertyField(autoGroup, new GUIContent(playgroundLanguage.groupAutomatically, playgroundLanguage.groupAutomaticallyDescription)); + EditorGUILayout.PropertyField(buildZeroAlphaPixels, new GUIContent(playgroundLanguage.buildZeroAlphaPixels, playgroundLanguage.buildZeroAlphaPixelsDescription)); + EditorGUILayout.PropertyField(drawGizmos, new GUIContent(playgroundLanguage.sceneGizmos, playgroundLanguage.sceneGizmosDescription)); + GUI.enabled = drawGizmos.boolValue; + EditorGUILayout.PropertyField(drawSourcePositions, new GUIContent(playgroundLanguage.sourcePositions, playgroundLanguage.sourcePositionsDescription)); + EditorGUILayout.PropertyField(drawSplinePreview, new GUIContent(playgroundLanguage.drawSplinePreview, playgroundLanguage.drawSplinePreviewDescription)); + PlaygroundSpline.drawSplinePreviews = drawSplinePreview.boolValue; + GUI.enabled = true; + EditorGUILayout.PropertyField(drawWireframe, new GUIContent(playgroundLanguage.wireframes, playgroundLanguage.wireframesDescription)); + EditorGUILayout.PropertyField(paintToolbox, new GUIContent(playgroundLanguage.paintToolbox, playgroundLanguage.paintToolboxDescription)); + EditorGUILayout.PropertyField(showShuriken, new GUIContent(playgroundLanguage.showShuriken, playgroundLanguage.showShurikenDescription)); + EditorGUILayout.PropertyField(showSnapshots, new GUIContent(playgroundLanguage.advancedSnapshots, playgroundLanguage.advancedSnapshotsDescription)); + EditorGUILayout.PropertyField(pixelFilterMode, new GUIContent(playgroundLanguage.pixelFilterMode, playgroundLanguage.pixelFilterModeDescription)); + EditorGUILayout.PropertyField(globalTimeScale, new GUIContent(playgroundLanguage.globalTimeScale, playgroundLanguage.globalTimeScaleDescription)); + EditorGUILayout.Separator(); + GUILayout.BeginVertical(boxStyle); + EditorGUILayout.LabelField(playgroundLanguage.multithreading+" ("+PlaygroundC.ActiveThreads().ToString()+" "+playgroundLanguage.activeThreads+", "+PlaygroundC.ProcessorCount()+" "+playgroundLanguage.processors+")", EditorStyles.miniLabel); + EditorGUILayout.PropertyField(threadPool, new GUIContent(playgroundLanguage.threadPoolMethod, playgroundLanguage.threadPoolMethodDescription)); + EditorGUILayout.PropertyField(threads, new GUIContent(playgroundLanguage.particleThreadMethod, playgroundLanguage.threadMethodDescription)); + EditorGUILayout.PropertyField(threadsTurbulence, new GUIContent(playgroundLanguage.turbulenceThreadMethod, playgroundLanguage.threadMethodDescription)); + EditorGUILayout.PropertyField(threadsSkinned, new GUIContent(playgroundLanguage.skinnedMeshThreadMethod, playgroundLanguage.threadMethodDescription)); + GUI.enabled = playgroundScriptReference.threadMethod==ThreadMethod.Automatic; + EditorGUILayout.PropertyField(maxThreads, new GUIContent(playgroundLanguage.maxThreads, playgroundLanguage.maxThreadsDescription)); + GUI.enabled = true; + switch (playgroundScriptReference.threadMethod) { + case ThreadMethod.NoThreads:EditorGUILayout.HelpBox(playgroundLanguage.threadInfo01, MessageType.Info);break; + case ThreadMethod.OnePerSystem:EditorGUILayout.HelpBox(playgroundLanguage.threadInfo02, MessageType.Info);break; + case ThreadMethod.OneForAll:EditorGUILayout.HelpBox(playgroundLanguage.threadInfo03, MessageType.Info);break; + case ThreadMethod.Automatic:EditorGUILayout.HelpBox(playgroundLanguage.threadInfo04, MessageType.Info);break; + } + GUILayout.EndHorizontal(); + + EditorGUILayout.Separator(); + + // Update snapshot visibility + if (showSnapshots.boolValue != showSnapshotsSettings) { + UpdateSnapshots(); + } + + // Time reset + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.timeSimulation); + if(GUILayout.Button(playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + PlaygroundC.TimeReset(); + for (int p = 0; p0) { + SerializedProperty serializedManipulatorProperties = serializedManipulator.FindPropertyRelative("properties"); + int prevPropertyCount = thisManipulator.properties.Count; + for (int i = 0; i1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + serializedManipulatorProperties.MoveArrayElement(i, i==0?thisManipulator.properties.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + serializedManipulatorProperties.MoveArrayElement(i, i0) { + for (int t = 0; t(true, PlaygroundParticleWindowC.playgroundLanguage.languageInstallWizard); + window.Show(); + } + + void OnGUI () { + EditorGUILayout.BeginVertical(); + scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, false); + EditorGUILayout.Separator(); + EditorGUILayout.LabelField(PlaygroundParticleWindowC.playgroundLanguage.languageInstallWizard, EditorStyles.largeLabel, GUILayout.Height(20)); + EditorGUILayout.Separator(); + + EditorGUILayout.HelpBox(PlaygroundParticleWindowC.playgroundLanguage.installText, MessageType.Info); + EditorGUILayout.Separator(); + + installType = (LanguageInstallType)EditorGUILayout.EnumPopup(PlaygroundParticleWindowC.playgroundLanguage.installType, installType); + if (installType==LanguageInstallType.Asset) { + languageFile = (PlaygroundLanguageC)EditorGUILayout.ObjectField(PlaygroundParticleWindowC.playgroundLanguage.languageFile, languageFile, typeof(PlaygroundLanguageC), false); + } else { + EditorGUILayout.BeginHorizontal(); + languageLocation = EditorGUILayout.TextField(PlaygroundParticleWindowC.playgroundLanguage.languageLocation, languageLocation); + if (GUILayout.Button (PlaygroundParticleWindowC.playgroundLanguage.browse, EditorStyles.toolbarButton, GUILayout.ExpandWidth (false))) { + string newLanguageLocation = EditorUtility.OpenFilePanel (PlaygroundParticleWindowC.playgroundLanguage.languageLocation, "", "xml"); + if (newLanguageLocation.Length!=0) { + languageLocation = newLanguageLocation; + } + } + EditorGUILayout.EndHorizontal(); + } + + EditorGUILayout.Separator(); + + GUI.enabled = (installType==LanguageInstallType.Asset && languageFile!=null || installType==LanguageInstallType.Xml && languageLocation.Length>0 && languageLocation.ToLower().Contains (".xml")); + if (GUILayout.Button (PlaygroundParticleWindowC.playgroundLanguage.install, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + if (installType==LanguageInstallType.Asset) { + if (!PlaygroundParticleWindowC.playgroundSettings.languages.Contains (languageFile)) { + AssetDatabase.MoveAsset( AssetDatabase.GetAssetPath ((Object)languageFile), "Assets/"+PlaygroundParticleWindowC.playgroundSettings.playgroundPath+PlaygroundParticleWindowC.playgroundSettings.languagePath+languageFile.name); + PlaygroundParticleWindowC.playgroundSettings.languages.Add (languageFile); + EditorUtility.SetDirty(PlaygroundParticleWindowC.playgroundSettings); + } + } else { + PlaygroundSettingsC.ImportLanguage(languageLocation); + } + window.Close(); + } + GUI.enabled = true; + + GUILayout.EndScrollView(); + EditorGUILayout.EndVertical(); + } + + public enum LanguageInstallType { + Asset, + Xml + } +} diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundInstallLanguageWindowC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundInstallLanguageWindowC.cs.meta new file mode 100644 index 0000000..faef6fb --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundInstallLanguageWindowC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 06f145a9d8b414664b0d50198b81d820 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs new file mode 100644 index 0000000..797f1aa --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs @@ -0,0 +1,747 @@ +using UnityEngine; +using System; + +using UnityEditor; + + +namespace ParticlePlaygroundLanguage { + [Serializable] + public class PlaygroundLanguageC : ScriptableObject { + + public string languageNameSeenByEnglish = "American"; + public string languageName = "English"; + public string playgroundName = "Particle Playground"; + + public string newParticlePlaygroundSystem = "New Particle Playground System"; + public string playgroundWizard = "Playground Wizard"; + public string playgroundPresetWizard = "Playground Preset Wizard"; + public string presetWizard = "Preset Wizard"; + public string playgroundCopyWizard = "Playground Copy Wizard"; + public string copyWizard = "Copy Wizard"; + public string languageInstallWizard = "Language Install Wizard"; + public string playgroundBrushWizard = "Playground Brush Wizard"; + public string brushWizard = "Brush Wizard"; + public string preset = "Preset"; + public string presets = "Presets"; + public string publish = "Publish"; + public string all = "All"; + public string user = "User"; + public string example = "Example"; + public string examples = "Examples"; + public string assets = "Assets"; + public string resources = "Resources"; + public string icon = "Icon"; + public string icons = "Icons"; + public string list = "List"; + public string create = "Create"; + public string createPreset = "Create Preset"; + public string convertTo = "Convert to"; + public string edit = "Edit"; + public string export = "Export"; + public string settings = "Settings"; + public string none = "None"; + public string fix = "Fix"; + public string save = "Save"; + public string load = "Load"; + public string rebuild = "Rebuild"; + public string refresh = "Refresh"; + public string xml = "Xml"; + public string asset = "Asset"; + public string browse = "Browse"; + public string category = "Category"; + + public string paths = "Paths"; + public string playgroundPath = "Playground Path"; + public string languagesPath = "Languages Path"; + public string resourcesPresetPath = "Resources Preset Path"; + public string assetsPresetPath = "Assets Preset Path"; + public string presetIconPath = "Preset Icon Path"; + public string brushPath = "Brush Path"; + public string scriptPath = "Script Path"; + public string updateUrl = "Update URL"; + public string extensionsUrl = "Extensions URL"; + public string extendYourPlayground = "Extend Your Playground"; + + public string officialSite = "Official Site"; + public string assetStore = "Asset Store"; + public string manual = "Manual"; + public string supportForum = "Support Forum"; + public string mailSupport = "Mail Support"; + + public string updateAvailable = "Update Available"; + public string updateAvailableText = "is available. Please visit the Unity Asset Store to download the new version."; // New version number always added first + public string unityAssetStore = "Unity Asset Store"; + + public string searchNoPresetFound = "No preset found containing"; + public string noPresetsFound = "No presets found. Press \"Create\" to make a new preset."; + public string noResourcesPresetsFound = "No resource presets found in any \"Resources/Presets\" folder. Press \"Create\" to make a new preset."; + public string noAssetPresetsFound = "No asset presets found. Make sure they are stored in"; // Folder path always added last + public string noPresetsFoundInProject = "No presets found. Make sure that the path to the presets are set to"; // Folder path always added last + public string noSettingsFile = "No settings file could be found. You must have a settings file at"; + public string noParticleSystems = "No particle systems created."; + public string noManipulators = "No manipulators created."; + public string noProperties = "No properties created."; + public string noTarget = "No target"; + public string noTargets = "No targets created."; + public string noEvents = "No events created."; + public string noMesh = "No Mesh"; + public string noCollisionPlanes = "No collision planes created."; + public string noSnapshots = "No snapshots created."; + public string noStates = "No states created."; + public string allTargets = "All targets must be assigned."; + public string noPlaygroundManager = "The Playground Manager runs all Particle Playground Systems in the scene, you need to create one to get started."; + public string missingTransform = "Missing Transform!"; + public string noAlphaColorInPaint = "You have no alpha in the color. No particle positions will be painted."; + public string noLifetimeColors = "No lifetime colors created."; + public string someFeaturesInScript = "Some features are inactivated as this Particle Playground System is running in script mode."; + public string notSnapshot = "is not a snapshot."; // Snapshot name always added first + public string notSnapshotText = "You can only add snapshots into this slot. First create a snapshot from the new particle system you wish to assign."; + public string projectionOnlyWorldSpace = "Projection can only run in world space."; + public string particleSystemEventAssignErrorSelf = "A particle system cannot send events to itself. Please choose another particle system in your Scene."; + public string particleSystemEventAssignErrorSnapshot = "A particle system cannot send events to a snapshot. Please choose another particle system in your Scene."; + public string enableCollisionToSendEvents = "You must enable collision on this particle system to send collision events."; + + public string couldNotReadTexture = "Could not read the Import Settings of the selected texture."; + public string couldNotReadMesh = "Could not read the Import Settings of the selected mesh."; + + public string notReadable = "is not readable. Please change Read/Write Enabled on its Import Settings."; // Object name always added first + public string editFromHierarchyOnly = "Please edit this from Hierarchy only."; + public string localScaleWarning = "A local scale of anything else than Vector3 (1,1,1) may result in Shuriken component not rendering."; + public string rotationSimulationSpace = "Would you like to simulate the particle system in local space? This will let source positions and force settings apply along with the particle system's rotation."; + public string setLocalSpaceSimulation = "Set Local Space Simulation"; + + public string checkForUpdates = "Check For Updates"; + public string language = "Language"; + public string install = "Install"; + public string installType = "Install Type"; + public string installText = "The Playground Language Wizard allows you to add a new language to your Playground Settings. Installing as an Asset you need the language file to already be imported to your project."; + public string languageFile = "Language File"; + public string languageLocation = "Language Location"; + public string saveLanguage = "Save Language"; + public string loadLanguage = "Load Language"; + public string noLanguageFound = "No language could be found."; + + public string remove = "Remove"; + public string removeAll = "Remove all"; + public string removeLanguage = "Are you sure you want to remove the language"; // Language name always added last + public string removePreset = "Permanently delete this preset?"; + public string removePresetText = "will be removed. Are you sure?"; // Preset name always added first + public string removeParticlePlaygroundSystem = "Are you sure you want to remove this Particle Playground System?"; + public string removeManipulator = "Are you sure you want to remove the Manipulator assigned to"; // GameObject name always added last + public string removeEvent = "Remove the events from"; // Object name always added last + public string removeEventsText1 = "All events connected to this particle system from"; // Object name in the middle of Text1 and Text2 + public string removeEventsText2 = "will be removed. Are you sure you want to remove them?"; // Object name in the middle of Text1 and Text2 + public string removeEventInEventList = "Are you sure you want to remove this event?"; + public string removeSnapshot = "Are you sure you want to remove the snapshot"; // Snapshot name always added last + public string removeAllSnapshots = "Remove all snapshots?"; + public string removeAllSnapshotsText = "Are you sure you want to remove all snapshot?"; + public string removeState = "Are you sure you want to remove the state"; // State name always added after + public string deleteBrush = "Permanently delete this brush?"; + public string deleteBrushText = "will be removed from your brushes, are you sure?"; // Brush name always added first + public string gameObjectIntact = "(GameObject in Scene will remain intact)"; + public string switchToScriptMode = "Switch to Script Mode?"; + public string switchToScriptModeText1 = "The event target of"; // Target name after + public string switchToScriptModeText2 = "is running in"; // Target name before, source mode after + public string switchToScriptModeText3 = "mode. All events must be received by Script Mode."; // Source mode before + public string yes = "Yes"; + public string no = "No"; + public string ok = "Ok"; + public string switchText = "Switch"; + public string cancel = "Cancel"; + + public string openPlaygroundWizard = "Open Playground Wizard"; + public string playgroundParticles = "Playground Particles"; + public string playgroundManager = "Playground Manager"; + public string eventControlled = "Event Controlled"; + public string controlledByAnotherEvent = "This Particle Playground System is controlled by events from another particle system."; + public string controlledByScript = "This Particle Playground System is controlled by script. You can only emit particles from script in this source mode using PlaygroundParticlesC.Emit(position, velocity, color) or let another particle system control it by events. Please see the manual for more details."; + public string emissionIndex = "Emission Index"; + public string emissionRate = "Emission Rate"; + public string emit = "Emit"; + public string emitParticles = "Emit Particles"; + public string snapshot = "Snapshot"; + public string source = "Source"; + public string sourceDescription = "Source is the target method for the particles in this Particle Playground System.\n\n" + + "State: Target position and color in a stored state\n\nTransform: Target transforms live in the scene\n\n" + + "WorldObject: Target each vertex in a mesh live in the scene\n\n" + + "SkinnedWorldObject: Target each vertex in a skinned mesh live in the scene\n\n" + + "Script: Behaviour controlled by custom scripts\n\n" + + "Paint: Target painted positions and colors made with a brush\n\n" + + "Projection: Target projected positions and colors made with a texture"; + public string setParticleCount = "Set Particle Count"; + public string proceduralOptions = "Procedural Options"; + public string meshVerticesUpdate = "Mesh Vertices Update"; + public string meshVerticesUpdateDescription = "Enable this if the object's mesh is procedural and changes vertices over time."; + public string meshNormalsUpdate = "Mesh Normals Update"; + public string meshNormalsUpdateDescription = "Enable this if the object's mesh is procedural and changes normals over time."; + public string sourceDownResolution = "Source Down Resolution"; + public string particleSettings = "Particle Settings"; + public string forces = "Forces"; + public string collision = "Collision"; + public string rendering = "Rendering"; + public string sortingLayer = "Sorting Layer"; + public string orderInLayer = "Order In Layer"; + public string manipulator = "Manipulator"; + public string manipulators = "Manipulators"; + public string state = "State"; + public string states = "States"; + public string eventName = "Event"; + public string events = "Events"; + public string eventListener = "Event Listener"; + public string typeOfEvent = "The type of event."; + public string snapshots = "Snapshots"; + public string advanced = "Advanced"; + public string particleSystem = "Particle System"; + public string particleSystems = "Particle Systems"; + public string globalManipulators = "Global Manipulators"; + public string target = "Target"; + public string targets = "Targets"; + public string transition = "Transition"; + public string size = "Size"; + public string strength = "Strength"; + public string shape = "Shape"; + public string sphere = "Sphere"; + public string box = "Box"; + public string bounds = "Bounds"; + public string nullName = "Null"; + public string affects = "Affects"; + public string type = "Type"; + public string time = "Time"; + public string presetText = "Create a Particle Playground Preset by selecting a Particle Playground System and an icon (optional). The icon must be in png-format and preferably 32x32 pixels. All connected objects will be childed to the Particle Playground System."; + public string publishPresetText = "Prepare your preset(s) for packaging by selecting the Particle Playground Preset(s) in the list. All connected meshes, images and/or cached values will be distributed along with your Particle Playground System(s). The icon(s) will automatically be included if existing. Please check all dependencies before you distribute your asset. You agree that Polyfied cannot be held responsible for the quality of your asset when publishing assets connected to the Particle Playground framework."; + public string publishingGuide = "Publishing Guide"; + public string childConnected = "Child Connected Objects"; + public string presetWithSameNameFound = "Preset with same name found!"; + public string presetWithSameNameFoundText = "already exists. Do you want to overwrite it?"; // Preset name always first + public string gameObjectIsNotPlayground = "GameObject is not a Particle Playground System."; + public string brushWizardText = "Create a Particle Playground Brush by selecting a texture and edit its settings. The texture must have Read/Write Enabled and use True Color (non-compressed) in its import settings."; + public string brushTexture = "Brush Texture"; + public string brushSameName = "Brush with same name found!"; + public string brushSameNameText = "already exists. Do you want to overwrite it?"; + public string playgroundCopyWizardText = "The Playground Copy Wizard allows you to copy a particle system into another Particle Playground system. You may need to tweak your target Particle Playground system after copying a Shuriken component."; + public string from = "From"; + public string fromType = "From Type"; + public string to = "To"; + public string copy = "Copy"; + public string copyErrorMessageIsPlayground = "You have specified a Shuriken component from a Particle Playground system. This is not allowed as it will result in a corrupt copy."; + public string copyErrorMessageSameSystem = "You have specified the same particle system to copy from. This is an unnecessary procedure."; + + public string enabled = "Enabled"; + public string transform = "Transform"; + public string transforms = "Transforms"; + public string vector3 = "Vector3"; + public string position = "Position"; + public string localPosition = "Local Position"; + public string rotation = "Rotation"; + public string localRotation = "Local Rotation"; + public string scale = "Scale"; + public string distance = "Distance"; + public string radius = "Radius"; + public string points = "Points"; + public string worldObject = "World Object"; + public string skinnedWorldObject = "Skinned World Object"; + public string material = "Material"; + + public string attractor = "Attractor"; + public string gravitational = "Gravitational"; + public string repellent = "Repellent"; + public string property = "Property"; + public string combined = "Combined"; + public string vortex = "Vortex"; + public string turbulence = "Turbulence"; + public string turbulenceType = "Turbulence Type"; + + public string calculateParticles = "Calculate Particles"; + public string calculateParticlesDescription = "Calculate forces on PlaygroundParticles objects. Disabling this overrides independently set values and halts all PlaygroundParticles objects."; + public string groupAutomatically = "Group Automatically"; + public string groupAutomaticallyDescription = "Automatically parent a PlaygroundParticles object to Playground Manager if it has no parent."; + public string buildZeroAlphaPixels = "Build Zero Alpha Pixels"; + public string buildZeroAlphaPixelsDescription = "Turn this on if you want to build particles from 0 alpha pixels into states."; + public string sceneGizmos = "Scene Gizmos"; + public string sceneGizmosDescription = "Show gizmos in Scene View for Playground objects."; + public string sourcePositions = "Source Positions"; + public string sourcePositionsDescription = "Show gizmos in Scene View for particle source positions."; + public string wireframes = "Wireframes"; + public string wireframesDescription = "Draw wireframes around particles in Scene View."; + public string paintToolbox = "Paint Toolbox"; + public string paintToolboxDescription = "Show Paint toolbox in Scene View when Source is set to Paint"; + public string showShuriken = "Show Shuriken"; + public string showShurikenDescription = "Show the Shuriken component in Inspector."; + public string advancedSnapshots = "Advanced Snapshots"; + public string advancedSnapshotsDescription = "Show the snapshots of a particle system in Hierarchy and expose more advanced controls through settings."; + public string pixelFilterMode = "Pixel Filter Mode"; + public string pixelFilterModeDescription = "Color filtering mode when creating particles from pixels in an image."; + public string timeSimulation = "Time Simulation"; + public string reset = "Reset"; + public string editorLimits = "Editor Limits"; + public string transitionTime = "Transition Time"; + public string transitionType = "Transition Type"; + public string findClosestPosition = "Find Closest Position"; + public string transitionTimeMultiplier = "Transition Time Multiplier"; + public string loadFromStart = "Load From Start"; + public string setMaterialAfterTransition = "Set Material After Transition"; + + public string particleCount = "Particle Count"; + public string particleLifetime = "Particle Lifetime"; + public string particleRotation = "Particle Rotation"; + public string particleSize = "Particle Size"; + public string particleScale = "Particle Scale"; + public string particleVelocity = "Particle Velocity"; + public string particleColor = "Particle Color"; + public string positionScale = "Position Scale"; + public string particles = "particles"; + public string colorStrength = "Color Strength"; + public string sourceScatter = "Source Scatter"; + public string deltaMovement = "Delta Movement"; + public string deltaMovementStrength = "Delta Movement Strength"; + public string damping = "Damping"; + public string velocity = "Velocity"; + public string velocityStrength = "Velocity Strength"; + public string velocityScale = "Velocity Scale"; + public string initialVelocity = "Initial Velocity"; + public string initialLocalVelocity = "Initial Local Velocity"; + public string initialRotation = "Initial Rotation"; + public string stretchSpeed = "Stretch Speed"; + public string collisionRadius = "Collision Radius"; + public string mass = "Mass"; + public string bounciness = "Bounciness"; + public string depth = "Depth"; + public string depth2D = "Depth (2D)"; + public string color = "Color"; + public string updateRate = "Update Rate"; + public string renderSliders = "Render Sliders"; + public string paintPositions = "Paint Positions"; + public string brushSizeMin = "Brush Size Min"; + public string brushSizeMax = "Brush Size Max"; + public string eraserSizeMin = "Eraser Size Min"; + public string eraserSizeMax = "Eraser Size Max"; + public string paintSpacing = "Paint Spacing"; + public string manipulatorSize = "Manipulator Size"; + public string manipulatorStrength = "Manipulator Strength"; + public string manipulatorZeroVelocityStrength = "Zero Velocity Strength"; + public string manipulatorStrengthEffectors = "Strength Effectors"; + public string trackParticles = "Track Particles"; + public string sendBirthEvents = "Send Birth Events"; + public string sendDeathEvents = "Send Death Events"; + public string sendEnterEvents = "Send Enter Events"; + public string sendExitEvents = "Send Exit Events"; + public string sendCollisionEvents = "Send Collision Events"; + public string smoothingEffect = "Smoothing Effect"; + public string distanceEffect = "Distance Effect"; + public string lifetimeFilter = "Lifetime Filter"; + public string particleFilter = "Particle Filter"; + public string inverseBounds = "Inverse Bounds"; + public string propertyType = "Property Type"; + public string onlyColorInRange = "Only Color In Range"; + public string onlyPositionInRange = "Only Position In Range"; + public string keepColorAlphas = "Keep Color Alphas"; + public string sizeStrength = "Size Strength"; + public string targetStrength = "Target Strength"; + public string deathStrength = "Death Strength"; + public string attractorStrength = "Attractor Strength"; + public string gravitationalStrength = "Gravitational Strength"; + public string repellentStrength = "Repellent Strength"; + public string vortexStrength = "Vortex Strength"; + public string turbulenceStrength = "Turbulence Strength"; + public string meshTarget = "Mesh Target"; + public string skinnedMeshTarget = "Skinned Mesh Target"; + public string targetSorting = "Target Sorting"; + public string mesh = "Mesh"; + public string image = "Image"; + public string lifetimeColor = "Lifetime Color"; + public string paintMode = "Paint Mode"; + public string dot = "Dot"; + public string brush = "Brush"; + public string eraser = "Eraser"; + public string brushPresets = "Brush Presets"; + public string brushShape = "Brush Shape"; + public string brushScale = "Brush Scale"; + public string detail = "Detail"; + public string brushDistance = "Brush Distance"; + public string useBrushColor = "Use Brush Color"; + public string eraserRadius = "Eraser Radius"; + public string paintCollisionType = "Paint Collision Type"; + public string paint = "Paint"; + public string paintMask = "Paint Mask"; + public string maxPaintPositions = "Max Paint Positions"; + public string exceedMaxStopsPaint = "Exceed Max Stops Paint"; + public string exceededMaxPaint = "You have exceeded max positions. No new paint positions are possible when Exceed Max Stops Paint is enabled."; + public string morePaintThanPositions = "You have more paint positions than particles. Increase Particle Count to see all painted positions."; + public string start = "Start"; + public string stop = "Stop"; + public string clear = "Clear"; + public string clearPaint = "Clear Paint?"; + public string clearPaintText = "Are you sure you want to remove all painted source positions?"; + public string playgroundPaint = "Playground Paint"; + public string overflowMode = "Overflow Mode"; + public string overflowModeDescription = "The method to align the Overflow Offset by."; + public string overflowOffset = "Overflow Offset"; + public string loop = "Loop"; + public string disableOnDone = "Disable On Done"; + public string lifetimeSize = "Lifetime Size"; + public string rotateTowardsDirection = "Rotate Towards Direction"; + public string rotationNormal = "Rotation Normal"; + public string lifetimeMethod = "Lifetime Method"; + public string lifetime = "Lifetime"; + public string lifetimeSorting = "Lifetime Sorting"; + public string lifetimeSortingDescription = "Determines how the particles are ordered on rebirth.\n" + + "Scrambled: Randomly placed.\n" + + "Scrambled Linear: Randomly placed but never at the same time.\n" + + "Burst: Alfa and Omega.\n" + + "Linear: Alfa to Omega.\n" + + "NearestNeighbor: Closest to furthest point.\n" + + "NearestNeighborReversed: Furthest to closest point.\n" + + "Reversed: Omega to Alfa.\n" + + "User: Specified by AnimationCurve"; + public string sortOrigin = "Sort Origin"; + public string customSorting = "Custom Sorting"; + public string lifetimeOffset = "Lifetime Offset"; + public string particleMask = "Particle Mask"; + public string maskTime = "Mask Time"; + public string maskSorting = "Mask Sorting"; + public string off = "Off"; + public string forceAnnihilation = "Force Annihilation"; + public string onlySourcePositions = "Only Source Positions"; + public string onlySourcePositionsDescription = "Particles are bound to their source position during their lifetime."; + public string assignTransformDeltaMovement = "Assign a transform to the active state to enable Delta Movement."; + public string lifetimePositioning = "Lifetime Positioning"; + public string onlyLifetimePositioningDescription = "Particle movement is bound to the lifetime positioning."; + public string useSourceDirection = "Use Source Normal Direction"; + public string axisConstraintsDescription = "All forces are disabled as all axis constraints is applied."; + public string lifetimeVelocity = "Lifetime Velocity"; + public string initialLocalVelocityControlledByScript = "Initial Local Velocity is controlled by passed in velocity to Emit() in script mode."; + public string assignTransformLocalVelocity = "Assign a transform to the active state to enable Initial Local Velocity."; + public string initialVelocityShape = "Initial Velocity Shape"; + public string velocityBending = "Velocity Bending"; + public string bending = "Bending"; + public string timeScale = "Time Scale"; + public string lifetimeStrength = "Lifetime Strength"; + public string particleLifetimeStrength = "Particle Lifetime Strength"; + public string gravity = "Gravity"; + public string maxVelocity = "Max Velocity"; + public string axisConstraints = "Axis Constraints"; + public string threeDimensional = "3D"; + public string twoDimensional = "2D"; + public string collisionType = "Collision Type"; + public string collisionMask = "Collision Mask"; + public string collideWithRigidbodies = "Collide With Rigidbodies"; + public string lifetimeLoss = "Lifetime Loss"; + public string randomBounce = "Random Bounce"; + public string collisionPlanes = "Collision Planes"; + public string sticky = "Sticky"; + public string stickyMask = "Sticky Mask"; + public string collisionPrecision = "Collision Precision"; + public string forceCollisionCaching = "Force Collision Caching"; + public string gizmoScale = "Gizmo Scale"; + public string colorSource = "Color Source"; + public string sourceUsesLifetimeAlpha = "Source Uses Lifetime Alpha"; + public string renderMode = "Render Mode"; + public string cameraScale = "Camera Scale"; + public string speedScale = "Speed Scale"; + public string lengthScale = "Length Scale"; + public string startStretch = "Start Stretch"; + public string lifetimeStretch = "Lifetime Stretch"; + public string maxParticleSize = "Max Particle Size"; + public string settingsAndParticles = "Settings & Particles"; + public string settingsOnly = "Settings Only"; + public string particlesOnly = "Particles Only"; + public string simple = "Simple"; + public string newSnapshotName = "New Snapshot"; + public string simulationSpace = "Simulation Space"; + public string localSpace = "Local Space"; + public string globalSpace = "Global Space"; + public string movementCompensation = "Movement Compensation"; + public string movementCompensationLifetimeStrength = "Compensation Lifetime Strength"; + public string rebirthOptions = "Rebirth Options"; + public string randomLifetime = "Random Lifetime"; + public string randomSize = "Random Size"; + public string randomRotation = "Random Rotation"; + public string randomScatter = "Random Scatter"; + public string randomVelocity = "Random Velocity"; + public string forceInitialColor = "Force Initial Color"; + public string lockPosition = "Lock Position"; + public string positionIsLocal = "Position Is Local"; + public string lockRotation = "Lock Rotation"; + public string rotationIsLocal = "Rotation Is Local"; + public string lockScale = "Lock Scale"; + public string syncParticlesToMainThread = "Sync Particles To Main-Thread"; + public string multithreadedManipulators = "Multithreaded Manipulators"; + public string autoPauseCalculation = "Auto-Pause Calculation"; + public string particlePool = "Particle Pool"; + public string broadcastType = "Broadcast Type"; + public string broadcastTypeDescription = "Set to broadcast to a Target and/or Event Listeners."; + public string collisionThreshold = "Collision Threshold"; + public string inheritancePosition = "The inheritance for position."; + public string inheritanceVelocity = "The inheritance for velocity."; + public string inheritanceColor = "The inheritance for color."; + public string velocityMultiplier = "Velocity Multiplier"; + public string activeState = "Active State"; + public string nameText = "Name"; + public string stateMeshDescription = "The source mesh to construct particles from vertices. When a mesh is used the texture is used to color each vertex."; + public string stateTextureDescription = "The source texture to construct particles from pixels. When a mesh is used this texture is used to color each vertex."; + public string stateDepthmapDescription = "The source texture to apply depthmap onto Texture's pixels. Not compatible with meshes."; + public string stateDepthmapStrengthDescription = "How much the grayscale of the depthmap will affect Z-value."; + public string stateTransformDescription = "The transform to parent this state."; + public string stateScaleDescription = "The scale of width-height ratio."; + public string stateOffsetDescription = "The offset from Particle System origin."; + public string brushNameDescription = "The name of this brush preset"; + public string brushShapeDescription = "The texture to construct this Brush from"; + public string brushScaleDescription = "The scale of this Brush (measured in Units)"; + public string brushDetail = "Brush Detail"; + public string brushDetailDescription = "The detail level of this brush"; + public string brushDistanceDescription = "The distance the brush reaches"; + public string paintSpacingDescription = "The required space between the last and current paint position"; + public string exceedMaxStopsPaintDescription = "Should painting stop when paintPositions is equal to maxPositions (if false paint positions will be removed from list when painting new ones)"; + public string texture = "Texture"; + public string depthmap = "Depthmap"; + public string depthmapStrength = "Depthmap Strength"; + public string offset = "Offset"; + public string createState = "Create State"; + public string projectionTexture = "Projection Texture"; + public string liveUpdate = "Live Update"; + public string originOffset = "Origin Offset"; + public string projectionDistance = "Projection Distance"; + public string projectionScale = "Projection Scale"; + public string surfaceOffset = "Surface Offset"; + public string projectionMask = "Projection Mask"; + public string projectionCollisionType = "Projection Collision Type"; + public string collisionDisabledDescription = "Collisions are disabled due to your Force settings."; + public string onlySizeInRange = "Only Size In Range"; + public string sendToManager = "Send To Manager"; + public string clearOnStop = "Clear On Stop"; + public string multithreading = "Multithreading"; + public string particleThreadMethod = "Particle Thread Method"; + public string skinnedMeshThreadMethod = "Skinned Mesh Thread Method"; + public string turbulenceThreadMethod = "Turbulence Thread Method"; + public string threadMethodDescription = "Determines which multithreading method should be used."; + public string maxThreads = "Max Threads"; + public string maxThreadsDescription = "The maximum amount of threads that can be created. The amount of created threads will never exceed available CPUs."; + public string threadInfo01 = "No calculation threads will be created. This will in most cases have a negative impact on performance as Particle Playground will calculate along all other logic on the main-thread. Use this for debug purposes or if you know there's no multi- or hyperthreading possibilities on your target platform."; + public string threadInfo02 = "One calculation thread per particle system will be created. Use this when having heavy particle systems in your scene. Note that this method will never bundle calculation calls."; + public string threadInfo03 = "One calculation thread for all particle systems will be created. Use this if you have other multithreaded logic which has higher performance priority than Particle Playground or your project demands strict use of garbage collection."; + public string threadInfo04 = "Calculation threads will distribute evenly for all particle systems in your scene. This will bundle calculation calls to match the platform's SystemInfo.processorCount. This is the recommended and overall fastest method to calculate particle systems."; + public string thread = "Thread"; + public string assignATexture = "You need to assign a texture."; + public string useAnotherSourceTransform = "Use another Source Transform than your particle system to enable this effect."; + public string activeThreads = "active threads"; + public string threadPoolMethod = "Thread Pool Method"; + public string threadPoolMethodDescription = "The method to use for pooling threads. The Thread Pool is utilizing the managed .NET thread pool, the Playground Pool is a self-managed pool which can improve the amount of GC allocations."; + public string processors = "processors"; + public string prefabConnection = "Prefab Connection"; + public string noAssetsFoundMessage = "The Particle Playground assets couldn't be found in the specified path. Please edit the paths to match your current project."; + public string skinnedMeshOptimizeGameObjectsMessage = "Consider to disable Optimize Game Objects for the Import Settings of your skinned mesh. Having Optimize Game Objects enabled will be a lot slower for a Particle Playground system to calculate as it must extract the vertices each frame."; + + public string castShadows = "Cast Shadows"; + public string receiveShadows = "Receive Shadows"; + + public string sorting = "Sorting"; + public string sortMode = "Sort Mode"; + public string sortingFudge = "Sorting Fudge"; + + public string textureSheetAnimation = "Texture Sheet Animation"; + public string tiles = "Tiles"; + public string animation = "Animation"; + public string randomRow = "Random Row"; + public string row = "Row"; + public string animationMethod = "Animation Method"; + public string frameOverTime = "Frame Over Time"; + public string chromaKey = "Chroma Key"; + public string spread = "Spread"; + + public string spline = "Spline"; + public string splines = "Splines"; + public string newSplineMessage = "Assign an existing Playground Spline component from your scene or press Create to start working with a new Playground Spline (will be parented to this particle system). To edit a Playground Spline you select it in Hierarchy."; + public string allSplinesMustBeAssignedMessage = "All splines must be assigned and enabled."; + public string treatAsOneSpline = "Treat As One Spline"; + public string playgroundSpline = "Playground Spline"; + public string selection = "Selection"; + public string node = "Node"; + public string nodes = "Nodes"; + public string bezier = "Bezier"; + public string selectedNode = "Selected Node"; + public string selectedBezierHandle = "Selected Bezier Handle"; + public string bezierMode = "Bezier Mode"; + public string addNode = "Add Node"; + public string removeSelectedNode = "Remove Selected Node"; + public string usedBy = "Used By"; + public string noUser = "No User"; + public string easing = "Easing"; + public string easingVelocity = "Easing Velocity"; + public string timeOffset = "Time Offset"; + public string positionOffset = "Position Offset"; + public string reverse = "Reverse"; + public string targetMethod = "Target Method"; + public string overflowOffsetSplineMessage = "Overflow Offset can't be applied when using Spline as Source."; + public string noSplineUserMessage = "No Particle Playground system is using this spline."; + public string removeUserTitle = "Remove user?"; + public string removeUserMessage = "Do you want to remove this spline from the Particle Playground system?"; + public string convertAllToTransforms = "Convert All To Transforms"; + public string convertAllToVector3 = "Convert All To Vector3"; + public string reverseAllNodes = "Reverse All Nodes"; + public string velocityOnNewNode = "Velocity On New Node"; + public string moveTransformsAsBeziers = "Move Transforms As Beziers"; + public string exportWithNodeStructure = "Export With Node Structure"; + public string repeatTimeModulus = "Repeat Time (Modulus)"; + public string drawSplinePreview = "Spline Preview"; + public string drawSplinePreviewDescription = "Draws the shape of a spline assigned to a particle system when selected in Hierarchy."; + public string newEmpty = "New Empty"; + public string noSplinesCreated = "No splines are created."; + + public string colorMethod = "Color Method"; + public string arrayColor = "Array Color"; + public string arrayAlpha = "Array Alpha"; + public string applyArrayAlpha = "Apply Array Alpha"; + + public string collisionExclusion = "Collision Exclusion"; + public string collisionExclusionMessage = "No objects are excluded from collision."; + public string bypassMaskedParticles = "Bypass Masked Particles"; + + public string treatAsOneTransform = "Treat As One Transform"; + public string allTransformsMustBeAssignedMessage = "All transforms must be assigned."; + public string assignTransformMessage = "Please assign a transform."; + public string method = "Method"; + public string range = "Range"; + public string sectorA = "Sector A"; + public string sectorB = "Sector B"; + + public string lifetimeEmission = "Lifetime Emission"; + public string prewarm = "Prewarm"; + public string prewarmLifetimeCycles = "Prewarm Lifetime Cycles"; + public string prewarmCyclesResolution = "Prewarm Cycles (Resolution)"; + public string inverseRigidbodyCollision = "Inverse Rigidbody Collision"; + public string locks = "Locks"; + public string onEnable = "On Enable"; + public string misc = "Misc"; + public string deltaPositionAdjustment = "Delta Position Adjustment"; + public string arraySize = "Array Size"; + public string sourcePoint = "Source Point"; + public string emission = "Emission"; + public string on = "On"; + public string constantForce = "Constant Force"; + public string initialGlobalVelocity = "Initial Global Velocity"; + public string shadows = "Shadows"; + public string collisionSettings = "Collision Settings"; + public string sync = "Sync"; + public string transitionBackToSource = "Transition Back To Source"; + public string transitionAmount = "Transition Amount"; + public string calculateManipulator = "Calculate Manipulator"; + public string renderer = "Renderer"; + public string hierarchyIcon = "Hierarchy Icon"; + public string minimumShurikenLifetime = "Minimum Shuriken Lifetime"; + public string calculationTrigger = "Calculation Trigger"; + public string calculationTriggerSize = "Calculation Trigger Size"; + public string calculationTriggerOffset = "Calculation Trigger Offset"; + public string drawGizmo = "Draw Gizmo"; + public string drawBezierGizmo = "Draw Bezier Gizmo"; + public string bezierWidth = "Bezier Width"; + public string outOfView = "Out Of View"; + public string autoPause = "Auto-Pause"; + public string forceUpdateOnMainThread = "Force Update On Main-Thread"; + public string forceUpdateOnMainThreadDescription = "Enable this to ensure that skinned meshes are in absolute sync with their source positions. This may give a noticable hit on performance."; + public string trackingMethod = "Tracking Method"; + public string animationTimeMethod = "Animation Time Method"; + + public string upSymbol = "U"; + public string downSymbol = "D"; + public string playSymbol = "Play"; + public string pauseSymbol = "Pause"; + public string stopSymbol = "Stop"; + public string recordSymbol = "Record"; + public string trim = "Trim"; + public string trimInner = "Trim Inner"; + public string trimOuter = "Trim Outer"; + public string trimMsg = "Are you sure you want to remove the frames "; + public string fadeIn = "Fade In"; + public string sizeIn = "Size In"; + public string skipInterpolationOnEndFrames = "Skip Interpolation On End Frames"; + + public string playgroundRecorder = "Playground Recorder"; + public string player = "Player"; + public string playbackSpeed = "Playback Speed"; + public string keyframeInterval = "Keyframe Interval"; + public string playHeadPosition = "Playhead Position"; + public string clearRecording = "Clear Recording"; + public string clearRecordingMsg = "Are you sure that you want to remove all the recorded frames?"; + public string missingParticleSystemWarning = "There is no Particle Playground system assigned."; + public string newPlaygroundRecording = "New Playground Recording"; + public string newPlaygroundRecordingMsg = "Please choose where to store your Playground Recorder Data"; + public string recorderData = "Recorder Data"; + public string missingRecorderDataWarning = "There is no Playground Recorder Data file assigned. You need to assign one to store your recordings."; + public string createNew = "Create New"; + + public string playgroundComponents = "Playground Components"; + public string removeComponent = "Remove Component?"; + public string removeComponentMsg = "Are you sure you want to remove the component?"; + + public string particleProperty = "Particle Property"; + public string clamp = "Clamp"; + public string floor = "Floor"; + public string ceil = "Ceil"; + public string value = "Value"; + public string rate = "Rate"; + public string infinite = "Infinite"; + + public string sourceParticleSystem = "Source Particle System"; + public string sourceBirthMethod = "Source Birth Method"; + public string scaleMethod = "Scale Method"; + public string globalTimeScale = "Global Time Scale"; + public string globalTimeScaleDescription = "If Global Time Scale is enabled Time.timeScale will affect the particle systems simulation time."; + + public string extensionsDownloading = "Retrieving list of extensions..."; + public string extensionsDownloadError = "Could not retrieve the list of extensions."; + public string searchNoExtensionsFound = "No extensions found containing"; + public string listHasBeenFilteredWith = "List has been filtered with"; + public string findPlaygroundSettings = "Find Playground Settings"; + public string findPlaygroundSettingsMsg = "The Playground Settings.asset could not be found, you won't be able to store your settings. It is recommended that you search for the Playground Settings.asset file."; + + public string playgroundTrails = "Playground Trails"; + public string pointCreation = "Point Creation"; + public string width = "Width"; + public string timeWidth = "Time Width"; + public string widthScale = "Width Scale"; + public string billboardTransform = "Billboard Transform"; + public string customRenderScale = "Custom Render Scale"; + public string minimumVertexDistance = "Minimum Vertex Distance"; + public string maximumVertexDistance = "Maximum Vertex Distance"; + public string maximumPathDeviation = "Maximum Path Deviation"; + public string maximumPoints = "Maximum Points"; + public string createFirstPointOnParticleBirth = "Create First Point On Particle Birth"; + public string createLastPointOnParticleDeath = "Create Last Point On Particle Death"; + public string createPointsOnCollision = "Create Points On Collision"; + public string colorMode = "Color Mode"; + public string uvMode = "Uv Mode"; + public string pointArrayAlpha = "Point Array Alpha"; + public string playgroundFollow = "Playground Follow"; + public string setLocalSpaceOnPlayback = "Set Local Space On Playback"; + public string followers = "Followers"; + public string unassigned = "Unassigned"; + public string referenceObject = "Reference Object"; + public string cacheSize = "Cache Size"; + public string sendEvents = "Send Events"; + public string multithreadedStartup = "Multithreaded Startup"; + + + public static PlaygroundLanguageC New () { + return New ("New Language"); + } + public static PlaygroundLanguageC New (string newName) { + PlaygroundLanguageC newLanguage = ScriptableObject.CreateInstance(); + newLanguage.languageName = "New Language"; + newLanguage.languageNameSeenByEnglish = newName; + int i = 0; + if (AssetDatabase.LoadAssetAtPath ("Assets/"+PlaygroundSettingsC.reference.playgroundPath+PlaygroundSettingsC.reference.languagePath+newName+" "+i.ToString()+".asset", typeof(object))) { + while (AssetDatabase.LoadAssetAtPath ("Assets/"+PlaygroundSettingsC.reference.playgroundPath+PlaygroundSettingsC.reference.languagePath+newName+" "+i.ToString()+".asset", typeof(object))) + i++; + } + AssetDatabase.CreateAsset(newLanguage, "Assets/"+PlaygroundSettingsC.reference.playgroundPath+PlaygroundSettingsC.reference.languagePath+newName+" "+i.ToString()+".asset"); + AssetDatabase.SaveAssets(); + return (PlaygroundLanguageC)AssetDatabase.LoadAssetAtPath ("Assets/"+PlaygroundSettingsC.reference.playgroundPath+PlaygroundSettingsC.reference.languagePath+newName+" "+i.ToString()+".asset", typeof(PlaygroundLanguageC)); + } + + + + + } + + +} diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs.meta new file mode 100644 index 0000000..d085922 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundLanguageC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8e0e429d9ea264321b2a0e5758212180 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleSystemInspectorC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleSystemInspectorC.cs new file mode 100644 index 0000000..d28814f --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleSystemInspectorC.cs @@ -0,0 +1,3784 @@ +using UnityEditor; +using UnityEngine; +using UnityEditorInternal; +using System; +using System.Reflection; +using System.IO; +using System.Collections; +using System.Collections.Generic; +using ParticlePlayground; +using ParticlePlaygroundLanguage; +using PlaygroundSplines; + +[CustomEditor (typeof(PlaygroundParticlesC))] +class PlaygroundParticleSystemInspectorC : Editor { + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // PlaygroundParticles variables + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + public static PlaygroundParticlesC playgroundParticlesScriptReference; + public static SerializedObject playgroundParticles; // PlaygroundParticlesC + public static SerializedProperty source; // SOURCEC + public static SerializedProperty sorting; // SORTINGC + public static SerializedProperty lifetimeSorting; // AnimationCurve + public static SerializedProperty activeState; // int + public static SerializedProperty particleCount; // int + public static SerializedProperty emissionRate; // float + public static SerializedProperty updateRate; // int + public static SerializedProperty worldObjectUpdateVertices; // bool + public static SerializedProperty worldObjectUpdateNormals; // bool + public static SerializedProperty emit; // bool + public static SerializedProperty loop; // bool + public static SerializedProperty disableOnDone; // bool + public static SerializedProperty disableOnDoneRoutine; // ONDONE + public static SerializedProperty calculate; // bool + public static SerializedProperty deltaMovementStrength; // float + public static SerializedProperty particleTimescale; // float + public static SerializedProperty sizeMin; // float + public static SerializedProperty sizeMax; // float + public static SerializedProperty lifetime; // float + public static SerializedProperty lifetimeSize; // AnimationCurve + public static SerializedProperty arraySize; // AnimationCurve + public static SerializedProperty onlySourcePositioning; // bool + public static SerializedProperty applyLifetimeVelocity; // bool + public static SerializedProperty applyInitialVelocity; // bool + public static SerializedProperty applyInitialLocalVelocity; // bool + public static SerializedProperty applyVelocityBending; // bool + public static SerializedProperty velocityBendingType; // VELOCITYBENDINGTYPE + public static SerializedProperty lifetimeVelocity; // Vector3AnimationCurveC + public static SerializedProperty initialVelocityShape; // Vector3AnimationCurveC + public static SerializedProperty overflowOffset; // Vector3 + public static SerializedProperty overflowMode; // OVERFLOWMODEC + public static SerializedProperty initialVelocityMin; // Vector3 + public static SerializedProperty initialVelocityMax; // Vector3 + public static SerializedProperty initialLocalVelocityMin; // Vector3 + public static SerializedProperty initialLocalVelocityMax; // Vector3 + public static SerializedProperty turbulenceLifetimeStrength; // AnimationCurve + public static SerializedProperty lifetimeColor; // Gradient + public static SerializedProperty lifetimeColors; // List + public static SerializedProperty arrayColor; // Gradient + public static SerializedProperty colorSource; // COLORSOURCEC + public static SerializedProperty collision; // bool + public static SerializedProperty affectRigidbodies; // bool + public static SerializedProperty mass; // float + public static SerializedProperty collisionRadius; // float + public static SerializedProperty collisionMask; // LayerMask + public static SerializedProperty stickyCollisionMask; // LayerMask + public static SerializedProperty collisionType; // COLLISIONTYPE + public static SerializedProperty bounciness; // float + public static SerializedProperty lifetimeStretching; // AnimationCurve + public static UnityEngine.Object particleMaterial; // Material + public static SerializedProperty threadMethod; // ThreadMethodLocal + + public static SerializedProperty states; // List + public static SerializedProperty worldObject; // WorldObjectC + public static SerializedProperty worldObjectGameObject; // GameObject + public static SerializedProperty skinnedWorldObject; // SkinnedWorldObjectC + public static SerializedProperty skinnedWorldObjectGameObject; // GameObject + public static SerializedProperty forceSkinnedMeshUpdateOnMainThread; // bool + public static SerializedProperty sourceTransform; // Transform + public static SerializedProperty sourcePaint; // PaintObjectC + public static SerializedProperty sourceProjection; // ParticleProjectionC + public static SerializedProperty sourceSplines; // List + public static SerializedProperty sourceTransforms; // List + + public static SerializedProperty lifetimePositioning; // Vector3AnimationCurveC + public static SerializedProperty lifetimePositioningX; // AnimationCurve + public static SerializedProperty lifetimePositioningY; // AnimationCurve + public static SerializedProperty lifetimePositioningZ; // AnimationCurve + public static SerializedProperty lifetimePositioningTimeScale; // AnimationCurve + public static SerializedProperty lifetimePositioningPositionScale; // AnimationCurve + + public static SerializedProperty lifeTimeVelocityX; // AnimationCurve + public static SerializedProperty lifeTimeVelocityY; // AnimationCurve + public static SerializedProperty lifeTimeVelocityZ; // AnimationCurve + + public static SerializedProperty initialVelocityShapeX; // AnimationCurve + public static SerializedProperty initialVelocityShapeY; // AnimationCurve + public static SerializedProperty initialVelocityShapeZ; // AnimationCurve + + public static SerializedProperty movementCompensationLifetimeStrength; // AnimationCurve + + public static SerializedProperty manipulators; // List + public static SerializedProperty events; // List + public static SerializedProperty snapshots; // List + public static ParticleSystemRenderer shurikenRenderer; // ParticleSystemRenderer + public static string[] rendererSortingLayers; // string[] + public static int selectedSortingLayer = 0; // int + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // Playground variables + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + public static PlaygroundC playgroundScriptReference; // PlaygroundC + public static SerializedObject playground; // PlaygroundC + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // PlaygroundParticleSystemInspector variables + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + // States + public static int meshOrImage; + public static string addStateName = ""; + public static UnityEngine.Object addStateMesh; + public static UnityEngine.Object addStateTexture; + public static UnityEngine.Object addStateTransform; + public static UnityEngine.Object addStateDepthmap; + public static float addStateDepthmapStrength = 1f; + public static float addStateSize = 1f; + public static float addStateScale = 1f; + public static Vector3 addStateOffset; + + // Foldout lists (all others are taken care of the Playground Settings) + public static List statesListFoldout; + public static List eventListFoldout; + + // Paint variables + public static int brushListStyle = 0; + public static Color32 paintColor = new Color(1,1,1,1); + public static bool useBrushColor = true; + public static int selectedPaintMode; + public static GUIStyle sceneBrushStyle; + public static List brushPrefabs; + public static string[] brushNames; + public static float[] paintSpacings; + public static bool[] exceedMaxStopsPaintList; + public static bool inPaintMode = false; + public static UnityEngine.Object paintTexture; + public static PlaygroundBrushC[] brushPresets; + public static int selectedBrushPreset = -1; + public static bool brushPresetFoldout = false; + public static SerializedProperty paintLayerMask; + public static SerializedProperty paintCollisionType; + public static UnityEditor.Tool lastActiveTool = UnityEditor.Tool.None; + public static float eraserRadius = 1f; + private bool showNoAlphaWarning = false; + + // Projection variables + public static SerializedProperty projectionMask; + public static SerializedProperty projectionCollisionType; + + // GUI + public static GUIStyle boxStyle; + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + public static bool currentWireframe; + private Keyframe[] prevLifetimeSortingKeys; + private SOURCEC previousSource; + public static string saveName = "New Snapshot"; + + public static bool isEditingInHierarchy; + + public static SerializedObject shuriken; + public static SerializedObject shurikenRendererSO; + + public static SerializedProperty uvModule; + public static SerializedProperty uvModule_enabled; // Bool + public static SerializedProperty uvModule_frameOverTime_scalar; // Float + public static SerializedProperty uvModule_frameOverTime_minCurve; // AnimationCurve + public static SerializedProperty uvModule_frameOverTime_maxCurve; // AnimationCurve + public static SerializedProperty uvModule_frameOverTime_minMaxState; // Int + public static SerializedProperty uvModule_tilesX; // Int + public static SerializedProperty uvModule_tilesY; // Int + public static SerializedProperty uvModule_animationType; // Int + public static SerializedProperty uvModule_rowIndex; // Int + public static SerializedProperty uvModule_cycles; // Float + public static SerializedProperty uvModule_randomRow; // Bool + public AnimationType uv_animationType; + public MinMaxState uv_minMaxState; + public AnimationCurve prev_uvModule_frameOverTime_minCurve; + public AnimationCurve prev_uvModule_frameOverTime_maxCurve; + + public static SerializedProperty initialModule; + public static SerializedProperty initialModule_maxNumParticles; // Int + + public static SerializedProperty sortingMode; + public static SerializedProperty sortingFudge; + public SortMode sortMode; + + void OnEnable () { + + lastActiveTool = UnityEditor.Tools.current; + isEditingInHierarchy = Selection.activeTransform!=null; + + // Load settings + playgroundSettings = PlaygroundSettingsC.GetReference(); + + // Load language + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + + // Playground Particles + playgroundParticlesScriptReference = target as PlaygroundParticlesC; + if (playgroundParticlesScriptReference==null) return; + playgroundParticles = new SerializedObject(playgroundParticlesScriptReference); + + shurikenRenderer = playgroundParticlesScriptReference.particleSystemGameObject.GetComponent().GetComponent() as ParticleSystemRenderer; + + // Sorting layers + Type internalEditorUtilityType = typeof(InternalEditorUtility); + PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic); + rendererSortingLayers = (string[])sortingLayersProperty.GetValue(null, new object[0]); + for (int i = 0; i(); + playgroundParticlesScriptReference.particleSystemRenderer = playgroundParticlesScriptReference.shurikenParticleSystem.GetComponent(); + particleMaterial = playgroundParticlesScriptReference.particleSystemRenderer.sharedMaterial; + + onlySourcePositioning = playgroundParticles.FindProperty("onlySourcePositioning"); + + lifetimePositioning = playgroundParticles.FindProperty("lifetimePositioning"); + lifetimePositioningX = lifetimePositioning.FindPropertyRelative("x"); + lifetimePositioningY = lifetimePositioning.FindPropertyRelative("y"); + lifetimePositioningZ = lifetimePositioning.FindPropertyRelative("z"); + lifetimePositioningTimeScale = playgroundParticles.FindProperty ("lifetimePositioningTimeScale"); + lifetimePositioningPositionScale = playgroundParticles.FindProperty ("lifetimePositioningPositionScale"); + + applyLifetimeVelocity = playgroundParticles.FindProperty("applyLifetimeVelocity"); + lifeTimeVelocityX = lifetimeVelocity.FindPropertyRelative("x"); + lifeTimeVelocityY = lifetimeVelocity.FindPropertyRelative("y"); + lifeTimeVelocityZ = lifetimeVelocity.FindPropertyRelative("z"); + + initialVelocityShapeX = initialVelocityShape.FindPropertyRelative("x"); + initialVelocityShapeY = initialVelocityShape.FindPropertyRelative("y"); + initialVelocityShapeZ = initialVelocityShape.FindPropertyRelative("z"); + + applyInitialVelocity = playgroundParticles.FindProperty("applyInitialVelocity"); + applyInitialLocalVelocity = playgroundParticles.FindProperty("applyInitialLocalVelocity"); + applyVelocityBending = playgroundParticles.FindProperty("applyVelocityBending"); + velocityBendingType = playgroundParticles.FindProperty("velocityBendingType"); + + movementCompensationLifetimeStrength = playgroundParticles.FindProperty ("movementCompensationLifetimeStrength"); + + worldObjectGameObject = worldObject.FindPropertyRelative("gameObject"); + skinnedWorldObjectGameObject = skinnedWorldObject.FindPropertyRelative("gameObject"); + + // Lifetime colors + if (playgroundParticlesScriptReference.lifetimeColors==null) + playgroundParticlesScriptReference.lifetimeColors = new List(); + + // Sorting + prevLifetimeSortingKeys = playgroundParticlesScriptReference.lifetimeSorting.keys; + + // Events list + eventListFoldout = new List(); + eventListFoldout.AddRange(new bool[playgroundParticlesScriptReference.events.Count]); + + // States foldout + statesListFoldout = new List(); + statesListFoldout.AddRange(new bool[playgroundParticlesScriptReference.states.Count]); + + previousSource = playgroundParticlesScriptReference.source; + + // Playground + playgroundScriptReference = FindObjectOfType(); + + + // Create a manager if no existing instance is in the scene + if (!playgroundScriptReference && Selection.activeTransform!=null) { + PlaygroundC.ResourceInstantiate("Playground Manager"); + playgroundScriptReference = FindObjectOfType(); + } + + if (playgroundScriptReference!=null) { + + PlaygroundC.reference = playgroundScriptReference; + + // Serialize Playground + playground = new SerializedObject(playgroundScriptReference); + + PlaygroundInspectorC.Initialize(playgroundScriptReference); + + + // Add this PlaygroundParticles if not existing in Playground list + if (!playgroundParticlesScriptReference.isSnapshot && !playgroundScriptReference.particleSystems.Contains(playgroundParticlesScriptReference) && Selection.activeTransform!=null) + playgroundScriptReference.particleSystems.Add(playgroundParticlesScriptReference); + + // Cache components + playgroundParticlesScriptReference.particleSystemGameObject = playgroundParticlesScriptReference.gameObject; + playgroundParticlesScriptReference.particleSystemTransform = playgroundParticlesScriptReference.transform; + playgroundParticlesScriptReference.particleSystemRenderer = playgroundParticlesScriptReference.GetComponent(); + playgroundParticlesScriptReference.shurikenParticleSystem = playgroundParticlesScriptReference.particleSystemGameObject.GetComponent(); + playgroundParticlesScriptReference.particleSystemRenderer2 = playgroundParticlesScriptReference.particleSystemGameObject.GetComponent().GetComponent() as ParticleSystemRenderer; + + // Set manager as parent + //if (PlaygroundC.reference.autoGroup && playgroundParticlesScriptReference.particleSystemTransform!=null && playgroundParticlesScriptReference.particleSystemTransform.parent == null && Selection.activeTransform!=null) + // playgroundParticlesScriptReference.particleSystemTransform.parent = PlaygroundC.referenceTransform; + + // Issue a quick refresh + + if (!EditorApplication.isPlaying && isEditingInHierarchy) { + foreach (PlaygroundParticlesC p in PlaygroundC.reference.particleSystems) { + p.Start(); + } + } + } + + selectedSort = sorting.intValue; + + // State initial values + if (addStateTransform==null) + addStateTransform = (Transform)playgroundParticlesScriptReference.particleSystemTransform; + + // Visiblity of Shuriken component in Inspector + if (!playgroundScriptReference || playgroundScriptReference && !playgroundScriptReference.showShuriken) + playgroundParticlesScriptReference.shurikenParticleSystem.hideFlags = HideFlags.HideInInspector; + else + playgroundParticlesScriptReference.shurikenParticleSystem.hideFlags = HideFlags.None; + + SetWireframeVisibility(); + + // Set paint init + paintLayerMask = sourcePaint.FindPropertyRelative("layerMask"); + paintCollisionType = sourcePaint.FindPropertyRelative("collisionType"); + + // Set projection init + projectionMask = sourceProjection.FindPropertyRelative("projectionMask"); + projectionCollisionType = sourceProjection.FindPropertyRelative("collisionType"); + + // Snapshots + if (playgroundParticlesScriptReference.snapshots.Count>0) { + if (playgroundParticlesScriptReference.snapshots.Count>0) { + for (int i = 0; i(); + + string assetsDataPath = Application.dataPath; + string editorBrushPath = assetsDataPath+"/"+playgroundSettings.playgroundPath+playgroundSettings.brushPath; + string[] editorBrushPaths = Directory.GetFiles (editorBrushPath); + + foreach (string thisBrushPath in editorBrushPaths) { + string convertedBrushPath = thisBrushPath.Substring(assetsDataPath.Length-6); + UnityEngine.Object brushPathObject = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(convertedBrushPath, typeof(UnityEngine.Object)); + if (brushPathObject!=null && (brushPathObject.GetType().Name)=="GameObject") { + brushPrefabs.Add (brushPathObject); + } + } + + + brushNames = new string[brushPrefabs.Count]; + paintSpacings = new float[brushPrefabs.Count]; + brushPresets = new PlaygroundBrushC[brushPrefabs.Count]; + exceedMaxStopsPaintList = new bool[brushPrefabs.Count]; + for (int i = 0; i(); + brushNames[i] = thisBrushPrefab.presetName; + brushPresets[i] = new PlaygroundBrushC(); + brushPresets[i].texture = thisBrushPrefab.texture as Texture2D; + brushPresets[i].detail = thisBrushPrefab.detail; + brushPresets[i].scale = thisBrushPrefab.scale; + brushPresets[i].distance = thisBrushPrefab.distance; + + paintSpacings[i] = thisBrushPrefab.spacing; + exceedMaxStopsPaintList[i] = thisBrushPrefab.exceedMaxStopsPaint; + DestroyImmediate (thisBrushGO); + } + + if (source.intValue==5 && paintTexture!=null) + SetBrush(selectedBrushPreset); + + + if (playgroundParticlesScriptReference.paint!=null && playgroundParticlesScriptReference.paint.brush!=null && playgroundParticlesScriptReference.paint.brush.texture!=null) { + paintTexture = playgroundParticlesScriptReference.paint.brush.texture; + } + } + + public static void SetBrush (int i) { + if (i>=0 && i0) + playgroundSettings.particlesFoldout = GUILayout.Toggle(playgroundSettings.particlesFoldout, playgroundLanguage.playgroundParticles+" ("+playgroundLanguage.eventControlled+")", EditorStyles.foldout); + else if (playgroundParticlesScriptReference.isSnapshot) + playgroundSettings.particlesFoldout = GUILayout.Toggle(playgroundSettings.particlesFoldout, playgroundLanguage.playgroundParticles+" ("+playgroundLanguage.snapshot+")", EditorStyles.foldout); + else + playgroundSettings.particlesFoldout = GUILayout.Toggle(playgroundSettings.particlesFoldout, playgroundLanguage.playgroundParticles, EditorStyles.foldout); + if (playgroundSettings.particlesFoldout) { + + EditorGUILayout.BeginVertical(boxStyle); + + // Source Settings + if (GUILayout.Button(playgroundLanguage.source+" ("+playgroundParticlesScriptReference.source.ToString()+")", EditorStyles.toolbarDropDown)) playgroundSettings.sourceFoldout=!playgroundSettings.sourceFoldout; + if (playgroundSettings.sourceFoldout) { + + EditorGUILayout.Separator(); + + if (previousSource!=playgroundParticlesScriptReference.source) { + LifetimeSorting(); + } + EditorGUILayout.PropertyField(source, new GUIContent( + playgroundLanguage.source, + playgroundLanguage.sourceDescription + )); + + EditorGUILayout.Separator(); + + // Source is State + if (source.intValue == 0) { + RenderStateSettings(); + + // Source is Projection + } else if (source.intValue == 6) { + RenderProjectionSettings(); + + // Source is Transforms + } else if (source.intValue == 1) { + + playgroundParticlesScriptReference.treatAsOneTransform = EditorGUILayout.Toggle (playgroundLanguage.treatAsOneTransform, playgroundParticlesScriptReference.treatAsOneTransform); + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.transformListFoldout = GUILayout.Toggle(playgroundSettings.transformListFoldout, playgroundLanguage.transforms, EditorStyles.foldout); + GUILayout.Label (playgroundParticlesScriptReference.sourceTransforms.Count.ToString(), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.transformListFoldout) { + bool hasDisabledTransform = false; + if (playgroundParticlesScriptReference.sourceTransforms.Count>0) { + for (int i = 0; i1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + sourceTransforms.MoveArrayElement(i, i==0?playgroundParticlesScriptReference.sourceTransforms.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + sourceTransforms.MoveArrayElement(i, i0)?playgroundParticlesScriptReference.worldObject.vertexPositions.Length.ToString():playgroundLanguage.noMesh, GUILayout.MaxWidth(80)); + + EditorGUILayout.Separator(); + + if(GUILayout.Button(playgroundLanguage.setParticleCount, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false)) && playgroundParticlesScriptReference.worldObject.vertexPositions!=null && isEditingInHierarchy){ + playgroundParticlesScriptReference.particleCount = playgroundParticlesScriptReference.worldObject.vertexPositions.Length; + } + if(GUILayout.Button("++", EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(24), GUILayout.Height(16)}) && playgroundParticlesScriptReference.worldObject.vertexPositions!=null) + particleCount.intValue = particleCount.intValue+playgroundParticlesScriptReference.worldObject.vertexPositions.Length; + GUILayout.EndHorizontal(); + + GUILayout.BeginVertical(boxStyle); + EditorGUILayout.LabelField(playgroundLanguage.proceduralOptions); + EditorGUILayout.PropertyField(worldObjectUpdateVertices, new GUIContent( + playgroundLanguage.meshVerticesUpdate, + playgroundLanguage.meshVerticesUpdateDescription + )); + EditorGUILayout.PropertyField(worldObjectUpdateNormals, new GUIContent( + playgroundLanguage.meshNormalsUpdate, + playgroundLanguage.meshNormalsUpdateDescription + )); + GUILayout.EndVertical(); + + // Source is Skinned World Object + } else if (source.intValue == 3) { + playgroundParticlesScriptReference.skinnedWorldObject.gameObject = (GameObject)EditorGUILayout.ObjectField(playgroundLanguage.skinnedWorldObject, playgroundParticlesScriptReference.skinnedWorldObject.gameObject, typeof(GameObject), true); + if (playgroundParticlesScriptReference.skinnedWorldObject.gameObject!=null && playgroundParticlesScriptReference.skinnedWorldObject.renderer!=null) { + if (playgroundParticlesScriptReference.skinnedWorldObject.renderer.bones.Length==0) + EditorGUILayout.HelpBox(playgroundLanguage.skinnedMeshOptimizeGameObjectsMessage, MessageType.Warning); + } + + if (playgroundParticlesScriptReference.skinnedWorldObject.mesh != null) { + int prevDownResolutionSkinned = playgroundParticlesScriptReference.skinnedWorldObject.downResolution; + playgroundParticlesScriptReference.skinnedWorldObject.downResolution = EditorGUILayout.IntSlider(playgroundLanguage.sourceDownResolution, playgroundParticlesScriptReference.skinnedWorldObject.downResolution, 1, Mathf.RoundToInt (playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length/2)); + if (prevDownResolutionSkinned!=playgroundParticlesScriptReference.skinnedWorldObject.downResolution) + LifetimeSorting(); + } + + EditorGUILayout.PropertyField(forceSkinnedMeshUpdateOnMainThread, new GUIContent( + playgroundLanguage.forceUpdateOnMainThread, + playgroundLanguage.forceUpdateOnMainThreadDescription + )); + + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.points+":"); + if (playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions!=null && playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length>0) { + if (playgroundParticlesScriptReference.skinnedWorldObject.downResolution<=1) + EditorGUILayout.SelectableLabel(playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length.ToString(), GUILayout.MaxWidth(80)); + else + EditorGUILayout.SelectableLabel((playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length/playgroundParticlesScriptReference.skinnedWorldObject.downResolution).ToString()+" ("+playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length.ToString()+")", GUILayout.MaxWidth(160)); + } else EditorGUILayout.SelectableLabel(playgroundLanguage.noMesh); + EditorGUILayout.Separator(); + if(GUILayout.Button(playgroundLanguage.setParticleCount, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false)) && playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions!=null && isEditingInHierarchy){ + playgroundParticlesScriptReference.particleCount = playgroundParticlesScriptReference.skinnedWorldObject.downResolution<=1?playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length:playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length/playgroundParticlesScriptReference.skinnedWorldObject.downResolution; + } + if(GUILayout.Button("++", EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(24), GUILayout.Height(16)}) && playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions!=null) + particleCount.intValue = particleCount.intValue+(playgroundParticlesScriptReference.skinnedWorldObject.vertexPositions.Length/playgroundParticlesScriptReference.skinnedWorldObject.downResolution); + GUILayout.EndHorizontal(); + + GUILayout.BeginVertical(boxStyle); + EditorGUILayout.LabelField(playgroundLanguage.proceduralOptions); + EditorGUILayout.PropertyField(worldObjectUpdateVertices, new GUIContent( + playgroundLanguage.meshVerticesUpdate, + playgroundLanguage.meshVerticesUpdateDescription + )); + EditorGUILayout.PropertyField(worldObjectUpdateNormals, new GUIContent( + playgroundLanguage.meshNormalsUpdate, + playgroundLanguage.meshNormalsUpdateDescription + )); + GUILayout.EndVertical(); + + // Source is Script + } else if (source.intValue == 4) { + + // Controlled by events + if (playgroundParticlesScriptReference.eventControlledBy.Count>0) { + GUILayout.BeginVertical (boxStyle); + int eventCount = 0; + EditorGUILayout.HelpBox(playgroundLanguage.controlledByAnotherEvent, MessageType.Info); + for (int i = 0; i0) { + EditorGUILayout.LabelField(brushNames[i], EditorStyles.wordWrappedMiniLabel, new GUILayoutOption[]{GUILayout.Width(50), GUILayout.Height(30)}); + } + EditorGUILayout.EndVertical(); + if (i%(Screen.width/80)==0 && i>0) { + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + } + } + EditorGUILayout.EndHorizontal(); + + + // List + } else { + for (i = 0; i=PlaygroundC.reference.paintMaxPositions) { + EditorGUILayout.HelpBox(playgroundLanguage.exceededMaxPaint, MessageType.Warning); + } + + if (isEditingInHierarchy) { + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.paint+":"); + ProgressBar((playgroundParticlesScriptReference.paint.positionLength*1f)/PlaygroundC.reference.paintMaxPositions, playgroundParticlesScriptReference.paint.positionLength+"/"+PlaygroundC.reference.paintMaxPositions, Mathf.FloorToInt(Screen.width/2.2f)-65); + EditorGUILayout.Separator(); + if(GUILayout.Button(playgroundLanguage.setParticleCount, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false)) && isEditingInHierarchy){ + playgroundParticlesScriptReference.particleCount = playgroundParticlesScriptReference.paint.positionLength; + } + if(GUILayout.Button("++", EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(24), GUILayout.Height(16)})) + particleCount.intValue = particleCount.intValue+playgroundParticlesScriptReference.paint.positionLength; + GUILayout.EndHorizontal(); + } + EditorGUILayout.Separator(); + + GUILayout.BeginHorizontal(); + GUI.enabled = GUI.enabled&&isEditingInHierarchy; + if (inPaintMode && GUI.enabled) + GUI.backgroundColor = paintActiveColor; + if (GUILayout.Button((inPaintMode?playgroundLanguage.stop:playgroundLanguage.start)+" "+playgroundLanguage.paint+" ", EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + StartStopPaint(); + } + GUI.enabled = (playgroundParticlesScriptReference.paint.positionLength>0); + if(GUILayout.Button(playgroundLanguage.clear, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + ClearPaint(); + } + GUI.enabled = true; + GUILayout.EndHorizontal(); + EditorGUILayout.Separator(); + GUI.backgroundColor = whiteColor; + if (inPaintMode && selectedPaintMode==1 && paintTexture==null) + EditorGUILayout.HelpBox(playgroundLanguage.assignATexture, MessageType.Warning); + if (playgroundParticlesScriptReference.paint.positionLength-1>playgroundParticlesScriptReference.particleCount) + EditorGUILayout.HelpBox(playgroundLanguage.morePaintThanPositions, MessageType.Warning); + + if (GUI.changed) { + SetBrushStyle(); + } + + // Source is Spline + } else if (source.intValue == 7) { + playgroundParticlesScriptReference.splineTimeOffset = EditorGUILayout.Slider (playgroundLanguage.timeOffset, playgroundParticlesScriptReference.splineTimeOffset, 0, 1f); + GUI.enabled = playgroundParticlesScriptReference.splines.Count>1; + playgroundParticlesScriptReference.treatAsOneSpline = EditorGUILayout.Toggle (playgroundLanguage.treatAsOneSpline, playgroundParticlesScriptReference.treatAsOneSpline); + GUI.enabled = true; + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.splineListFoldout = GUILayout.Toggle(playgroundSettings.splineListFoldout, playgroundLanguage.splines, EditorStyles.foldout); + GUILayout.Label (playgroundParticlesScriptReference.splines.Count.ToString(), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.splineListFoldout) { + bool hasDisabledSpline = false; + if (playgroundParticlesScriptReference.splines.Count>0) { + for (int i = 0; i1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + sourceSplines.MoveArrayElement(i, i==0?playgroundParticlesScriptReference.splines.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + sourceSplines.MoveArrayElement(i, i0?playgroundParticlesScriptReference.particleCount-1:0); + break; + case NEARESTNEIGHBORORIGINMETHOD.Vector3: + playgroundParticlesScriptReference.nearestNeighborOriginVector3 = EditorGUILayout.Vector3Field (playgroundLanguage.sortOrigin, playgroundParticlesScriptReference.nearestNeighborOriginVector3); + break; + case NEARESTNEIGHBORORIGINMETHOD.Transform: + playgroundParticlesScriptReference.nearestNeighborOriginTransform = (Transform)EditorGUILayout.ObjectField(playgroundLanguage.sortOrigin, playgroundParticlesScriptReference.nearestNeighborOriginTransform, typeof(Transform), true); + break; + } + if (GUILayout.Button(playgroundParticlesScriptReference.nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.SourcePoint?playgroundLanguage.sourcePoint:playgroundParticlesScriptReference.nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Vector3?playgroundLanguage.vector3:playgroundLanguage.transform, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + if (playgroundParticlesScriptReference.nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.SourcePoint) + playgroundParticlesScriptReference.nearestNeighborOriginMethod = NEARESTNEIGHBORORIGINMETHOD.Vector3; + else if (playgroundParticlesScriptReference.nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Vector3) + playgroundParticlesScriptReference.nearestNeighborOriginMethod = NEARESTNEIGHBORORIGINMETHOD.Transform; + else if (playgroundParticlesScriptReference.nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Transform) + playgroundParticlesScriptReference.nearestNeighborOriginMethod = NEARESTNEIGHBORORIGINMETHOD.SourcePoint; + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + } + + // Custom lifetime sorting + if (sorting.intValue==7) { + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.lifetimeSorting = EditorGUILayout.CurveField(playgroundLanguage.customSorting, playgroundParticlesScriptReference.lifetimeSorting); + EditorGUI.indentLevel--; + bool changed = prevLifetimeSortingKeys.Length!=playgroundParticlesScriptReference.lifetimeSorting.keys.Length; + if (!changed) + for (int k = 0; k0 && playgroundParticlesScriptReference.states[playgroundParticlesScriptReference.activeState].stateTransform==null) { + EditorGUILayout.HelpBox(playgroundLanguage.assignTransformDeltaMovement, MessageType.Info); + GUI.enabled = false; + } else GUI.enabled = (source.intValue!=4 && !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + playgroundParticlesScriptReference.calculateDeltaMovement = EditorGUILayout.ToggleLeft(playgroundLanguage.deltaMovement, playgroundParticlesScriptReference.calculateDeltaMovement); + GUI.enabled = (GUI.enabled && playgroundParticlesScriptReference.calculateDeltaMovement && !onlySourcePositioning.boolValue); + //EditorGUI.indentLevel++; + //deltaMovementStrength.floatValue = EditorGUILayout.Slider(playgroundLanguage.deltaMovementStrength, deltaMovementStrength.floatValue, 0, playgroundSettings.maximumAllowedDeltaMovementStrength); + EditorGUILayout.BeginHorizontal(); + GUILayout.Space (16f); + if (playgroundParticlesScriptReference.deltaMovementStrengthValueMethod==VALUEMETHOD.Constant) { + deltaMovementStrength.floatValue = EditorGUILayout.Slider(playgroundLanguage.deltaMovementStrength, deltaMovementStrength.floatValue, 0, playgroundSettings.maximumAllowedDeltaMovementStrength); + } else { + GUILayout.Label(playgroundLanguage.deltaMovementStrength); + EditorGUILayout.Separator(); + float deltaMin = playgroundParticlesScriptReference.minDeltaMovementStrength; + float deltaMax = playgroundParticlesScriptReference.deltaMovementStrength; + EditorGUILayout.MinMaxSlider(ref deltaMin, ref deltaMax, 0, playgroundSettings.maximumAllowedDeltaMovementStrength, GUILayout.Width(Mathf.FloorToInt(Screen.width/1.8f)-125)); + playgroundParticlesScriptReference.minDeltaMovementStrength = Mathf.Clamp (deltaMin, 0, playgroundSettings.maximumAllowedDeltaMovementStrength); + playgroundParticlesScriptReference.deltaMovementStrength = Mathf.Clamp (deltaMax, 0, playgroundSettings.maximumAllowedDeltaMovementStrength); + playgroundParticlesScriptReference.minDeltaMovementStrength = EditorGUILayout.FloatField(playgroundParticlesScriptReference.minDeltaMovementStrength, GUILayout.Width(50)); + playgroundParticlesScriptReference.deltaMovementStrength = EditorGUILayout.FloatField(playgroundParticlesScriptReference.deltaMovementStrength, GUILayout.Width(50)); + + } + playgroundParticlesScriptReference.deltaMovementStrengthValueMethod = (VALUEMETHOD)EditorGUILayout.EnumPopup(playgroundParticlesScriptReference.deltaMovementStrengthValueMethod, EditorStyles.toolbarDropDown, GUILayout.MaxWidth (12)); + EditorGUILayout.EndHorizontal(); + //EditorGUI.indentLevel--; + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + + // Initial Velocity + EditorGUILayout.Separator(); + EditorGUILayout.BeginHorizontal(); + applyInitialVelocity.boolValue = EditorGUILayout.ToggleLeft(playgroundLanguage.initialGlobalVelocity, applyInitialVelocity.boolValue); + GUI.enabled = (applyInitialVelocity.boolValue&&!onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + if (GUILayout.Button (playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + playgroundParticlesScriptReference.initialVelocityMin = Vector3.zero; + playgroundParticlesScriptReference.initialVelocityMax = Vector3.zero; + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.initialVelocityMethod = (MINMAXVECTOR3METHOD)EditorGUILayout.EnumPopup (playgroundLanguage.method, playgroundParticlesScriptReference.initialVelocityMethod); + EditorGUI.indentLevel--; + // X + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label(playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.Rectangular||playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear?"X":playgroundLanguage.range, GUILayout.Width(50)); + EditorGUILayout.Separator(); + float initialVelocityMinX = playgroundParticlesScriptReference.initialVelocityMin.x; + float initialVelocityMaxX = playgroundParticlesScriptReference.initialVelocityMax.x; + EditorGUILayout.MinMaxSlider(ref initialVelocityMinX, ref initialVelocityMaxX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialVelocityMin.x = Mathf.Clamp (initialVelocityMinX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMax.x = Mathf.Clamp (initialVelocityMaxX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMin.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMin.x, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialVelocityMax.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMax.x, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + if (playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.Rectangular || playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear) { + // Y + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label("Y"); + EditorGUILayout.Separator(); + float initialVelocityMinY = playgroundParticlesScriptReference.initialVelocityMin.y; + float initialVelocityMaxY = playgroundParticlesScriptReference.initialVelocityMax.y; + EditorGUILayout.MinMaxSlider(ref initialVelocityMinY, ref initialVelocityMaxY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialVelocityMin.y = Mathf.Clamp (initialVelocityMinY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMax.y = Mathf.Clamp (initialVelocityMaxY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMin.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMin.y, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialVelocityMax.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMax.y, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + // Z + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label("Z"); + EditorGUILayout.Separator(); + float initialVelocityMinZ = playgroundParticlesScriptReference.initialVelocityMin.z; + float initialVelocityMaxZ = playgroundParticlesScriptReference.initialVelocityMax.z; + EditorGUILayout.MinMaxSlider(ref initialVelocityMinZ, ref initialVelocityMaxZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialVelocityMin.z = Mathf.Clamp (initialVelocityMinZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMax.z = Mathf.Clamp (initialVelocityMaxZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialVelocityMin.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMin.z, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialVelocityMax.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialVelocityMax.z, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + } + /* + if (playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.SphericalSector || playgroundParticlesScriptReference.initialVelocityMethod==MINMAXVECTOR3METHOD.SphericalSectorLinear) { + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.initialVelocityMin.y = EditorGUILayout.Slider(playgroundLanguage.sectorA, playgroundParticlesScriptReference.initialVelocityMin.y, -1f, 1f); + playgroundParticlesScriptReference.initialVelocityMax.y = EditorGUILayout.Slider(playgroundLanguage.sectorB, playgroundParticlesScriptReference.initialVelocityMax.y, 0, 1f); + EditorGUI.indentLevel--; + } + */ + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + + // Initial Local Velocity + EditorGUILayout.Separator(); + GUI.enabled=(source.intValue!=4 && !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + + if (source.intValue==4) { + GUI.enabled = true; + EditorGUILayout.HelpBox(playgroundLanguage.initialLocalVelocityControlledByScript, MessageType.Info); + GUI.enabled = false; + } + EditorGUILayout.BeginHorizontal(); + applyInitialLocalVelocity.boolValue = EditorGUILayout.ToggleLeft(playgroundLanguage.initialLocalVelocity, applyInitialLocalVelocity.boolValue); + if (playgroundParticlesScriptReference.source==SOURCEC.State && playgroundParticlesScriptReference.states!=null && playgroundParticlesScriptReference.states.Count>0 && playgroundParticlesScriptReference.states[playgroundParticlesScriptReference.activeState].stateTransform==null) { + EditorGUILayout.HelpBox(playgroundLanguage.assignTransformLocalVelocity, MessageType.Info); + GUI.enabled = false; + } else GUI.enabled = (applyInitialLocalVelocity.boolValue&&!onlySourcePositioning.boolValue&&source.intValue!=4&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + + if (GUILayout.Button (playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + playgroundParticlesScriptReference.initialLocalVelocityMin = Vector3.zero; + playgroundParticlesScriptReference.initialLocalVelocityMax = Vector3.zero; + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.initialLocalVelocityMethod = (MINMAXVECTOR3METHOD)EditorGUILayout.EnumPopup (playgroundLanguage.method, playgroundParticlesScriptReference.initialLocalVelocityMethod); + EditorGUI.indentLevel--; + // X + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label(playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.Rectangular||playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear?"X":playgroundLanguage.range, GUILayout.Width(50)); + EditorGUILayout.Separator(); + float initialLocalVelocityMinX = playgroundParticlesScriptReference.initialLocalVelocityMin.x; + float initialLocalVelocityMaxX = playgroundParticlesScriptReference.initialLocalVelocityMax.x; + EditorGUILayout.MinMaxSlider(ref initialLocalVelocityMinX, ref initialLocalVelocityMaxX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialLocalVelocityMin.x = Mathf.Clamp (initialLocalVelocityMinX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMax.x = Mathf.Clamp (initialLocalVelocityMaxX, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMin.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMin.x, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialLocalVelocityMax.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMax.x, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + if (playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.Rectangular || playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear) { + // Y + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label("Y"); + EditorGUILayout.Separator(); + float initialLocalVelocityMinY = playgroundParticlesScriptReference.initialLocalVelocityMin.y; + float initialLocalVelocityMaxY = playgroundParticlesScriptReference.initialLocalVelocityMax.y; + EditorGUILayout.MinMaxSlider(ref initialLocalVelocityMinY, ref initialLocalVelocityMaxY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialLocalVelocityMin.y = Mathf.Clamp (initialLocalVelocityMinY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMax.y = Mathf.Clamp (initialLocalVelocityMaxY, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMin.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMin.y, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialLocalVelocityMax.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMax.y, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + // Z + GUILayout.BeginHorizontal(); + GUILayout.Space(16); + GUILayout.Label("Z"); + EditorGUILayout.Separator(); + float initialLocalVelocityMinZ = playgroundParticlesScriptReference.initialLocalVelocityMin.z; + float initialLocalVelocityMaxZ = playgroundParticlesScriptReference.initialLocalVelocityMax.z; + EditorGUILayout.MinMaxSlider(ref initialLocalVelocityMinZ, ref initialLocalVelocityMaxZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.initialLocalVelocityMin.z = Mathf.Clamp (initialLocalVelocityMinZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMax.z = Mathf.Clamp (initialLocalVelocityMaxZ, -playgroundSettings.maximumAllowedInitialVelocity, playgroundSettings.maximumAllowedInitialVelocity); + playgroundParticlesScriptReference.initialLocalVelocityMin.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMin.z, GUILayout.Width(50)); + playgroundParticlesScriptReference.initialLocalVelocityMax.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.initialLocalVelocityMax.z, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + } + /* + if (playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.SphericalSector || playgroundParticlesScriptReference.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.SphericalSectorLinear) { + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.initialLocalVelocityMin.y = EditorGUILayout.Slider(playgroundLanguage.sectorA, playgroundParticlesScriptReference.initialLocalVelocityMin.y, -1f, 1f); + playgroundParticlesScriptReference.initialLocalVelocityMax.y = EditorGUILayout.Slider(playgroundLanguage.sectorB, playgroundParticlesScriptReference.initialLocalVelocityMax.y, 0, 1f); + EditorGUI.indentLevel--; + }*/ + + EditorGUILayout.Separator(); + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + + // Initial velocity shape + EditorGUILayout.BeginHorizontal(); + playgroundParticlesScriptReference.applyInitialVelocityShape = EditorGUILayout.ToggleLeft(playgroundLanguage.initialVelocityShape, playgroundParticlesScriptReference.applyInitialVelocityShape); + GUI.enabled = (playgroundParticlesScriptReference.applyInitialVelocityShape&&!onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + if (GUILayout.Button (playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + playgroundParticlesScriptReference.initialVelocityShape.Reset1(); + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + initialVelocityShapeX.animationCurveValue = EditorGUILayout.CurveField("X", initialVelocityShapeX.animationCurveValue); + initialVelocityShapeY.animationCurveValue = EditorGUILayout.CurveField("Y", initialVelocityShapeY.animationCurveValue); + initialVelocityShapeZ.animationCurveValue = EditorGUILayout.CurveField("Z", initialVelocityShapeZ.animationCurveValue); + playgroundParticlesScriptReference.initialVelocityShapeScale = EditorGUILayout.FloatField (playgroundLanguage.scale, playgroundParticlesScriptReference.initialVelocityShapeScale); + EditorGUI.indentLevel--; + } + EditorGUILayout.EndVertical(); + + GUI.enabled = true; + + // Lifetime velocity + EditorGUILayout.BeginVertical (boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.forceLifetimeVelocityFoldout = GUILayout.Toggle(playgroundSettings.forceLifetimeVelocityFoldout, playgroundLanguage.lifetimeVelocity, EditorStyles.foldout); + GUILayout.Label ((applyLifetimeVelocity.boolValue?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.forceLifetimeVelocityFoldout) { + EditorGUILayout.BeginHorizontal(); + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + applyLifetimeVelocity.boolValue = EditorGUILayout.ToggleLeft(playgroundLanguage.lifetimeVelocity, applyLifetimeVelocity.boolValue); + GUI.enabled = (applyLifetimeVelocity.boolValue&&!onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + if (GUILayout.Button (playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) + playgroundParticlesScriptReference.lifetimeVelocity.Reset(); + EditorGUILayout.EndHorizontal(); + + EditorGUI.indentLevel++; + lifeTimeVelocityX.animationCurveValue = EditorGUILayout.CurveField("X", lifeTimeVelocityX.animationCurveValue); + lifeTimeVelocityY.animationCurveValue = EditorGUILayout.CurveField("Y", lifeTimeVelocityY.animationCurveValue); + lifeTimeVelocityZ.animationCurveValue = EditorGUILayout.CurveField("Z", lifeTimeVelocityZ.animationCurveValue); + playgroundParticlesScriptReference.lifetimeVelocityScale = EditorGUILayout.FloatField (playgroundLanguage.scale, playgroundParticlesScriptReference.lifetimeVelocityScale); + EditorGUI.indentLevel--; + } + EditorGUILayout.EndVertical(); + + GUI.enabled = true; + + // Velocity Bending + EditorGUILayout.BeginVertical (boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.forceVelocityBendingFoldout = GUILayout.Toggle(playgroundSettings.forceVelocityBendingFoldout, playgroundLanguage.velocityBending, EditorStyles.foldout); + GUILayout.Label ((applyVelocityBending.boolValue?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.forceVelocityBendingFoldout) { + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + applyVelocityBending.boolValue = EditorGUILayout.ToggleLeft(playgroundLanguage.velocityBending, applyVelocityBending.boolValue); + GUI.enabled = (applyVelocityBending.boolValue&&!onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField (velocityBendingType, new GUIContent(playgroundLanguage.type)); + playgroundParticlesScriptReference.velocityBending = EditorGUILayout.Vector3Field(playgroundLanguage.bending, playgroundParticlesScriptReference.velocityBending); + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + } + EditorGUILayout.EndVertical(); + + GUI.enabled = true; + + // Turbulence + EditorGUILayout.BeginVertical (boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.forceTurbulenceFoldout = GUILayout.Toggle(playgroundSettings.forceTurbulenceFoldout, playgroundLanguage.turbulence, EditorStyles.foldout); + GUILayout.Label ((playgroundParticlesScriptReference.turbulenceType==TURBULENCETYPE.None?playgroundLanguage.off:playgroundLanguage.on), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.forceTurbulenceFoldout) { + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + playgroundParticlesScriptReference.turbulenceType = (TURBULENCETYPE)EditorGUILayout.EnumPopup(playgroundLanguage.turbulence, playgroundParticlesScriptReference.turbulenceType); + GUI.enabled = (playgroundParticlesScriptReference.turbulenceType!=TURBULENCETYPE.None && !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.turbulenceStrength = EditorGUILayout.Slider(playgroundLanguage.strength, playgroundParticlesScriptReference.turbulenceStrength, 0f, playgroundSettings.maximumAllowedTurbulenceStrength); + playgroundParticlesScriptReference.turbulenceScale = EditorGUILayout.Slider(playgroundLanguage.scale, playgroundParticlesScriptReference.turbulenceScale, 0f, playgroundSettings.maximumAllowedTurbulenceScale); + playgroundParticlesScriptReference.turbulenceTimeScale = EditorGUILayout.Slider(playgroundLanguage.timeScale, playgroundParticlesScriptReference.turbulenceTimeScale, 0f, playgroundSettings.maximumAllowedTurbulenceTimeScale); + EditorGUILayout.BeginHorizontal(); + playgroundParticlesScriptReference.turbulenceApplyLifetimeStrength = EditorGUILayout.ToggleLeft (playgroundLanguage.lifetimeStrength, playgroundParticlesScriptReference.turbulenceApplyLifetimeStrength, GUILayout.MaxWidth(Mathf.CeilToInt(EditorGUIUtility.labelWidth)-28)); + GUI.enabled = (playgroundParticlesScriptReference.turbulenceApplyLifetimeStrength && playgroundParticlesScriptReference.turbulenceType!=TURBULENCETYPE.None && !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning); + turbulenceLifetimeStrength.animationCurveValue = EditorGUILayout.CurveField(turbulenceLifetimeStrength.animationCurveValue); + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + + } + EditorGUILayout.EndVertical(); + + GUI.enabled = true; + + // Constant Force + EditorGUILayout.BeginVertical (boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.forceConstantForceFoldout = GUILayout.Toggle(playgroundSettings.forceConstantForceFoldout, playgroundLanguage.constantForce, EditorStyles.foldout); + GUILayout.Label ((playgroundParticlesScriptReference.gravity==Vector3.zero&&playgroundParticlesScriptReference.damping==0?playgroundLanguage.off:playgroundLanguage.on), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.forceConstantForceFoldout) { + GUI.enabled = !onlySourcePositioning.boolValue&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + playgroundParticlesScriptReference.gravity = EditorGUILayout.Vector3Field(playgroundLanguage.gravity, playgroundParticlesScriptReference.gravity); + playgroundParticlesScriptReference.damping = EditorGUILayout.Slider(playgroundLanguage.damping, playgroundParticlesScriptReference.damping, 0f, playgroundSettings.maximumAllowedDamping); + playgroundParticlesScriptReference.velocityScale = EditorGUILayout.Slider(playgroundLanguage.velocityScale, playgroundParticlesScriptReference.velocityScale, 0f, playgroundSettings.maximumAllowedVelocity); + } + EditorGUILayout.EndVertical(); + GUI.enabled = true; + } + + // Collision Settings + if (GUILayout.Button(collision.boolValue?collisionType.intValue==0?playgroundLanguage.collision+" ("+playgroundLanguage.threeDimensional+")":playgroundLanguage.collision+" ("+playgroundLanguage.twoDimensional+")":playgroundLanguage.collision+" ("+playgroundLanguage.off+")", EditorStyles.toolbarDropDown)) playgroundSettings.collisionFoldout=!playgroundSettings.collisionFoldout; + if (playgroundSettings.collisionFoldout) { + + if (playgroundParticlesScriptReference.onlySourcePositioning||playgroundParticlesScriptReference.onlyLifetimePositioning) { + EditorGUILayout.HelpBox(playgroundLanguage.collisionDisabledDescription, MessageType.Info); + EditorGUILayout.Separator(); + } + + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.collisionSettingsFoldout = GUILayout.Toggle(playgroundSettings.collisionSettingsFoldout, playgroundLanguage.collisionSettings, EditorStyles.foldout); + GUILayout.Label ((collision.boolValue?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.collisionSettingsFoldout) { + GUI.enabled = !playgroundParticlesScriptReference.onlySourcePositioning&&!playgroundParticlesScriptReference.onlyLifetimePositioning; + collision.boolValue = EditorGUILayout.ToggleLeft(playgroundLanguage.collision, collision.boolValue); + EditorGUI.indentLevel++; + GUI.enabled = GUI.enabled&&collision.boolValue; + EditorGUILayout.PropertyField(collisionType, new GUIContent(playgroundLanguage.collisionType)); + if (collisionType.enumValueIndex==1) { + GUILayout.BeginHorizontal(); + GUILayout.Space (16); + GUILayout.Label(playgroundLanguage.depth); + EditorGUILayout.Separator(); + float minDepth = playgroundParticlesScriptReference.minCollisionDepth; + float maxDepth = playgroundParticlesScriptReference.maxCollisionDepth; + EditorGUILayout.MinMaxSlider(ref minDepth, ref maxDepth, -playgroundSettings.maximumAllowedDepth, playgroundSettings.maximumAllowedDepth, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-110)); + playgroundParticlesScriptReference.minCollisionDepth = Mathf.Clamp (minDepth, -playgroundSettings.maximumAllowedDepth, playgroundSettings.maximumAllowedDepth); + playgroundParticlesScriptReference.maxCollisionDepth = Mathf.Clamp (maxDepth, -playgroundSettings.maximumAllowedDepth, playgroundSettings.maximumAllowedDepth); + playgroundParticlesScriptReference.minCollisionDepth = EditorGUILayout.FloatField(playgroundParticlesScriptReference.minCollisionDepth, GUILayout.Width(50)); + playgroundParticlesScriptReference.maxCollisionDepth = EditorGUILayout.FloatField(playgroundParticlesScriptReference.maxCollisionDepth, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + } + EditorGUILayout.PropertyField(collisionMask, new GUIContent(playgroundLanguage.collisionMask)); + affectRigidbodies.boolValue = EditorGUILayout.Toggle(playgroundLanguage.collideWithRigidbodies, affectRigidbodies.boolValue); + playgroundParticlesScriptReference.inverseRigidbodyCollision = EditorGUILayout.Toggle (playgroundLanguage.inverseRigidbodyCollision, playgroundParticlesScriptReference.inverseRigidbodyCollision); + playgroundParticlesScriptReference.maskedParticlesBypassCollision = EditorGUILayout.Toggle (playgroundLanguage.bypassMaskedParticles, playgroundParticlesScriptReference.maskedParticlesBypassCollision); + mass.floatValue = EditorGUILayout.Slider(playgroundLanguage.mass, mass.floatValue, 0, playgroundSettings.maximumAllowedMass); + collisionRadius.floatValue = EditorGUILayout.Slider(playgroundLanguage.collisionRadius, collisionRadius.floatValue, 0, playgroundSettings.maximumAllowedCollisionRadius); + playgroundParticlesScriptReference.lifetimeLoss = EditorGUILayout.Slider(playgroundLanguage.lifetimeLoss, playgroundParticlesScriptReference.lifetimeLoss, 0f, 1f); + + EditorGUILayout.Separator(); + playgroundParticlesScriptReference.stickyCollisions = EditorGUILayout.Toggle (playgroundLanguage.sticky, playgroundParticlesScriptReference.stickyCollisions); + if (playgroundParticlesScriptReference.stickyCollisions) { + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.stickyCollisionsSurfaceOffset = EditorGUILayout.FloatField (playgroundLanguage.surfaceOffset, playgroundParticlesScriptReference.stickyCollisionsSurfaceOffset); + EditorGUILayout.PropertyField(stickyCollisionMask, new GUIContent(playgroundLanguage.stickyMask)); + EditorGUI.indentLevel--; + } + GUI.enabled = GUI.enabled&&collision.boolValue; + EditorGUILayout.Separator (); + bounciness.floatValue = EditorGUILayout.Slider(playgroundLanguage.bounciness, bounciness.floatValue, 0, playgroundSettings.maximumAllowedBounciness); + GUI.enabled = collision.boolValue; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.randomBounce); + EditorGUILayout.Separator (); + if (GUILayout.Button (playgroundLanguage.reset, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + playgroundParticlesScriptReference.bounceRandomMin = Vector3.zero; + playgroundParticlesScriptReference.bounceRandomMax = Vector3.zero; + } + EditorGUILayout.EndHorizontal(); + // X + GUILayout.BeginHorizontal(); + GUILayout.Space(32); + GUILayout.Label("X", GUILayout.Width(50)); + EditorGUILayout.Separator(); + float bounceRandomMinX = playgroundParticlesScriptReference.bounceRandomMin.x; + float bounceRandomMaxX = playgroundParticlesScriptReference.bounceRandomMax.x; + EditorGUILayout.MinMaxSlider(ref bounceRandomMinX, ref bounceRandomMaxX, -1f, 1f, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-100)); + playgroundParticlesScriptReference.bounceRandomMin.x = Mathf.Clamp (bounceRandomMinX, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMax.x = Mathf.Clamp (bounceRandomMaxX, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMin.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMin.x, GUILayout.Width(50)); + playgroundParticlesScriptReference.bounceRandomMax.x = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMax.x, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + // Y + GUILayout.BeginHorizontal(); + GUILayout.Space(32); + GUILayout.Label("Y"); + EditorGUILayout.Separator(); + float bounceRandomMinY = playgroundParticlesScriptReference.bounceRandomMin.y; + float bounceRandomMaxY = playgroundParticlesScriptReference.bounceRandomMax.y; + EditorGUILayout.MinMaxSlider(ref bounceRandomMinY, ref bounceRandomMaxY, -1f, 1f, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-100)); + playgroundParticlesScriptReference.bounceRandomMin.y = Mathf.Clamp (bounceRandomMinY, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMax.y = Mathf.Clamp (bounceRandomMaxY, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMin.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMin.y, GUILayout.Width(50)); + playgroundParticlesScriptReference.bounceRandomMax.y = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMax.y, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + // Z + GUILayout.BeginHorizontal(); + GUILayout.Space(32); + GUILayout.Label("Z"); + EditorGUILayout.Separator(); + float bounceRandomMinZ = playgroundParticlesScriptReference.bounceRandomMin.z; + float bounceRandomMaxZ = playgroundParticlesScriptReference.bounceRandomMax.z; + EditorGUILayout.MinMaxSlider(ref bounceRandomMinZ, ref bounceRandomMaxZ, -1f, 1f, GUILayout.Width(Mathf.CeilToInt(Screen.width/1.805f)-100)); + playgroundParticlesScriptReference.bounceRandomMin.z = Mathf.Clamp (bounceRandomMinZ, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMax.z = Mathf.Clamp (bounceRandomMaxZ, -1f, 1f); + playgroundParticlesScriptReference.bounceRandomMin.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMin.z, GUILayout.Width(50)); + playgroundParticlesScriptReference.bounceRandomMax.z = EditorGUILayout.FloatField(playgroundParticlesScriptReference.bounceRandomMax.z, GUILayout.Width(50)); + GUILayout.EndHorizontal(); + + EditorGUILayout.Separator(); + playgroundParticlesScriptReference.collisionPrecision = EditorGUILayout.Toggle (playgroundLanguage.collisionPrecision, playgroundParticlesScriptReference.collisionPrecision); + playgroundParticlesScriptReference.forceCollisionCaching = EditorGUILayout.Toggle (playgroundLanguage.forceCollisionCaching, playgroundParticlesScriptReference.forceCollisionCaching); + EditorGUILayout.Separator(); + + EditorGUI.indentLevel--; + } + + EditorGUILayout.EndVertical(); + + // Collision planes List + GUI.enabled = true; + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.collisionPlanesFoldout = GUILayout.Toggle(playgroundSettings.collisionPlanesFoldout, playgroundLanguage.collisionPlanes, EditorStyles.foldout); + GUILayout.Label (playgroundParticlesScriptReference.colliders.Count.ToString(), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.collisionPlanesFoldout) { + if (playgroundParticlesScriptReference.colliders.Count>0) { + for (int c = 0; c0) { + for (int c = 0; c0) { + + SerializedProperty thisLifetimeColor; + for (int c = 0; c0) { + if (PlaygroundInspectorC.playgroundSettings==null) + PlaygroundInspectorC.playgroundSettings = PlaygroundSettingsC.GetReference(); + if (PlaygroundInspectorC.playgroundLanguage==null) + PlaygroundInspectorC.playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + string mName; + for (int i = 0; i24) + mName = mName.Substring(0, 24)+"..."; + } else { + GUI.color = Color.red; + mName = "("+playgroundLanguage.missingTransform+")"; + } + EditorGUILayout.BeginVertical("box"); + + EditorGUILayout.BeginHorizontal(); + + GUILayout.Label(i.ToString(), EditorStyles.miniLabel, GUILayout.Width(18)); + playgroundParticlesScriptReference.manipulators[i].unfolded = GUILayout.Toggle(playgroundParticlesScriptReference.manipulators[i].unfolded, PlaygroundInspectorC.ManipulatorTypeName(playgroundParticlesScriptReference.manipulators[i].type), EditorStyles.foldout, GUILayout.Width(Screen.width/4)); + if (playgroundParticlesScriptReference.manipulators[i].transform.available && playgroundParticlesScriptReference.manipulators[i].transform.transform!=null) { + if (GUILayout.Button(" ("+mName+")", EditorStyles.label)) { + Selection.activeGameObject = playgroundParticlesScriptReference.manipulators[i].transform.transform.gameObject; + } + } else { + GUILayout.Button(PlaygroundInspectorC.ManipulatorTypeName(playgroundParticlesScriptReference.manipulators[i].type)+" ("+playgroundLanguage.missingTransform+")", EditorStyles.label); + } + GUI.contentColor = Color.white; + EditorGUILayout.Separator(); + GUI.enabled = (playgroundParticlesScriptReference.manipulators.Count>1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + manipulators.MoveArrayElement(i, i==0?playgroundParticlesScriptReference.manipulators.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + manipulators.MoveArrayElement(i, i0) { + Transform mTrans = new GameObject().transform; + mTrans.parent = playgroundParticlesScriptReference.particleSystemTransform; + mTrans.localPosition = Vector3.up; + if (playgroundParticlesScriptReference.manipulators.Count>0) + mTrans.name = "Manipulator "+(playgroundParticlesScriptReference.manipulators.Count+1)+" ("+playgroundParticlesScriptReference.name+")"; + else mTrans.name = "Manipulator "+"("+playgroundParticlesScriptReference.name+")"; + PlaygroundC.ManipulatorObject(mTrans, playgroundParticlesScriptReference); + } else { + manipulators.InsertArrayElementAtIndex(manipulators.arraySize); + } + SceneView.RepaintAll(); + } + + EditorGUILayout.Separator(); + } + + // Event Settings + if (GUILayout.Button(playgroundLanguage.events+" ("+playgroundParticlesScriptReference.events.Count+")", EditorStyles.toolbarDropDown)) playgroundSettings.eventsFoldout=!playgroundSettings.eventsFoldout; + if (playgroundSettings.eventsFoldout) { + + EditorGUILayout.Separator(); + + if (playgroundParticlesScriptReference.events.Count>0) { + + if (playgroundParticlesScriptReference.events.Count!=eventListFoldout.Count) { + eventListFoldout = new List(); + eventListFoldout.AddRange(new bool[playgroundParticlesScriptReference.events.Count]); + } + + string eName; + for (int i = 0; i24) + eName = eName.Substring(0, 24)+"..."; + } else eName = "("+playgroundLanguage.noTarget+")"; + } else eName = "("+playgroundLanguage.eventListener+")"; + + EditorGUILayout.BeginVertical("box"); + + EditorGUILayout.BeginHorizontal(); + + GUILayout.Label(i.ToString(), EditorStyles.miniLabel, GUILayout.Width(18)); + eventListFoldout[i] = GUILayout.Toggle(eventListFoldout[i], playgroundParticlesScriptReference.events[i].eventType.ToString(), EditorStyles.foldout, GUILayout.Width(Screen.width/4)); + if (playgroundParticlesScriptReference.events[i].target!=null) { + if (GUILayout.Button(" ("+eName+")", EditorStyles.label)) { + Selection.activeGameObject = playgroundParticlesScriptReference.events[i].target.gameObject; + } + } else { + GUILayout.Button(eName, EditorStyles.label); + } + + EditorGUILayout.Separator(); + GUI.enabled = (playgroundParticlesScriptReference.events.Count>1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + events.MoveArrayElement(i, i==0?playgroundParticlesScriptReference.events.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + events.MoveArrayElement(i, i0 && isEditingInHierarchy) { + GUILayout.BeginHorizontal(); + playgroundParticlesScriptReference.loadTransition = EditorGUILayout.ToggleLeft(playgroundLanguage.transitionTime, playgroundParticlesScriptReference.loadTransition, GUILayout.Width (Mathf.CeilToInt((Screen.width-140)/2))); + GUI.enabled = playgroundParticlesScriptReference.loadTransition; + playgroundParticlesScriptReference.loadTransitionTime = EditorGUILayout.Slider(playgroundParticlesScriptReference.loadTransitionTime, 0, playgroundSettings.maximumAllowedTransitionTime); + GUILayout.EndHorizontal(); + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.loadTransitionType = (TRANSITIONTYPEC)EditorGUILayout.EnumPopup(playgroundLanguage.transitionType, playgroundParticlesScriptReference.loadTransitionType); + EditorGUI.indentLevel--; + GUI.enabled = true; + EditorGUILayout.Separator(); + playgroundParticlesScriptReference.loadFromStart = EditorGUILayout.ToggleLeft(playgroundLanguage.loadFromStart, playgroundParticlesScriptReference.loadFromStart); + + for (int i = 0; i1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + snapshots.MoveArrayElement(i, i==0?playgroundParticlesScriptReference.snapshots.Count-1:i-1); + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + snapshots.MoveArrayElement(i, i=playgroundParticlesScriptReference.snapshots.Count) + playgroundParticlesScriptReference.loadFrom = playgroundParticlesScriptReference.snapshots.Count-1; + return; + } + } + GUILayout.EndHorizontal(); + if (PlaygroundC.reference.showSnapshotsInHierarchy && playgroundParticlesScriptReference.snapshots[i].unfolded) { + EditorGUILayout.Separator(); + EditorGUI.indentLevel+=3; + PlaygroundParticlesC currentSnapshot = playgroundParticlesScriptReference.snapshots[i].settings; + playgroundParticlesScriptReference.snapshots[i].settings = (PlaygroundParticlesC)EditorGUILayout.ObjectField(playgroundLanguage.snapshot, playgroundParticlesScriptReference.snapshots[i].settings, typeof(PlaygroundParticlesC), true); + if (playgroundParticlesScriptReference.snapshots[i].settings!=currentSnapshot) { + if (!playgroundParticlesScriptReference.snapshots[i].settings.isSnapshot) { + EditorUtility.DisplayDialog( + playgroundParticlesScriptReference.snapshots[i].settings.name+" "+playgroundLanguage.notSnapshot, + playgroundLanguage.notSnapshotText, + playgroundLanguage.ok + ); + playgroundParticlesScriptReference.snapshots[i].settings = currentSnapshot; + continue; + } + } + GUI.enabled = playgroundParticlesScriptReference.loadTransition; + playgroundParticlesScriptReference.snapshots[i].transitionType = (INDIVIDUALTRANSITIONTYPEC)EditorGUILayout.EnumPopup(playgroundLanguage.transitionType, playgroundParticlesScriptReference.snapshots[i].transitionType); + playgroundParticlesScriptReference.snapshots[i].transitionMultiplier = EditorGUILayout.FloatField(playgroundLanguage.transitionTimeMultiplier, playgroundParticlesScriptReference.snapshots[i].transitionMultiplier); + playgroundParticlesScriptReference.snapshots[i].setMaterialAfterTransition = EditorGUILayout.Toggle(playgroundLanguage.setMaterialAfterTransition, playgroundParticlesScriptReference.snapshots[i].setMaterialAfterTransition); + GUI.enabled = true; + EditorGUI.indentLevel-=3; + EditorGUILayout.Separator(); + } + GUILayout.EndVertical (); + } + EditorGUILayout.Separator(); + } else { + if (playgroundParticlesScriptReference.snapshots.Count>0) + EditorGUILayout.HelpBox(playgroundLanguage.editFromHierarchyOnly, MessageType.Info); + else + EditorGUILayout.HelpBox(playgroundLanguage.noSnapshots, MessageType.Info); + } + if (isEditingInHierarchy) { + GUILayout.BeginHorizontal(); + if(GUILayout.Button(playgroundLanguage.save, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + saveName = playgroundLanguage.newSnapshotName+" "+(playgroundParticlesScriptReference.snapshots.Count+1).ToString(); + playgroundParticlesScriptReference.SaveAsynchronous(saveName); + if (playgroundParticlesScriptReference.loadFrom>=playgroundParticlesScriptReference.snapshots.Count && playgroundParticlesScriptReference.snapshots.Count>0) + playgroundParticlesScriptReference.loadFrom = playgroundParticlesScriptReference.snapshots.Count-1; + } + GUI.enabled = (playgroundParticlesScriptReference.snapshots.Count>0); + if(GUILayout.Button(playgroundLanguage.load, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + playgroundParticlesScriptReference.Load(playgroundParticlesScriptReference.loadFrom); + } + GUILayout.FlexibleSpace(); + if (playgroundScriptReference!=null) { + if(GUILayout.Button(playgroundScriptReference.showSnapshotsInHierarchy?playgroundLanguage.simple:playgroundLanguage.advanced, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + playgroundScriptReference.showSnapshotsInHierarchy = !playgroundScriptReference.showSnapshotsInHierarchy; + PlaygroundInspectorC.UpdateSnapshots(); + } + } + if(GUILayout.Button(playgroundLanguage.removeAll, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + if (EditorUtility.DisplayDialog( + playgroundLanguage.removeAllSnapshots, + playgroundLanguage.removeAllSnapshotsText, + playgroundLanguage.yes, playgroundLanguage.no)) { + for (int s = 0; s().simulationSpace==ParticleSystemSimulationSpace.Local?playgroundLanguage.localSpace:playgroundLanguage.globalSpace; + if (GUILayout.Button(playgroundLanguage.advanced+" ("+localSimulationSpaceName+")", EditorStyles.toolbarDropDown)) playgroundSettings.advancedFoldout=!playgroundSettings.advancedFoldout; + if (playgroundSettings.advancedFoldout) { + + // Simulation space + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedSimulationFoldout = GUILayout.Toggle(playgroundSettings.advancedSimulationFoldout, playgroundLanguage.simulationSpace, EditorStyles.foldout); + GUILayout.Label (playgroundParticlesScriptReference.GetComponent().simulationSpace.ToString(), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedSimulationFoldout) { + GUI.enabled = (playgroundParticlesScriptReference.source!=SOURCEC.Projection); + playgroundParticlesScriptReference.GetComponent().simulationSpace = (ParticleSystemSimulationSpace)EditorGUILayout.EnumPopup(playgroundLanguage.simulationSpace, playgroundParticlesScriptReference.GetComponent().simulationSpace); + GUI.enabled = true; + if (playgroundParticlesScriptReference.GetComponent().simulationSpace==ParticleSystemSimulationSpace.Local && playgroundParticlesScriptReference.source!=SOURCEC.Projection) { + + playgroundParticlesScriptReference.applyLocalSpaceMovementCompensation = EditorGUILayout.ToggleLeft (playgroundLanguage.movementCompensation, playgroundParticlesScriptReference.applyLocalSpaceMovementCompensation); + GUI.enabled = playgroundParticlesScriptReference.applyLocalSpaceMovementCompensation; + GUILayout.BeginHorizontal(); + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.applyMovementCompensationLifetimeStrength = EditorGUILayout.ToggleLeft (playgroundLanguage.movementCompensationLifetimeStrength, playgroundParticlesScriptReference.applyMovementCompensationLifetimeStrength, GUILayout.MaxWidth(Mathf.CeilToInt(EditorGUIUtility.labelWidth)-20)); + GUI.enabled = playgroundParticlesScriptReference.applyLocalSpaceMovementCompensation && playgroundParticlesScriptReference.applyMovementCompensationLifetimeStrength; + movementCompensationLifetimeStrength.animationCurveValue = EditorGUILayout.CurveField(movementCompensationLifetimeStrength.animationCurveValue); + GUILayout.EndHorizontal(); + GUI.enabled = true; + EditorGUI.indentLevel--; + if (playgroundParticlesScriptReference.applyLocalSpaceMovementCompensation && playgroundParticlesScriptReference.source==SOURCEC.Transform && playgroundParticlesScriptReference.sourceTransforms!=null && playgroundParticlesScriptReference.sourceTransforms[0].transform!=null && playgroundParticlesScriptReference.particleSystemTransform==playgroundParticlesScriptReference.sourceTransforms[0].transform) + EditorGUILayout.HelpBox(playgroundLanguage.useAnotherSourceTransform, MessageType.Warning); + + + } else if (playgroundParticlesScriptReference.source==SOURCEC.Projection) { + EditorGUILayout.HelpBox(playgroundLanguage.projectionOnlyWorldSpace, MessageType.Info); + } + } + GUILayout.EndVertical(); + + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedTimeFoldout = GUILayout.Toggle(playgroundSettings.advancedTimeFoldout, playgroundLanguage.time, EditorStyles.foldout); + GUILayout.Label (playgroundParticlesScriptReference.particleTimescale.ToString("F1"), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedTimeFoldout) { + + // Update rate + updateRate.intValue = EditorGUILayout.IntSlider(playgroundLanguage.updateRate, updateRate.intValue, playgroundSettings.minimumAllowedUpdateRate, 1); + + // Time scale + playgroundParticlesScriptReference.particleTimescale = EditorGUILayout.Slider (playgroundLanguage.timeScale, playgroundParticlesScriptReference.particleTimescale, 0, playgroundSettings.maximumAllowedTimescale); + } + EditorGUILayout.EndVertical(); + + + // Rebirth Options + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + bool hasRebirthOptions = + playgroundParticlesScriptReference.applyRandomLifetimeOnRebirth|| + playgroundParticlesScriptReference.applyRandomSizeOnRebirth|| + playgroundParticlesScriptReference.applyRandomRotationOnRebirth|| + playgroundParticlesScriptReference.applyRandomScatterOnRebirth|| + playgroundParticlesScriptReference.applyRandomInitialVelocityOnRebirth|| + playgroundParticlesScriptReference.applyInitialColorOnRebirth|| + playgroundParticlesScriptReference.applyDeltaOnRebirth|| + playgroundParticlesScriptReference.calculateManipulatorOnRebirth; + playgroundSettings.advancedRebirthOptionsFoldout = GUILayout.Toggle(playgroundSettings.advancedRebirthOptionsFoldout, playgroundLanguage.rebirthOptions, EditorStyles.foldout); + GUILayout.Label (hasRebirthOptions?playgroundLanguage.on:playgroundLanguage.off, EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedRebirthOptionsFoldout) { + playgroundParticlesScriptReference.applyRandomLifetimeOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.randomLifetime, playgroundParticlesScriptReference.applyRandomLifetimeOnRebirth); + playgroundParticlesScriptReference.applyRandomSizeOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.randomSize, playgroundParticlesScriptReference.applyRandomSizeOnRebirth); + playgroundParticlesScriptReference.applyRandomRotationOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.randomRotation, playgroundParticlesScriptReference.applyRandomRotationOnRebirth); + playgroundParticlesScriptReference.applyRandomScatterOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.randomScatter, playgroundParticlesScriptReference.applyRandomScatterOnRebirth); + playgroundParticlesScriptReference.applyRandomInitialVelocityOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.randomVelocity, playgroundParticlesScriptReference.applyRandomInitialVelocityOnRebirth); + playgroundParticlesScriptReference.applyInitialColorOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.forceInitialColor, playgroundParticlesScriptReference.applyInitialColorOnRebirth); + playgroundParticlesScriptReference.applyDeltaOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.deltaPositionAdjustment, playgroundParticlesScriptReference.applyDeltaOnRebirth); + playgroundParticlesScriptReference.calculateManipulatorOnRebirth = EditorGUILayout.Toggle (playgroundLanguage.calculateManipulator, playgroundParticlesScriptReference.calculateManipulatorOnRebirth); + } + GUILayout.EndVertical(); + + // Locks + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedLocksFoldout = GUILayout.Toggle(playgroundSettings.advancedLocksFoldout, playgroundLanguage.locks, EditorStyles.foldout); + GUILayout.Label ((playgroundParticlesScriptReference.applyLockPosition||playgroundParticlesScriptReference.applyLockRotation||playgroundParticlesScriptReference.applyLockScale?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedLocksFoldout) { + playgroundParticlesScriptReference.applyLockPosition = EditorGUILayout.ToggleLeft(playgroundLanguage.lockPosition, playgroundParticlesScriptReference.applyLockPosition); + GUI.enabled = playgroundParticlesScriptReference.applyLockPosition; + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.lockPosition = EditorGUILayout.Vector3Field (playgroundLanguage.position, playgroundParticlesScriptReference.lockPosition); + playgroundParticlesScriptReference.lockPositionIsLocal = EditorGUILayout.Toggle(playgroundLanguage.positionIsLocal, playgroundParticlesScriptReference.lockPositionIsLocal); + EditorGUI.indentLevel--; + GUI.enabled = true; + EditorGUILayout.Separator(); + playgroundParticlesScriptReference.applyLockRotation = EditorGUILayout.ToggleLeft(playgroundLanguage.lockRotation, playgroundParticlesScriptReference.applyLockRotation); + GUI.enabled = playgroundParticlesScriptReference.applyLockRotation; + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.lockRotation = EditorGUILayout.Vector3Field (playgroundLanguage.rotation, playgroundParticlesScriptReference.lockRotation); + playgroundParticlesScriptReference.lockRotationIsLocal = EditorGUILayout.Toggle(playgroundLanguage.rotationIsLocal, playgroundParticlesScriptReference.lockRotationIsLocal); + EditorGUI.indentLevel--; + GUI.enabled = true; + EditorGUILayout.Separator(); + playgroundParticlesScriptReference.applyLockScale = EditorGUILayout.ToggleLeft(playgroundLanguage.lockScale, playgroundParticlesScriptReference.applyLockScale); + GUI.enabled = playgroundParticlesScriptReference.applyLockScale; + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.lockScale = EditorGUILayout.Vector3Field (playgroundLanguage.scale, playgroundParticlesScriptReference.lockScale); + EditorGUI.indentLevel--; + GUI.enabled = true; + } + GUILayout.EndVertical(); + + // On Enable (Prewarm) + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedOnEnableFoldout = GUILayout.Toggle(playgroundSettings.advancedOnEnableFoldout, playgroundLanguage.onEnable, EditorStyles.foldout); + GUILayout.Label (playgroundLanguage.prewarm+" "+(playgroundParticlesScriptReference.prewarm?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedOnEnableFoldout) { + bool previousPrewarm = playgroundParticlesScriptReference.prewarm; + float previousPrewarmTime = playgroundParticlesScriptReference.prewarmTime; + int previousPrewarmCycles = playgroundParticlesScriptReference.prewarmCycles; + playgroundParticlesScriptReference.prewarm = EditorGUILayout.ToggleLeft (playgroundLanguage.prewarm, playgroundParticlesScriptReference.prewarm); + GUI.enabled = playgroundParticlesScriptReference.prewarm; + EditorGUI.indentLevel++; + playgroundParticlesScriptReference.prewarmTime = EditorGUILayout.Slider (playgroundLanguage.prewarmLifetimeCycles, playgroundParticlesScriptReference.prewarmTime, 0, 2f); + playgroundParticlesScriptReference.prewarmCycles = EditorGUILayout.IntField (playgroundLanguage.prewarmCyclesResolution, playgroundParticlesScriptReference.prewarmCycles); + playgroundParticlesScriptReference.prewarmCycles = Mathf.Clamp (playgroundParticlesScriptReference.prewarmCycles, 8, playgroundSettings.maximumAllowedPrewarmCycles); + EditorGUI.indentLevel--; + if (previousPrewarm != playgroundParticlesScriptReference.prewarm || previousPrewarmTime != playgroundParticlesScriptReference.prewarmTime || previousPrewarmCycles != playgroundParticlesScriptReference.prewarmCycles) + LifetimeSorting(); + GUI.enabled = true; + } + GUILayout.EndVertical(); + + // Auto Pause + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedAutoPauseFoldout = GUILayout.Toggle(playgroundSettings.advancedAutoPauseFoldout, playgroundLanguage.outOfView, EditorStyles.foldout); + GUILayout.Label (playgroundLanguage.autoPause+" "+(playgroundParticlesScriptReference.pauseCalculationWhenInvisible?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedAutoPauseFoldout) { + playgroundParticlesScriptReference.pauseCalculationWhenInvisible = EditorGUILayout.ToggleLeft (playgroundLanguage.autoPauseCalculation, playgroundParticlesScriptReference.pauseCalculationWhenInvisible); + EditorGUI.indentLevel++; + GUI.enabled = playgroundParticlesScriptReference.pauseCalculationWhenInvisible; + playgroundParticlesScriptReference.calculationTriggerTransform = (Transform)EditorGUILayout.ObjectField(playgroundLanguage.calculationTrigger, playgroundParticlesScriptReference.calculationTriggerTransform, typeof(Transform), true); + playgroundParticlesScriptReference.calculationTriggerSize = EditorGUILayout.Vector3Field(playgroundLanguage.calculationTriggerSize, playgroundParticlesScriptReference.calculationTriggerSize); + playgroundParticlesScriptReference.calculationTriggerOffset = EditorGUILayout.Vector3Field(playgroundLanguage.calculationTriggerOffset, playgroundParticlesScriptReference.calculationTriggerOffset); + playgroundParticlesScriptReference.calculationTriggerSizeGizmo = EditorGUILayout.Toggle(playgroundLanguage.drawGizmo, playgroundParticlesScriptReference.calculationTriggerSizeGizmo); + GUI.enabled = true; + EditorGUI.indentLevel--; + } + EditorGUILayout.EndVertical(); + + // Misc + GUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.advancedMiscFoldout = GUILayout.Toggle(playgroundSettings.advancedMiscFoldout, playgroundLanguage.misc, EditorStyles.foldout); + GUILayout.Label (playgroundLanguage.sync+" "+(playgroundParticlesScriptReference.syncPositionsOnMainThread?playgroundLanguage.on:playgroundLanguage.off), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.advancedMiscFoldout) { + playgroundParticlesScriptReference.syncPositionsOnMainThread = EditorGUILayout.Toggle (playgroundLanguage.syncParticlesToMainThread, playgroundParticlesScriptReference.syncPositionsOnMainThread); + EditorGUILayout.PropertyField(threadMethod, new GUIContent(playgroundLanguage.particleThreadMethod, playgroundLanguage.threadMethodDescription)); + playgroundParticlesScriptReference.multithreadedStartup = EditorGUILayout.Toggle (playgroundLanguage.multithreadedStartup, playgroundParticlesScriptReference.multithreadedStartup); + + EditorGUILayout.Separator(); + + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.particlePool); + + // Clear + if(GUILayout.Button(playgroundLanguage.clear, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false)) && isEditingInHierarchy){ + PlaygroundParticlesC.Clear(playgroundParticlesScriptReference); + } + + // Rebuild + if(GUILayout.Button(playgroundLanguage.rebuild, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false)) && isEditingInHierarchy){ + PlaygroundParticlesC.SetParticleCount(playgroundParticlesScriptReference, playgroundParticlesScriptReference.particleCount); + playgroundParticlesScriptReference.Start(); + } + GUILayout.EndHorizontal(); + } + EditorGUILayout.EndVertical(); + } + + EditorGUILayout.EndVertical(); + + previousSource = playgroundParticlesScriptReference.source; + if (playgroundParticles.ApplyModifiedProperties()) + playgroundParticlesScriptReference.IsDoneThread = true; + } + + EditorGUILayout.EndVertical(); + + // Playground Manager - Particle Systems, Manipulators + PlaygroundInspectorC.RenderPlaygroundSettings(); + + // Wireframes in Scene View + if (isEditingInHierarchy) + if (currentWireframe!=PlaygroundC.reference.drawWireframe) + SetWireframeVisibility(); + } + + public void ProgressBar (float val, string label, float width) { + Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); + rect.width = width; + rect.height = 16; + if (val<0) val = 0; + EditorGUI.ProgressBar (rect, val, label); + EditorGUILayout.Space (); + } + + bool triedToAssignSelfTarget = false; + bool triedToAssignSnapshot = false; + public void RenderEventSettings (PlaygroundEventC thisEvent, SerializedProperty serializedEvent) { + thisEvent.enabled = EditorGUILayout.ToggleLeft(playgroundLanguage.enabled, thisEvent.enabled); + GUI.enabled = thisEvent.enabled; + + // Event Broadcast Type + EditorGUILayout.PropertyField(serializedEvent.FindPropertyRelative("broadcastType"), new GUIContent(playgroundLanguage.broadcastType, playgroundLanguage.broadcastTypeDescription)); + + // Target + if (thisEvent.broadcastType!=EVENTBROADCASTC.EventListeners) { + PlaygroundParticlesC currentTarget = thisEvent.target; + thisEvent.target = EditorGUILayout.ObjectField(playgroundLanguage.target, thisEvent.target, typeof(PlaygroundParticlesC), true) as PlaygroundParticlesC; + if (currentTarget!=thisEvent.target && thisEvent.target!=null) { + + // Assign new target + if (thisEvent.target == playgroundParticlesScriptReference) { + thisEvent.target = null; + triedToAssignSelfTarget = true; + triedToAssignSnapshot = false; + } else if (thisEvent.target.isSnapshot) { + thisEvent.target = null; + triedToAssignSnapshot = true; + triedToAssignSelfTarget = false; + } else { + triedToAssignSelfTarget = false; + triedToAssignSnapshot = false; + if (thisEvent.target.source!=SOURCEC.Script && EditorUtility.DisplayDialog(playgroundLanguage.switchToScriptMode, playgroundLanguage.switchToScriptModeText1+thisEvent.target.name+" "+playgroundLanguage.switchToScriptModeText2+" "+thisEvent.target.source.ToString()+" "+playgroundLanguage.switchToScriptModeText3, playgroundLanguage.switchText, playgroundLanguage.cancel)) + thisEvent.target.source = SOURCEC.Script; + } + } + if (triedToAssignSelfTarget) + EditorGUILayout.HelpBox(playgroundLanguage.particleSystemEventAssignErrorSelf, MessageType.Warning); + else if (triedToAssignSnapshot) + EditorGUILayout.HelpBox(playgroundLanguage.particleSystemEventAssignErrorSnapshot, MessageType.Warning); + } + + if (thisEvent.broadcastType!=EVENTBROADCASTC.Target) { + thisEvent.sendToManager = EditorGUILayout.Toggle(playgroundLanguage.sendToManager, thisEvent.sendToManager); + } + + EditorGUILayout.Separator(); + + // Type + EditorGUILayout.PropertyField(serializedEvent.FindPropertyRelative("eventType"), new GUIContent(playgroundLanguage.type, playgroundLanguage.typeOfEvent)); + + // Type: Collision + if (thisEvent.eventType==EVENTTYPEC.Collision) { + if (!playgroundParticlesScriptReference.collision) + EditorGUILayout.HelpBox(playgroundLanguage.enableCollisionToSendEvents, MessageType.Info); + thisEvent.collisionThreshold = EditorGUILayout.FloatField (playgroundLanguage.collisionThreshold, thisEvent.collisionThreshold); + } + + // Type: Time + if (thisEvent.eventType == EVENTTYPEC.Time) + thisEvent.eventTime = EditorGUILayout.FloatField (playgroundLanguage.time, thisEvent.eventTime); + + EditorGUILayout.Separator(); + + // Settings with inheritance options + EditorGUILayout.PropertyField(serializedEvent.FindPropertyRelative("eventInheritancePosition"), new GUIContent(playgroundLanguage.position, playgroundLanguage.inheritancePosition)); + if (thisEvent.eventInheritancePosition == EVENTINHERITANCEC.User) { + EditorGUI.indentLevel++; + thisEvent.eventPosition = EditorGUILayout.Vector3Field (" ", thisEvent.eventPosition); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Separator(); + + EditorGUILayout.PropertyField(serializedEvent.FindPropertyRelative("eventInheritanceVelocity"), new GUIContent(playgroundLanguage.velocity, playgroundLanguage.inheritanceVelocity)); + if (thisEvent.eventInheritanceVelocity == EVENTINHERITANCEC.User) + thisEvent.eventVelocity = EditorGUILayout.Vector3Field (" ", thisEvent.eventVelocity); + thisEvent.velocityMultiplier = EditorGUILayout.FloatField(playgroundLanguage.velocityMultiplier, thisEvent.velocityMultiplier); + + EditorGUILayout.Separator(); + + EditorGUILayout.PropertyField(serializedEvent.FindPropertyRelative("eventInheritanceColor"), new GUIContent(playgroundLanguage.color, playgroundLanguage.inheritanceColor)); + if (thisEvent.eventInheritanceColor == EVENTINHERITANCEC.User) { + EditorGUI.indentLevel++; + thisEvent.eventColor = EditorGUILayout.ColorField(" ", thisEvent.eventColor); + EditorGUI.indentLevel--; + } + + GUI.enabled = true; + } + + public void RenderStateSettings () { + + GUI.enabled = (states.arraySize>0); + activeState.intValue = EditorGUILayout.IntSlider(playgroundLanguage.activeState, activeState.intValue, 0, states.arraySize-1); + GUI.enabled = true; + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginVertical(boxStyle); + GUILayout.BeginHorizontal(); + playgroundSettings.statesFoldout = GUILayout.Toggle(playgroundSettings.statesFoldout, playgroundLanguage.states, EditorStyles.foldout); + GUILayout.Label (states.arraySize.ToString(), EditorStyles.miniLabel, GUILayout.ExpandWidth(false)); + GUILayout.EndHorizontal(); + if (playgroundSettings.statesFoldout) { + if (states.arraySize>0) { + SerializedProperty thisState; + SerializedProperty thisName; + SerializedProperty thisPoints; + SerializedProperty thisTexture; + SerializedProperty thisMesh; + SerializedProperty thisDepthmap; + SerializedProperty thisDepthmapStrength; + SerializedProperty thisTransform; + SerializedProperty thisStateScale; + SerializedProperty thisStateOffset; + SerializedProperty thisStateScaleMethod; + + for (int i = 0; i1); + if (GUILayout.Button(i.ToString(), EditorStyles.toolbarButton, GUILayout.Width(20))) playgroundParticlesScriptReference.activeState=i; + GUI.enabled = true; + + statesListFoldout[i] = GUILayout.Toggle(statesListFoldout[i], playgroundParticlesScriptReference.states[i].stateName, EditorStyles.foldout); + + EditorGUILayout.Separator(); + GUI.enabled = (playgroundParticlesScriptReference.states.Count>1); + if(GUILayout.Button(playgroundLanguage.upSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + int moveUp = i==0?playgroundParticlesScriptReference.states.Count-1:i-1; + if (playgroundParticlesScriptReference.activeState==i) playgroundParticlesScriptReference.activeState = moveUp; + playgroundParticlesScriptReference.previousActiveState = playgroundParticlesScriptReference.activeState; + states.MoveArrayElement(i, moveUp); + playgroundParticles.ApplyModifiedProperties(); + + playgroundParticlesScriptReference.states[i].Initialize(); + playgroundParticlesScriptReference.states[moveUp].Initialize(); + + } + if(GUILayout.Button(playgroundLanguage.downSymbol, EditorStyles.toolbarButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(16)})){ + int moveDown = i0) { + for (int i = 0; i0) { + for (int c = 0; c0 && playgroundParticlesScriptReference.particleCount>0) { + Vector3 sortOriginPosition = Vector3.zero; + bool drawPoint = true; + switch (playgroundParticlesScriptReference.nearestNeighborOriginMethod) { + case NEARESTNEIGHBORORIGINMETHOD.SourcePoint: + sortOriginPosition = playgroundParticlesScriptReference.shurikenParticleSystem.simulationSpace==ParticleSystemSimulationSpace.World? + playgroundParticlesScriptReference.playgroundCache.targetPosition[playgroundParticlesScriptReference.nearestNeighborOrigin%playgroundParticlesScriptReference.playgroundCache.targetPosition.Length]: + playgroundParticlesScriptReference.particleSystemTransform.TransformPoint(playgroundParticlesScriptReference.playgroundCache.targetPosition[playgroundParticlesScriptReference.nearestNeighborOrigin%playgroundParticlesScriptReference.playgroundCache.targetPosition.Length]); + break; + case NEARESTNEIGHBORORIGINMETHOD.Vector3: + sortOriginPosition = playgroundParticlesScriptReference.shurikenParticleSystem.simulationSpace==ParticleSystemSimulationSpace.World? + playgroundParticlesScriptReference.nearestNeighborOriginVector3: + playgroundParticlesScriptReference.particleSystemTransform.TransformPoint(playgroundParticlesScriptReference.nearestNeighborOriginVector3); + break; + case NEARESTNEIGHBORORIGINMETHOD.Transform: + if (playgroundParticlesScriptReference.nearestNeighborOriginTransform!=null) { + sortOriginPosition = playgroundParticlesScriptReference.nearestNeighborOriginTransform.position; + } else drawPoint = false; + break; + } + if (drawPoint) { + Handles.color = new Color(1f,1f,.2f,.6f); + Handles.CircleCap(0, sortOriginPosition, cameraRotation, HandleUtility.GetHandleSize(sortOriginPosition)*.05f); + Handles.color = new Color(1f,.7f,.2f,.2f); + Handles.DrawSolidDisc(sortOriginPosition, Camera.current.transform.forward, HandleUtility.GetHandleSize(sortOriginPosition)*.2f); + } + } + + // Projection mode + if (playgroundParticlesScriptReference.source == SOURCEC.Projection) { + + // Projector preview + if (playgroundScriptReference.drawGizmos && playgroundParticlesScriptReference.projection!=null && playgroundParticlesScriptReference.projection.projectionTexture!=null && playgroundParticlesScriptReference.projection.projectionTransform!=null) { + RaycastHit projectorHit; + Vector3 p2 = playgroundParticlesScriptReference.projection.projectionTransform.position+(playgroundParticlesScriptReference.projection.projectionTransform.forward*playgroundParticlesScriptReference.projection.projectionDistance); + bool projectorHasSurface = false; + if (Physics.Raycast(playgroundParticlesScriptReference.projection.projectionTransform.position, playgroundParticlesScriptReference.projection.projectionTransform.forward, out projectorHit, playgroundParticlesScriptReference.projection.projectionDistance, playgroundParticlesScriptReference.projection.projectionMask)) { + p2 = projectorHit.point; + projectorHasSurface = true; + } + Handles.color = projectorHasSurface?new Color(1f,1f,.25f,.6f):new Color(1f,1f,.25f,.2f); + Handles.DrawLine(playgroundParticlesScriptReference.projection.projectionTransform.position, p2); + } + } + + // Paint mode + if (playgroundParticlesScriptReference.source == SOURCEC.Paint) { + Event e = Event.current; + + // Paint Toolbox in Scene View + Rect toolboxRect = new Rect(10f,Screen.height-(138f+foldoutHeight),300f,103f+foldoutHeight); + if (PlaygroundC.reference.paintToolbox) { + if (!playgroundSettings.paintToolboxSettingsFoldout) { + foldoutHeight = 0; + } else { + switch (selectedPaintMode) { + case 0: foldoutHeight = 54; break; + case 1: foldoutHeight = 144; break; + case 2: foldoutHeight = 36; break; + } + } + if (!playgroundSettings.toolboxFoldout) foldoutHeight=-69; + + // Don't deselect upon click + if (e.type == EventType.Layout && toolboxRect.Contains (e.mousePosition)) { + HandleUtility.AddDefaultControl(0); + } + + Handles.BeginGUI(); + GUILayout.BeginArea(toolboxRect); + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + if (inPaintMode) + GUI.backgroundColor = paintActiveColor; + GUILayout.BeginVertical(boxStyle); + playgroundSettings.toolboxFoldout = GUILayout.Toggle(playgroundSettings.toolboxFoldout, playgroundLanguage.playgroundPaint, EditorStyles.foldout); + if (playgroundSettings.toolboxFoldout) { + selectedPaintMode = GUILayout.Toolbar (selectedPaintMode, new string[]{playgroundLanguage.dot,playgroundLanguage.brush,playgroundLanguage.eraser}, EditorStyles.toolbarButton); + + // Settings + GUILayout.BeginVertical(boxStyle); + playgroundSettings.paintToolboxSettingsFoldout = GUILayout.Toggle(playgroundSettings.paintToolboxSettingsFoldout, playgroundLanguage.settings, EditorStyles.foldout); + if (playgroundSettings.paintToolboxSettingsFoldout) { + switch (selectedPaintMode) { + case 0: + GUI.backgroundColor = whiteColor; + paintColor = EditorGUILayout.ColorField(playgroundLanguage.color, paintColor); + if (inPaintMode) + GUI.backgroundColor = paintActiveColor; + playgroundParticlesScriptReference.paint.spacing = EditorGUILayout.Slider(playgroundLanguage.paintSpacing, playgroundParticlesScriptReference.paint.spacing, .0f, playgroundSettings.maximumAllowedPaintSpacing); + EditorGUILayout.PropertyField(paintLayerMask, new GUIContent(playgroundLanguage.paintMask)); + break; + case 1: + GUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(playgroundLanguage.brushShape); + GUI.backgroundColor = whiteColor; + paintTexture = EditorGUILayout.ObjectField(paintTexture, typeof(Texture2D), false) as Texture2D; + if (inPaintMode) + GUI.backgroundColor = paintActiveColor; + GUILayout.EndHorizontal(); + if (paintTexture!=null && paintTexture!=playgroundParticlesScriptReference.paint.brush.texture) { + selectedBrushPreset = -1; + SetBrush(selectedBrushPreset); + } + playgroundParticlesScriptReference.paint.brush.detail = (BRUSHDETAILC)EditorGUILayout.EnumPopup(playgroundLanguage.detail, playgroundParticlesScriptReference.paint.brush.detail); + playgroundParticlesScriptReference.paint.brush.scale = EditorGUILayout.Slider(playgroundLanguage.scale, playgroundParticlesScriptReference.paint.brush.scale, playgroundSettings.minimumAllowedBrushScale, playgroundSettings.maximumAllowedBrushScale); + playgroundParticlesScriptReference.paint.brush.distance = EditorGUILayout.FloatField(playgroundLanguage.distance, playgroundParticlesScriptReference.paint.brush.distance); + useBrushColor = EditorGUILayout.Toggle(playgroundLanguage.useBrushColor, useBrushColor); + GUI.enabled = !useBrushColor; + GUI.backgroundColor = whiteColor; + paintColor = EditorGUILayout.ColorField(playgroundLanguage.color, paintColor); + if (inPaintMode) + GUI.backgroundColor = paintActiveColor; + GUI.enabled = true; + playgroundParticlesScriptReference.paint.spacing = EditorGUILayout.Slider(playgroundLanguage.paintSpacing, playgroundParticlesScriptReference.paint.spacing, .0f, playgroundSettings.maximumAllowedPaintSpacing); + EditorGUILayout.PropertyField(paintLayerMask, new GUIContent(playgroundLanguage.paintMask)); + break; + case 2: + eraserRadius = EditorGUILayout.Slider(playgroundLanguage.radius, eraserRadius, playgroundSettings.minimumEraserRadius, playgroundSettings.maximumEraserRadius); + EditorGUILayout.PropertyField(paintLayerMask, new GUIContent(playgroundLanguage.paintMask)); + break; + } + } + GUILayout.EndVertical(); + GUILayout.BeginHorizontal(); + //GUI.enabled = !(selectedPaintMode==1 && paintTexture==null); + if(GUILayout.Button((inPaintMode?playgroundLanguage.stop:playgroundLanguage.start)+" "+playgroundLanguage.paint, EditorStyles.toolbarButton)) + StartStopPaint(); + GUI.enabled = (playgroundParticlesScriptReference.paint.positionLength>0); + if(GUILayout.Button(playgroundLanguage.clear, EditorStyles.toolbarButton)) + ClearPaint(); + GUI.enabled = true; + ProgressBar((playgroundParticlesScriptReference.paint.positionLength*1f)/PlaygroundC.reference.paintMaxPositions, playgroundParticlesScriptReference.paint.positionLength+"/"+PlaygroundC.reference.paintMaxPositions, 115f); + GUILayout.EndHorizontal(); + } + GUILayout.EndVertical(); + GUILayout.EndArea(); + Handles.EndGUI(); + } + + if (inPaintMode) { + if (e.type == EventType.Layout) { + HandleUtility.AddDefaultControl(0); + } + + Ray mouseRay = HandleUtility.GUIPointToWorldRay(e.mousePosition); + + // Brush preview + if (selectedPaintMode==1 && playgroundParticlesScriptReference.paint.brush.texture!=null && sceneBrushStyle!=null && !toolboxRect.Contains(e.mousePosition)) { + Handles.Label(mouseRay.origin, new GUIContent(playgroundParticlesScriptReference.paint.brush.texture as Texture2D), sceneBrushStyle); + } + + // Eraser preview + if (selectedPaintMode==2 && !toolboxRect.Contains(e.mousePosition)) { + if (playgroundParticlesScriptReference.paint.collisionType==COLLISIONTYPEC.Physics3D) { + if (Physics.Raycast(mouseRay, out eraserHit, 10000f, playgroundParticlesScriptReference.paint.layerMask)) { + Handles.color = new Color(0f,0f,0f,.4f); + Handles.CircleCap(-1, eraserHit.point, Quaternion.LookRotation(mouseRay.direction), eraserRadius); + } + } else { + eraserHit2d = Physics2D.Raycast (mouseRay.origin, mouseRay.direction, 100000f, playgroundParticlesScriptReference.paint.layerMask, playgroundParticlesScriptReference.paint.minDepth, playgroundParticlesScriptReference.paint.maxDepth); + if (eraserHit2d.collider!=null) { + Handles.color = new Color(0f,0f,0f,.4f); + Handles.CircleCap(-1, eraserHit2d.point, Quaternion.LookRotation(mouseRay.direction), eraserRadius); + } + } + } + + + // Spacing preview + if (selectedPaintMode!=2) { + Handles.color = new Color(.3f,1f,.3f,.3f); + Handles.CircleCap(-1, playgroundParticlesScriptReference.paint.lastPaintPosition, Quaternion.LookRotation(Camera.current.transform.forward), playgroundParticlesScriptReference.paint.spacing); + } + + if (e.type == EventType.KeyDown) + keyPressed = true; + else if (e.type == EventType.KeyUp) + keyPressed = false; + + // Paint from the Brush's texture into the Scene View + if (!keyPressed && e.button == 0 && e.isMouse && !e.alt) { + if (e.type == EventType.MouseDrag || e.type == EventType.MouseDown) { + switch (selectedPaintMode) { + // Dot + case 0: + if (playgroundParticlesScriptReference.paint.exceedMaxStopsPaint && playgroundParticlesScriptReference.paint.positionLength>=PlaygroundC.reference.paintMaxPositions) return; + if (playgroundParticlesScriptReference.paint.collisionType==COLLISIONTYPEC.Physics3D) { + RaycastHit dotHit; + if (Physics.Raycast(mouseRay, out dotHit, 10000f, playgroundParticlesScriptReference.paint.layerMask)) { + if (e.type != EventType.MouseDown) + if (Vector3.Distance(dotHit.point, playgroundParticlesScriptReference.paint.lastPaintPosition)<=playgroundParticlesScriptReference.paint.spacing) return; + PlaygroundC.Paint(playgroundParticlesScriptReference, dotHit.point, dotHit.normal, dotHit.transform, paintColor); + playgroundParticlesScriptReference.paint.lastPaintPosition = dotHit.point; + playgroundParticlesScriptReference.SetHasActiveParticles(); + } + } else { + RaycastHit2D dotHit2d = Physics2D.Raycast (mouseRay.origin, mouseRay.direction, 10000f, playgroundParticlesScriptReference.paint.layerMask, playgroundParticlesScriptReference.paint.minDepth, playgroundParticlesScriptReference.paint.maxDepth); + if (dotHit2d.collider!=null) { + if (e.type != EventType.MouseDown) + if (Vector3.Distance(dotHit2d.point, playgroundParticlesScriptReference.paint.lastPaintPosition)<=playgroundParticlesScriptReference.paint.spacing) return; + PlaygroundC.Paint(playgroundParticlesScriptReference, dotHit2d.point, dotHit2d.normal, dotHit2d.transform, paintColor); + playgroundParticlesScriptReference.paint.lastPaintPosition = dotHit2d.point; + playgroundParticlesScriptReference.SetHasActiveParticles(); + } + } + break; + // Brush + case 1: + if (playgroundParticlesScriptReference.paint.exceedMaxStopsPaint && playgroundParticlesScriptReference.paint.positionLength>=PlaygroundC.reference.paintMaxPositions || !playgroundParticlesScriptReference.paint.brush.texture || playgroundParticlesScriptReference.paint.brush.colorLength <= 0) return; + if (e.type != EventType.MouseDown) { + if (playgroundParticlesScriptReference.paint.collisionType==COLLISIONTYPEC.Physics3D) { + RaycastHit brushHit; + if (Physics.Raycast(mouseRay, out brushHit, 10000f, playgroundParticlesScriptReference.paint.layerMask)) + if (Vector3.Distance(brushHit.point, playgroundParticlesScriptReference.paint.lastPaintPosition)<=playgroundParticlesScriptReference.paint.spacing) return; + } else { + RaycastHit2D brushHit2d = Physics2D.Raycast(mouseRay.origin, mouseRay.direction, 10000f, playgroundParticlesScriptReference.paint.layerMask, playgroundParticlesScriptReference.paint.minDepth, playgroundParticlesScriptReference.paint.maxDepth); + if (brushHit2d.collider!=null) + if (Vector3.Distance(brushHit2d.point, playgroundParticlesScriptReference.paint.lastPaintPosition)<=playgroundParticlesScriptReference.paint.spacing) return; + } + } + int detail = 0; + switch (playgroundParticlesScriptReference.paint.brush.detail) { + case BRUSHDETAILC.Perfect: detail=0; break; + case BRUSHDETAILC.High: detail=2; break; + case BRUSHDETAILC.Medium: detail=4; break; + case BRUSHDETAILC.Low: detail=6; break; + } + Color32 pixelColor; + for (int x = 0; x extensionObjects; + public static int iconDownloadIndex; + + // Presets + public static List presetObjects; + public static List presetCategories; + public static List presetNames; + + // Settings + public static PlaygroundSettingsC playgroundSettings; + public static PlaygroundLanguageC playgroundLanguage; + + // Editor Window specific + public static Vector2 scrollPosition; + public static GUIStyle presetButtonStyle; + public static string searchString = ""; + public static string searchStringExtensions = ""; + public static GUIStyle toolbarSearchSkin; + public static GUIStyle toolbarSearchButtonSkin; + public static GUIStyle boxStyle; + public static bool didSendVersionCheck = false; + public static bool updateAvailable = false; + public static bool assetsFound = true; + public static bool didSendExtensionsCheck = false; + + [MenuItem ("Window/Particle Playground")] + public static void ShowWindow () { + PlaygroundParticleWindowC window = GetWindow(); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 + window.title = "Playground"; +#else + window.titleContent.text = "Playground"; +#endif + window.Show(); + } + + public void OnEnable () { + Initialize(); + } + + public void OnProjectChange () { + Initialize(); + } + + public void Initialize () { + presetButtonStyle = new GUIStyle(); + presetButtonStyle.stretchWidth = true; + presetButtonStyle.stretchHeight = true; + + // Load settings + playgroundSettings = PlaygroundSettingsC.SetReference(); + PlaygroundInspectorC.playgroundSettings = playgroundSettings; + PlaygroundParticleSystemInspectorC.playgroundSettings = playgroundSettings; + + // Load language + playgroundLanguage = PlaygroundSettingsC.GetLanguage(); + PlaygroundInspectorC.playgroundLanguage = playgroundLanguage; + PlaygroundParticleSystemInspectorC.playgroundLanguage = playgroundLanguage; + + // Get all asset presets + string assetsDataPath = Application.dataPath; + if (Directory.Exists (assetsDataPath+"/"+playgroundSettings.playgroundPath+playgroundSettings.examplePresetPath)) { + assetsFound = true; + } else { + assetsFound = false; + playgroundSettings.settingsFoldout = true; + playgroundSettings.settingsPathFoldout = true; + return; + } + + // Set default particle image + Texture2D particleImageDefault = AssetDatabase.LoadAssetAtPath("Assets/"+playgroundSettings.playgroundPath+playgroundSettings.iconPath+"Default.png", typeof(Texture2D)) as Texture2D; + + // Prepare any previously entered search words to filter presets + string[] searchSplits = searchString.Split(new string[]{" "}, System.StringSplitOptions.None); + + // Get the list of categories and presets + string[] editorPresetCategories = Directory.GetDirectories(assetsDataPath+"/"+playgroundSettings.playgroundPath+playgroundSettings.examplePresetPath); + presetCategories = new List(); + + // A linear list of preset objects is kept for easier access + presetObjects = new List(); + + // A linear list of preset names is kept for easier access + presetNames = new List(); + + // List all categories in asset folders + for (int i = 0; i0 && loosePresetsHasGo) { + presetCategories.Add(new PresetCategory("Uncategorized")); + int categoryCount = presetCategories.Count-1; + for (int x = 0; x 0) { + presetCategories.Add(new PresetCategory("Resources")); + int categoryCount = presetCategories.Count-1; + for (int i = 0; iPlaygroundC.version); + } + didSendVersionCheck = true; + } + } + } + + string extensionsXmlLocation = "PlaygroundCache/extensions.xml"; + void CheckExtensions () { + if (!playgroundSettings.enableExtensions) return; + + // Download extensions list + if (!didSendExtensionsCheck) { + if (extensionsRequest==null) + extensionsRequest = new WWW(playgroundSettings.extensionsUrl); + if (extensionsRequest.isDone) { + if (extensionsRequest.error==null) { + extensionsText = extensionsRequest.text; + + LoadExtensionItems(true); + } else { + if (File.Exists(extensionsXmlLocation)) { + extensionsText = File.ReadAllText(extensionsXmlLocation); + if (extensionsText!=null || extensionsText!="") + LoadExtensionItems(false); + } + } + didSendExtensionsCheck = true; + } + } + } + + void LoadExtensionItems (bool saveXml) { + + XmlDocument xml = new XmlDocument(); + xml.LoadXml(extensionsText); + if (saveXml) { + Directory.CreateDirectory ("PlaygroundCache/"); + xml.Save (extensionsXmlLocation); + } + IEnumerator xmlRoot = xml.DocumentElement.GetEnumerator(); + extensionObjects = new List(); + while (xmlRoot.MoveNext()) { + ExtensionObjectC extObj = new ExtensionObjectC(); + extensionObjects.Add (extObj); + XmlElement xmlElement = (XmlElement)xmlRoot.Current; + extObj.title = xmlElement.SelectSingleNode("title").InnerText; + extObj.id = xmlElement.SelectSingleNode("id").InnerText; + extObj.iconUrl = xmlElement.SelectSingleNode("icon").InnerText; + extObj.iconId = xmlElement.SelectSingleNode("iconid").InnerText; + extObj.publisher = xmlElement.SelectSingleNode("publisher").InnerText; + extObj.publisherUrl = xmlElement.SelectSingleNode("publisherurl").InnerText; + extObj.category = xmlElement.SelectSingleNode("category").InnerText; + + if (File.Exists ("PlaygroundCache/"+extObj.iconId+".png")) { + byte[] fileData = File.ReadAllBytes("PlaygroundCache/"+extObj.iconId+".png"); + extObj.icon = new Texture2D(2, 2); + extObj.icon.LoadImage(fileData); + } else { + extObj.PrepareDownload(); + } + + extObj.searchMeta = extObj.title+" \n"+extObj.id+" \n"+extObj.category+" \n"+extObj.publisher; + extObj.unfiltered = (searchStringExtensions==""?true:extObj.searchMeta.ToLower().Contains(searchStringExtensions.ToLower())); + } + + extensionsAvailable = true; + + GetWindow().Repaint(); + } + + void OnSelectionChange() { + + // Detect selection changes to make the Playground Component buttons responsive + Transform currentSelection = Selection.activeTransform; + if (currentSelection != null) + { + GetWindow().Repaint(); + Selection.activeTransform = currentSelection; + EditorApplication.ExecuteMenuItem("Window/Hierarchy"); + } + } + + void OnGUI () { + + if (boxStyle==null) + boxStyle = GUI.skin.FindStyle("box"); + if (toolbarSearchSkin==null) { + toolbarSearchSkin = GUI.skin.FindStyle("ToolbarSeachTextField"); + if (toolbarSearchButtonSkin==null) + toolbarSearchButtonSkin = GUI.skin.FindStyle("ToolbarSeachCancelButton"); + } + EditorGUILayout.BeginVertical(); + scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, false); + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.Separator(); + EditorGUILayout.LabelField(playgroundLanguage.playgroundName+" "+PlaygroundC.version+PlaygroundC.specialVersion, EditorStyles.largeLabel, GUILayout.Height(20)); + EditorGUILayout.Separator(); + + // Playground Settings is an instance (give option to search and assign the stored reference) + if (playgroundSettings.IsInstance()) + { + GUI.backgroundColor = Color.red; + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.HelpBox (playgroundLanguage.findPlaygroundSettingsMsg, MessageType.Warning); + if (GUILayout.Button(playgroundLanguage.findPlaygroundSettings, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + PlaygroundSettingsC.SetPlaygroundSettingsLocation(); + } + GUI.backgroundColor = Color.white; + EditorGUILayout.EndVertical(); + EditorGUILayout.Separator(); + } + + // New version message + if (hasInternet) + { + if (playgroundSettings.checkForUpdates && !didSendVersionCheck) + CheckUpdate(); + if (playgroundSettings.checkForUpdates && updateAvailable) { + GUI.backgroundColor = Color.yellow; + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.LabelField(playgroundLanguage.updateAvailable); + GUILayout.FlexibleSpace(); + if (GUILayout.Button("x", EditorStyles.miniButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(18)})){ + updateAvailable = false; + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.LabelField(onlineVersion+" "+playgroundLanguage.updateAvailableText, EditorStyles.wordWrappedMiniLabel); + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button(playgroundLanguage.unityAssetStore, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + Application.OpenURL("com.unity3d.kharma:content/13325"); + } + GUI.backgroundColor = Color.white; + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + EditorGUILayout.Separator(); + } + } + + EditorGUILayout.BeginVertical(boxStyle); + + // Create New-buttons + EditorGUILayout.BeginHorizontal(); + if(GUILayout.Button(playgroundLanguage.newParticlePlaygroundSystem, EditorStyles.toolbarButton)){ + if (PlaygroundC.reference==null) + CreateManager(); + PlaygroundParticlesC newParticlePlayground = PlaygroundC.Particle(); + newParticlePlayground.EditorYieldSelect(); + } + GUI.enabled = PlaygroundC.reference==null; + if(GUILayout.Button(playgroundLanguage.playgroundManager, EditorStyles.toolbarButton)){ + PlaygroundC.ResourceInstantiate("Playground Manager"); + } + GUI.enabled = true; + if(GUILayout.Button(playgroundLanguage.presetWizard, EditorStyles.toolbarButton)){ + PlaygroundCreatePresetWindowC.ShowWindow(); + } + + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + + // Components menu + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.LabelField(playgroundLanguage.playgroundComponents); + EditorGUILayout.BeginHorizontal(); + GameObject currentSelection = Selection.activeGameObject; + bool hasSelection = currentSelection != null; + bool hasSpline = hasSelection? currentSelection.GetComponent() != null : false; + bool hasFollow = hasSelection? currentSelection.GetComponent() != null : false; + bool hasTrail = hasSelection? currentSelection.GetComponent() != null : false; + bool hasRecorder = hasSelection? currentSelection.GetComponent() != null : false; + + GUI.enabled = hasSelection; + + // Playground Spline + GUI.color = hasSpline?Color.green : Color.white; + if(GUILayout.Button(hasSpline? playgroundLanguage.playgroundSpline+" (Attached)" : playgroundLanguage.playgroundSpline, EditorStyles.toolbarButton)){ + if (!hasSpline) + currentSelection.AddComponent(); + else + if (EditorUtility.DisplayDialog(playgroundLanguage.removeComponent, playgroundLanguage.removeComponentMsg, playgroundLanguage.yes, playgroundLanguage.no)) + DestroyImmediate(currentSelection.GetComponent()); + } + + // Playground Trails + GUI.color = hasTrail?Color.green : Color.white; + if(GUILayout.Button(hasTrail? playgroundLanguage.playgroundTrails+" (Attached)" : playgroundLanguage.playgroundTrails, EditorStyles.toolbarButton)){ + if (!hasTrail) + currentSelection.AddComponent(); + else + if (EditorUtility.DisplayDialog(playgroundLanguage.removeComponent, playgroundLanguage.removeComponentMsg, playgroundLanguage.yes, playgroundLanguage.no)) + DestroyImmediate(currentSelection.GetComponent()); + } + + // Playground Follow + GUI.color = hasFollow?Color.green : Color.white; + if(GUILayout.Button(hasFollow? playgroundLanguage.playgroundFollow+" (Attached)" : playgroundLanguage.playgroundFollow, EditorStyles.toolbarButton)){ + if (!hasFollow) + currentSelection.AddComponent(); + else + if (EditorUtility.DisplayDialog(playgroundLanguage.removeComponent, playgroundLanguage.removeComponentMsg, playgroundLanguage.yes, playgroundLanguage.no)) + DestroyImmediate(currentSelection.GetComponent()); + } + + // Playground Recorder + GUI.color = hasRecorder?Color.green : Color.white; + if(GUILayout.Button(hasRecorder? playgroundLanguage.playgroundRecorder+" (Attached)" : playgroundLanguage.playgroundRecorder, EditorStyles.toolbarButton)){ + if (!hasRecorder) + currentSelection.AddComponent(); + else + if (EditorUtility.DisplayDialog(playgroundLanguage.removeComponent, playgroundLanguage.removeComponentMsg, playgroundLanguage.yes, playgroundLanguage.no)) + DestroyImmediate(currentSelection.GetComponent()); + } + + GUI.enabled = true; + EditorGUILayout.EndHorizontal(); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + EditorGUILayout.EndVertical(); + + if (assetsFound) { + + // Presets + EditorGUILayout.BeginVertical(boxStyle); + playgroundSettings.presetsFoldout = GUILayout.Toggle(playgroundSettings.presetsFoldout, playgroundLanguage.presets, EditorStyles.foldout); + if (playgroundSettings.presetsFoldout) { + EditorGUILayout.BeginHorizontal("Toolbar"); + + // Search + string prevSearchString = searchString; + searchString = GUILayout.TextField(searchString, toolbarSearchSkin, new GUILayoutOption[]{GUILayout.ExpandWidth(false), GUILayout.Width(Mathf.FloorToInt(Screen.width)-120), GUILayout.MinWidth(100)}); + if (GUILayout.Button("", toolbarSearchButtonSkin)) { + searchString = ""; + for (int i = 0; i0) { + for (int c = 0; c0; + if (GUILayout.Button(presetCategories[c].categoryName+" ("+presetCategories[c].presetObjects.Count+")", EditorStyles.toolbarDropDown)) presetCategories[c].foldout = !presetCategories[c].foldout; + } + else presetCategories[c].foldout = true; + + if (presetCategories[c].foldout && GUI.enabled) { + + if (!listSize) EditorGUILayout.BeginHorizontal(); + int rows = 1; + int iconwidths = 0; + int skippedPresets = 0; + + for (int i = 0; iScreen.width && i>0) { + iconwidths=342+iconSize; + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + } + if (Screen.width>=644) { + EditorGUILayout.BeginVertical(boxStyle, GUILayout.MaxWidth (Mathf.CeilToInt(Screen.width/(rows))-(44/(rows)))); + } else + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.BeginHorizontal(GUILayout.MinHeight(46)); + if(GUILayout.Button(presetCategories[c].presetObjects[i].presetImage, EditorStyles.miniButton, new GUILayoutOption[]{GUILayout.Width(iconSize+12), GUILayout.Height(iconSize+12)})){ + CreatePresetObject(c, i); + } + EditorGUILayout.BeginVertical(); + + if (GUILayout.Button(presetCategories[c].presetObjects[i].presetObject.name, EditorStyles.label, GUILayout.Height(18))) + CreatePresetObject(c, i); + EditorGUILayout.LabelField(presetCategories[c].categoryName, EditorStyles.miniLabel); + EditorGUILayout.EndVertical(); + GUILayout.FlexibleSpace(); + EditorGUILayout.BeginVertical(); + + if(GUILayout.Button("x", EditorStyles.miniButton, new GUILayoutOption[]{GUILayout.Width(18), GUILayout.Height(18)})){ + RemovePreset(presetCategories[c].presetObjects[i].presetObject); + return; + } + EditorGUILayout.EndVertical(); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + + } + } + + GUI.enabled = true; + + if (skippedPresets==presetObjects.Count) { + if (searchString!="") { + EditorGUILayout.HelpBox(playgroundLanguage.searchNoPresetFound+" \""+searchString+"\".", MessageType.Info); + } else { + EditorGUILayout.HelpBox(playgroundLanguage.noPresetsFound, MessageType.Info); + } + } + if (!listSize) EditorGUILayout.EndHorizontal(); + } + } + } else { + EditorGUILayout.HelpBox(playgroundLanguage.noPresetsFoundInProject+" \""+"Assets/"+playgroundSettings.playgroundPath+playgroundSettings.examplePresetPath+"\"", MessageType.Info); + } + + GUI.enabled = true; + + EditorGUILayout.Separator(); + + EditorGUILayout.BeginHorizontal(); + + if (GUILayout.Button(playgroundLanguage.create, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + PlaygroundCreatePresetWindowC.ShowWindow(); + } + EditorGUILayout.Separator(); + if (GUILayout.Button(playgroundLanguage.refresh, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))) { + AssetDatabase.Refresh(); + Initialize(); + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.EndVertical(); + } + EditorGUILayout.EndVertical(); + } else { + EditorGUILayout.HelpBox (playgroundLanguage.noAssetsFoundMessage, MessageType.Warning); + } + + // Extension check + if (hasInternet) { + if (playgroundSettings.enableExtensions && !didSendExtensionsCheck) + CheckExtensions(); + + // Extension icon download + if (playgroundSettings.enableExtensions && extensionObjects!=null && iconDownloadIndexScreen.width && i>0) { + iconwidths=322; + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + } + + if (Screen.width>=644) { + EditorGUILayout.BeginVertical(boxStyle, GUILayout.MaxWidth (Mathf.CeilToInt(Screen.width/rows)-(45/rows))); + } else + EditorGUILayout.BeginVertical(boxStyle); + EditorGUILayout.BeginHorizontal(GUILayout.MinHeight(iconSize+16)); + if(GUILayout.Button(extensionObjects[i].icon, EditorStyles.miniButton, new GUILayoutOption[]{GUILayout.Width(iconSize+12), GUILayout.Height(iconSize+12)})){ + OpenUAS(extensionObjects[i].id); + } + EditorGUILayout.BeginVertical(); + + EditorGUILayout.BeginVertical(boxStyle, GUILayout.MinHeight(iconSize+10)); + if (GUILayout.Button(extensionObjects[i].title, EditorStyles.boldLabel, GUILayout.ExpandWidth(true))) + OpenUAS(extensionObjects[i].id); + + if (smallSize) { + EditorGUILayout.BeginHorizontal(); + } + + if (GUILayout.Button(extensionObjects[i].category, EditorStyles.label, GUILayout.ExpandWidth(false))) { + searchStringExtensions = extensionObjects[i].category; + for (int p = 0; p0 && searchStringExtensions!="") + EditorGUILayout.HelpBox(playgroundLanguage.listHasBeenFilteredWith+": \""+searchStringExtensions+"\".", MessageType.Info); + + + } else EditorGUILayout.HelpBox (playgroundLanguage.extensionsDownloadError, MessageType.Warning); + } else EditorGUILayout.HelpBox (playgroundLanguage.extensionsDownloading, MessageType.Info); + } + EditorGUILayout.EndVertical(); + } + + PlaygroundInspectorC.RenderPlaygroundSettings(); + + // Playground Settings + EditorGUILayout.BeginVertical(boxStyle); + playgroundSettings.settingsFoldout = GUILayout.Toggle(playgroundSettings.settingsFoldout, playgroundLanguage.settings, EditorStyles.foldout); + if (playgroundSettings.settingsFoldout) { + EditorGUILayout.BeginVertical(boxStyle); + if (playgroundSettings==null || playgroundSettings.IsInstance()) { + EditorGUILayout.HelpBox(playgroundLanguage.noSettingsFile+" \""+PlaygroundSettingsC.settingsPath+"\".", MessageType.Warning); + if(GUILayout.Button(playgroundLanguage.create, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false))){ + PlaygroundSettingsC.New(); + Initialize(); + return; + } + } else { + playgroundSettings.checkForUpdates = EditorGUILayout.Toggle (playgroundLanguage.checkForUpdates, playgroundSettings.checkForUpdates); + playgroundSettings.enableExtensions = EditorGUILayout.Toggle (playgroundLanguage.extendYourPlayground, playgroundSettings.enableExtensions); + playgroundSettings.presetsHasPrefabConnection = EditorGUILayout.Toggle (playgroundLanguage.prefabConnection, playgroundSettings.presetsHasPrefabConnection); + + EditorGUI.BeginChangeCheck(); + playgroundSettings.hierarchyIcon = EditorGUILayout.Toggle (playgroundLanguage.hierarchyIcon, playgroundSettings.hierarchyIcon); + if (EditorGUI.EndChangeCheck()) { + PlaygroundHierarchyIcon.Set(); + } + EditorGUILayout.Separator(); + + EditorGUILayout.BeginVertical(boxStyle); + playgroundSettings.settingsLanguageFoldout = GUILayout.Toggle(playgroundSettings.settingsLanguageFoldout, playgroundLanguage.language, EditorStyles.foldout); + if (playgroundSettings.settingsLanguageFoldout) { + if (playgroundSettings.languages.Count>0) { + + + bool setThisLoadFrom = false; + int currentLanguageCount = playgroundSettings.languages.Count; + for (int i = 0; i(); + if (presetParticles!=null) { + if (PlaygroundC.reference==null) + PlaygroundC.ResourceInstantiate("Playground Manager"); + if (PlaygroundC.reference) { + if (PlaygroundC.reference.autoGroup && presetParticles.particleSystemTransform.parent==null) + presetParticles.particleSystemTransform.parent = PlaygroundC.referenceTransform; + PlaygroundC.particlesQuantity++; + presetParticles.particleSystemId = PlaygroundC.particlesQuantity; + } + presetGo.name = presetObject.name; + return presetParticles; + } else return null; + } + + public void CreateManager () { + GameObject pmGo = PlaygroundC.ResourceInstantiate("Playground Manager"); + PlaygroundC pm = pmGo.GetComponent(); + PlaygroundC.reference = pm; + } +} + +public class PresetCategory { + public string categoryName = ""; + public bool foldout = false; + public List presetObjects = new List(); + + public PresetCategory (string categoryName) { + this.categoryName = categoryName; + } +} + +public class PresetObjectC { + public Object presetObject; + public Texture2D presetImage; + public string presetPath; + public bool unfiltered = true; + public bool example = false; + + public PresetObjectC () {} + + public PresetObjectC (Object presetObject) + { + this.presetObject = presetObject; + } +} + +[System.Serializable] +public class ExtensionObjectC { + + public string title; + public string id; + public string publisher; + public string publisherUrl; + public string category; + public string iconUrl; + public string iconId; + public Texture2D icon; + public WWW iconDownload; + + public bool unfiltered = true; + public string searchMeta = ""; + + bool shouldDownloadIcon; + bool downloadStarted; + bool downloadFinished; + + public void PrepareDownload () { + shouldDownloadIcon = true; + } + + public bool IsExpectingDownload () { + return shouldDownloadIcon; + } + + public bool IconDownloadRoutine () { + if (!shouldDownloadIcon) { + return true; + } + if (!downloadStarted) + StartIconDownload(); + if (iconDownload.error!=null) { + shouldDownloadIcon = false; + downloadFinished = true; + iconDownload.Dispose(); + return true; + } + if (!downloadFinished && iconDownload.isDone) { + icon = new Texture2D(75,75,TextureFormat.ARGB32,false); + icon = iconDownload.texture; + SaveIconToCache(); + shouldDownloadIcon = false; + downloadFinished = true; + iconDownload.Dispose(); + } + return downloadFinished; + } + + public void StartIconDownload () { + downloadStarted = true; + iconDownload = new WWW(iconUrl); + } + + public void SaveIconToCache () { + byte[] bytes = icon.EncodeToPNG(); + FileStream file = File.Create("PlaygroundCache/"+iconId+".png"); + BinaryWriter binary = new BinaryWriter(file); + binary.Write(bytes); + file.Close(); + } + + public bool CheckAvailability () { + if (icon==null && iconId!=null) { + if (File.Exists ("PlaygroundCache/"+iconId+".png")) { + byte[] fileData = File.ReadAllBytes("PlaygroundCache/"+iconId+".png"); + icon = new Texture2D(2, 2); + icon.LoadImage(fileData); + return true; + } + return false; + } + return false; + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleWindowC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleWindowC.cs.meta new file mode 100644 index 0000000..acb3662 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundParticleWindowC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0a227d90f58df4e3584aa824146509ce +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs b/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs new file mode 100644 index 0000000..b86504e --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs @@ -0,0 +1,403 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using System; +using System.IO; +using System.Collections; +using System.Collections.Generic; +using System.Xml; +using ParticlePlaygroundLanguage; +using UnityEditor; + +[Serializable] +public class PlaygroundSettingsC : ScriptableObject { + + public static string settingsPath = "Particle Playground/Playground Assets/Settings/Playground Settings.asset"; + public static string playgroundCacheSettingsLocation = "PlaygroundCache/PlaygroundSettingsLocation.txt"; + public static PlaygroundSettingsC reference; + bool isInstance = false; + + // Playground Wizard + public bool checkForUpdates = true; + public bool enableExtensions = true; + public bool presetsHasPrefabConnection = false; + public bool hierarchyIcon = true; + public float extensionIconSize = 1f; + public float presetIconSize = 1f; + + // Open/Closed tabs Playground Window + public bool settingsFoldout = false; + public bool settingsLanguageFoldout = true; + public bool settingsPathFoldout = false; + public bool extensionsFoldout = true; + public bool presetsFoldout = true; + public bool playgroundManagerFoldout = true; + public bool particleSystemFoldout = true; + public bool limitsFoldout = false; + + // Open/Closed tabs Particle System Inspector + public bool particlesFoldout = true; + public bool statesFoldout = true; + public bool sourceFoldout = false; + public bool createNewStateFoldout = false; + public bool particleSettingsFoldout = false; + public bool forcesFoldout = false; + public bool manipulatorsFoldout = false; + public bool eventsFoldout = false; + public bool collisionFoldout = false; + public bool renderingFoldout = false; + public bool advancedFoldout = false; + public bool saveLoadFoldout = false; + public bool toolboxFoldout = true; + public bool paintToolboxSettingsFoldout = true; + public bool sortingFoldout = false; + public bool textureSheetAnimationFoldout = false; + public bool splineListFoldout = true; + public bool transformListFoldout = true; + + public bool particleSettingsParticleCountFoldout = false; + public bool particleSettingsOverflowOffsetFoldout = false; + public bool particleSettingsScatterFoldout = false; + public bool particleSettingsEmissionFoldout = false; + public bool particleSettingsSizeFoldout = false; + public bool particleSettingsRotationFoldout = false; + public bool particleSettingsLifetimeFoldout = false; + public bool particleSettingsMaskFoldout = false; + + public bool forceAnnihilationFoldout = false; + public bool forceInitialVelocityFoldout = false; + public bool forceLifetimeVelocityFoldout = false; + public bool forceVelocityBendingFoldout = false; + public bool forceTurbulenceFoldout = false; + public bool forceConstantForceFoldout = false; + public bool forceVelocityScaleFoldout = false; + + public bool collisionSettingsFoldout = false; + public bool collisionPlanesFoldout = false; + public bool collisionExclusionFoldout = false; + + public bool renderingMaterialFoldout = false; + public bool renderingColorFoldout = false; + public bool renderingRenderModeFoldout = false; + public bool renderingShadowsFoldout = false; + + public bool advancedTimeFoldout = false; + public bool advancedSimulationFoldout = false; + public bool advancedRebirthOptionsFoldout = false; + public bool advancedLocksFoldout = false; + public bool advancedOnEnableFoldout = false; + public bool advancedAutoPauseFoldout = false; + public bool advancedMiscFoldout = false; + + // Open/Closed tabs Playground Manager Inspector + public bool playgroundFoldout = true; + public bool particleSystemsFoldout = false; + public bool globalManipulatorsFoldout = false; + public bool advancedSettingsFoldout = false; + public bool manipulatorTargetsFoldout = false; + + // Open/Closed tabs Playground Spline + public bool playgroundSplineFoldout = true; + public bool nodesFoldout = false; + public bool usedByFoldout = false; + public bool splineAdvancedFoldout = false; + + // Open/Closed tabs Playground Recorder + public bool playgroundRecorderFoldout = true; + public bool recorderPlaybackFoldout = true; + public bool recorderAdvancedFoldout = false; + + // Open/Closed tabs Playground Trails + public bool playgroundTrailsFoldout = true; + public bool trailsTimeFoldout = false; + public bool trailsWidthFoldout = false; + public bool trailsPointCreationFoldout = false; + public bool trailsRenderingFoldout = false; + public bool trailsAdvancedFoldout = false; + + // Open/Closed tabs Playground Follow + public bool playgroundFollowFoldout = true; + public bool followFollowersFoldout = false; + public bool followAdvancedFoldout = false; + + // Paths + public string playgroundPath = "Particle Playground/"; + public string examplePresetPath = "Playground Assets/Presets/"; + public string presetPath = "Resources/Presets/"; + public string iconPath = "Graphics/Editor/Icons/"; + public string brushPath = "Playground Assets/Brushes/"; + public string languagePath = "Playground Assets/Settings/Languages/"; + public string scriptPath = "Scripts/"; + public string versionUrl = "http://www.polyfied.com/products/playgroundversion.php"; + public string extensionsUrl = "http://www.polyfied.com/products/playground/extensions/extensions.xml"; + + // Limits + public float maximumAllowedLifetime = 100f; // The maximum value for Particle Lifetime in Editor + public int maximumAllowedParticles = 100000; // The maximum value for Particle Count in Editor + public float maximumAllowedRotation = 360f; // The maximum value for Minimum- and Maximum Particle Rotation Speed in Editor + public float maximumAllowedSize = 10f; // The maximum value for Minimum- and Maximum Particle Size in Editor + public float maximumAllowedDeltaMovementStrength = 100f; // The maximum value for Particle Delta Movement Strength in Editor + public float maximumAllowedScale = 10f; // The maximum value for Particle Scale in Editor + public float maximumAllowedDamping = 10f; // The maximum value for Particle Damping in Editor + public float maximumAllowedVelocity = 100f; // The maximum value for Particle Max Velocity in Editor + public float maximumAllowedDepth = 100f; // The maximum value for Particle Collision Depth in Editor (collision type Physics2D) + public float maximumAllowedMass = 100f; // The maximum value for Particle Mass in Editor + public float maximumAllowedCollisionRadius = 10f; // The maximum value for Particle Collision Radius in Editor + public float maximumAllowedBounciness = 2f; // The maximum value for Particle Bounciness in Editor + public int minimumAllowedUpdateRate = 10; // The minimum value for Particle Update Rate in Editor + public float maximumAllowedTransitionTime = 10f; // The maximum value for Particle Transition Time in Editor + public float maximumAllowedTimescale = 2f; // The maximum value for Particle Timescale + public int maximumAllowedPaintPositions = 100000; // The maximum value for Paint Positions + public float minimumAllowedBrushScale = .001f; // The minimum scale of a Brush + public float maximumAllowedBrushScale = 1f; // The maximum scale of a Brush + public float maximumAllowedPaintSpacing = 10f; // The maximum spacing when painting + public float maximumAllowedInitialVelocity = 100f; // The maximum value for Minimum- and Maximum Initial (+Local) Velocity + public float minimumEraserRadius = .001f; // The minimum value for Eraser radius + public float maximumEraserRadius = 100f; // The maximum value for Eraser radius + public float maximumRenderSliders = 10f; // The minimum- and maximum value for sliders in Rendering + public float maximumAllowedManipulatorSize = 100f; // The maximum value for Manipulator Size + public float maximumAllowedManipulatorStrength = 100f; // The maximum value for Manipulator Strength + public float maximumAllowedManipulatorStrengthEffectors = 2f; // The maximum value for Manipulator Strength Effect Scale + public float maximumAllowedManipulatorZeroVelocity = 10f; // The maximum value for Manipulator Property Zero Velocity Strength + public float maximumAllowedSourceScatter = 10f; // The maximum value for scattering source positions + public float maximumAllowedTurbulenceTimeScale = 10f; // The maximum value for turbulence time scale + public float maximumAllowedTurbulenceStrength = 100f; // The maximum value for turbulence strength + public float maximumAllowedTurbulenceScale = 10f; // The maximum value for turbulence scale + public float maximumAllowedStretchSpeed = 10f; // The maximum value for stretch speed + public int maximumAllowedPrewarmCycles = 128; // The maximum value for prewarm cycles (resolution) + + // Textures + public Texture2D playgroundIcon; + public Texture2D playgroundIconInactive; + public Texture2D playgroundIconHeavy; + + // Language + public int selectedLanguage = 0; + public List languages = new List(); + + public static PlaygroundLanguageC GetLanguage () { + if (reference.languages.Count>0) + reference.selectedLanguage = reference.selectedLanguage%reference.languages.Count; + else reference.selectedLanguage = 0; + return GetLanguage (reference.selectedLanguage); + } + public static PlaygroundLanguageC GetLanguage (int i) { + if (reference.languages.Count>0) { + if (i(); + } else return ScriptableObject.CreateInstance(); + } + + + public static PlaygroundSettingsC GetReference () { + if (reference!=null) + return reference; + else + return SetReference(); + } + + public static PlaygroundSettingsC SetReference () { + reference = (PlaygroundSettingsC)AssetDatabase.LoadAssetAtPath ("Assets/"+settingsPath, typeof(PlaygroundSettingsC)); + + // If reference is null - look in the PlaygroundCache for new file path + if (reference==null) + { + if (Directory.Exists("PlaygroundCache") && File.Exists(playgroundCacheSettingsLocation)) + { + string text = File.ReadAllText(playgroundCacheSettingsLocation); + if (text.Length>0) + { + settingsPath = text; + reference = (PlaygroundSettingsC)AssetDatabase.LoadAssetAtPath (settingsPath, typeof(PlaygroundSettingsC)); + if (reference != null) + reference.isInstance = false; + } + } + } + + // If reference still is null - create a temporary settings instance + if (reference==null) { + reference = ScriptableObject.CreateInstance(); + reference.isInstance = true; + } else reference.isInstance = false; + + return reference; + } + + public static void SetReference (object thisRef) { + reference = (PlaygroundSettingsC)thisRef; + reference.isInstance = false; + } + + public static void New () { + PlaygroundSettingsC newSettings = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(newSettings, "Assets/"+settingsPath); + AssetDatabase.SaveAssets(); + } + + public bool IsInstance () { + return reference.isInstance; + } + + public static bool SetPlaygroundSettingsLocation () + { + UnityEngine.Object[] settingsFiles = GetAssetsOfType(typeof(PlaygroundSettingsC), ".asset"); + if (settingsFiles.Length>0) { + reference = (PlaygroundSettingsC)settingsFiles[0]; + reference.isInstance = false; + + // Write this to file so we don't have to search next time + if (!Directory.Exists("PlaygroundCache")) + Directory.CreateDirectory("PlaygroundCache"); + if (!File.Exists(playgroundCacheSettingsLocation)) + { + File.WriteAllText(playgroundCacheSettingsLocation, AssetDatabase.GetAssetPath((UnityEngine.Object)reference)); + } + + return true; + } + return false; + } + + public static Texture2D GetGraphicsAsset (string path, string imageName) { + Texture2D graphicAsset = (Texture2D)AssetDatabase.LoadAssetAtPath (path+imageName, typeof(Texture2D)); + if (graphicAsset==null) { + string[] imageFiles = GetAssetPathsOfType(".png"); + foreach (string obj in imageFiles) { + if (obj.EndsWith(imageName)) { + return (Texture2D)AssetDatabase.LoadAssetAtPath(obj, typeof(Texture2D)); + } + } + } + return graphicAsset; + } + + static string[] assetPathsOfType; + /// + /// Searches through the Project folder for specific file types. This returns an array of asset paths. + /// The results will be temporarily cached for performance. + /// + /// The asset paths of type. + /// File extension, ex. ".prefab". + public static string[] GetAssetPathsOfType (string fileExtension) { + if (assetPathsOfType!=null && assetPathsOfType.Length>0 && assetPathsOfType[0].EndsWith(fileExtension)) + return assetPathsOfType; + List tempPaths = new List(); + DirectoryInfo directory = new DirectoryInfo(Application.dataPath); + FileInfo[] goFileInfo = directory.GetFiles("*" + fileExtension, SearchOption.AllDirectories); + for (int i = 0; i + /// Searches through the Project folder for specific files. This returns an array of objects. + /// The results will be temporarily cached for performance. + /// + /// The assets (objects) of type. + /// Type, ex. typeof(GameObject). + /// File extension, ex. ".prefab". + public static UnityEngine.Object[] GetAssetsOfType (System.Type type, string fileExtension) { + if (assetsOfType!=null && assetsOfType.Length>0 && assetsOfType.GetType()==type) + return assetsOfType; + List tempObjects = new List(); + DirectoryInfo directory = new DirectoryInfo(Application.dataPath); + FileInfo[] goFileInfo = directory.GetFiles("*" + fileExtension, SearchOption.AllDirectories); + + FileInfo tempGoFileInfo; string tempFilePath; + UnityEngine.Object tempGO; + for (int i = 0; i < goFileInfo.Length; i++) { + tempGoFileInfo = goFileInfo[i]; + if (tempGoFileInfo == null) + continue; + + tempFilePath = tempGoFileInfo.FullName; + tempFilePath = tempFilePath.Replace(@"\", "/").Replace(Application.dataPath, "Assets"); + + tempGO = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(tempFilePath, typeof(UnityEngine.Object)); + if (tempGO == null) { + continue; + } + else if (tempGO.GetType() != type) { + continue; + } + + tempObjects.Add(tempGO); + } + assetsOfType = tempObjects.ToArray(); + return assetsOfType; + } + + public static void ResetAssetTypeCache () { + assetsOfType = null; + } + + public static void ExportLanguage (int i) { + ExportLanguage (GetLanguage(i)); + } + + public static void ExportLanguage (PlaygroundLanguageC selectedLanguage) { + string xmlPath = EditorUtility.SaveFilePanel (selectedLanguage.saveLanguage, "", "Particle Playground Language - "+selectedLanguage.languageNameSeenByEnglish+".xml", "xml"); + + if (xmlPath.Length!=0) { + XmlDocument xml = new XmlDocument(); + XmlNode rootNode = xml.CreateElement ("Playground"); + xml.AppendChild (rootNode); + SerializedObject serializedLanguage = new SerializedObject(selectedLanguage); + SerializedProperty languageProperty = serializedLanguage.GetIterator(); + while (languageProperty.Next(true)) { + if (languageProperty.propertyType==SerializedPropertyType.String) { + XmlNode newNode = xml.CreateElement(languageProperty.propertyPath); + newNode.InnerText = languageProperty.stringValue; + rootNode.AppendChild (newNode); + } + } + xml.Save (xmlPath); + } + } + + public static void ImportLanguage (string xmlPath) { + if (xmlPath.Length!=0) { + XmlDocument xml = new XmlDocument(); + xml.Load (xmlPath); + XmlNode nameNode = xml.SelectSingleNode("//languageNameSeenByEnglish"); + + if (nameNode!=null) { + PlaygroundLanguageC newLanguage = PlaygroundLanguageC.New (nameNode.InnerText.Length>0?nameNode.InnerText:"New Language"); + + SerializedObject serializedLanguage = new SerializedObject(newLanguage); + SerializedProperty languageProperty = serializedLanguage.GetIterator(); + XmlNodeList nodeList = xml.FirstChild.ChildNodes; + while (languageProperty.Next(true)) { + if (languageProperty.propertyType==SerializedPropertyType.String) + if (languageProperty.propertyType==SerializedPropertyType.String) { + foreach (XmlNode node in nodeList) { + if (node!=null && node.InnerText.Length!=0 && node.NodeType==XmlNodeType.Element && node.LocalName==languageProperty.propertyPath) { + languageProperty.stringValue = node.InnerText; + } + } + } + } + + serializedLanguage.ApplyModifiedProperties(); + reference.languages.Add (newLanguage); + EditorUtility.SetDirty (reference); + + } + } + } +} diff --git a/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs.meta b/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs.meta new file mode 100644 index 0000000..857758d --- /dev/null +++ b/Assets/Particle Playground/Scripts/Editor/PlaygroundSettingsC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c267c59caf29c4e1888469f64717eab7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/PlaygroundC.cs b/Assets/Particle Playground/Scripts/PlaygroundC.cs new file mode 100644 index 0000000..6a4f84d --- /dev/null +++ b/Assets/Particle Playground/Scripts/PlaygroundC.cs @@ -0,0 +1,5649 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using PlaygroundSplines; +using System.Threading; + +namespace ParticlePlayground { + /// + /// The PlaygroundC class is the Playground Manager which runs all Particle Playground systems and is containing all Global Manipulators. + /// The Playground Manager acts as a wrapper class for common operations and contain functions for creating and altering particle systems. + /// You will also find the global event delegates (particleEventBirth, particleEventDeath, particleEventCollision and particleEventTime) for any particle systems broadcasting events with "Send To Manager" enabled. + /// + [ExecuteInEditMode()] + public class PlaygroundC : MonoBehaviour { + + /************************************************************************************************************************************************* + Playground counters + *************************************************************************************************************************************************/ + + public static int meshQuantity; + public static int particlesQuantity; + public static float version = 3.03f; + public static string specialVersion = " "; + + + /************************************************************************************************************************************************* + Playground settings + *************************************************************************************************************************************************/ + + // Time variables + /// + /// The global time. + /// + public static float globalTime; + /// + /// Time when globalTime last updated. + /// + public static float lastTimeUpdated; + /// + /// Delta time for globalTime (globalTime-lastTimeUpdated). + /// + public static float globalDeltaTime; + /// + /// Scaling of globalTime. + /// + public static float globalTimescale = 1.0f; + + // Misc settings + /// + /// Initial spawn position when particle is not set to rebirth. + /// + public static Vector3 initialTargetPosition = new Vector3(0,-999.99f,0); + /// + /// Update rate for finding vertices in skinned meshes (1 = Every frame, 2 = Every second frame...). + /// + public static int skinnedUpdateRate = 1; + /// + /// Let a PlaygroundParticleWindow repaint the scene. + /// + public static bool triggerSceneRepaint = true; + /// + /// Minimum velocity of a particle before it goes to rest on collision. + /// + public static float collisionSleepVelocity = .01f; + /// + /// Determines how many frames are unsafe before initiating automatic thread bundling. + /// + public static int unsafeAutomaticThreadFrames = 20; + /// + /// The frustum planes of the Main Camera. This is used to disable or enable calculation on particle systems when having PlaygroundParticlesC.pauseCalculationWhenInvisible enabled. + /// + public static Plane[] frustumPlanes; + + + /************************************************************************************************************************************************* + Playground global event delegates (receives event particles sent from a particle system) + *************************************************************************************************************************************************/ + + /// + /// The event of a particle birthing. This require that you are using Event Listeners and set your desired particle system(s) to broadcast the event by enabling PlaygroundEventC.sendToManager. + /// + public static event OnPlaygroundParticle particleEventBirth; + static bool particleEventBirthInitialized = false; + + /// + /// The event of a particle dying. This require that you are using Event Listeners and set your desired particle system(s) to broadcast the event by enabling PlaygroundEventC.sendToManager. + /// + public static event OnPlaygroundParticle particleEventDeath; + static bool particleEventDeathInitialized = false; + + + /// + /// The event of a particle colliding. This require that you are using Event Listeners and set your desired particle system(s) to broadcast the event by enabling PlaygroundEventC.sendToManager. + /// + public static event OnPlaygroundParticle particleEventCollision; + static bool particleEventCollisionInitialized = false; + + + /// + /// The event of a particle sent by timer. This require that you are using Event Listeners and set your desired particle system(s) to broadcast the event by enabling PlaygroundEventC.sendToManager. + /// + public static event OnPlaygroundParticle particleEventTime; + static bool particleEventTimeInitialized = false; + + /// + /// Sends the particle event birth. + /// + /// Event particle. + public static void SendParticleEventBirth (PlaygroundEventParticle eventParticle) { + if (particleEventBirthInitialized) + particleEventBirth(eventParticle); + } + + /// + /// Sends the particle event death. + /// + /// Event particle. + public static void SendParticleEventDeath (PlaygroundEventParticle eventParticle) { + if (particleEventDeathInitialized) + particleEventDeath(eventParticle); + } + + /// + /// Sends the particle event collision. + /// + /// Event particle. + public static void SendParticleEventCollision (PlaygroundEventParticle eventParticle) { + if (particleEventCollisionInitialized) + particleEventCollision(eventParticle); + } + + /// + /// Sends the particle event time. + /// + /// Event particle. + public static void SendParticleEventTime (PlaygroundEventParticle eventParticle) { + if (particleEventTimeInitialized) + particleEventTime(eventParticle); + } + + + /************************************************************************************************************************************************* + Playground cache + *************************************************************************************************************************************************/ + + /// + /// Static reference to the Playground Manager script. + /// + public static PlaygroundC reference; + /// + /// Static reference to the Playground Manager Transform. + /// + public static Transform referenceTransform; + /// + /// Static reference to the Playground Manager GameObject. + /// + public static GameObject referenceGameObject; + + /************************************************************************************************************************************************* + Playground public variables + *************************************************************************************************************************************************/ + + /// + /// The particle systems controlled by this Playground Manager. + /// + [SerializeField] + public List particleSystems = new List(); + /// + /// The manipulators controlled by this Playground Manager. + /// + [SerializeField] + public List manipulators = new List(); + /// + /// Maximum amount of emission positions in a PaintObject. + /// + [HideInInspector] public int paintMaxPositions = 10000; + /// + /// Calculate forces on PlaygroundParticlesC objects. + /// + [HideInInspector] public bool calculate = true; + /// + /// Color filtering mode. + /// + [HideInInspector] public PIXELMODEC pixelFilterMode = PIXELMODEC.Pixel32; + /// + /// Automatically parent a PlaygroundParticlesC object to Playground if it has no parent. + /// + [HideInInspector] public bool autoGroup = true; + /// + /// Turn this on if you want to build particles from 0 alpha pixels into states. + /// + [HideInInspector] public bool buildZeroAlphaPixels = false; + /// + /// Draw gizmos for manipulators and other particle system helpers in Scene View. + /// + [HideInInspector] public bool drawGizmos = true; + /// + /// Draw gizmos for source positions in Scene View. + /// + [HideInInspector] public bool drawSourcePositions = false; + /// + /// Should the Shuriken particle system component be visible? (This is just a precaution as editing Shuriken can lead to unexpected behavior). + /// + [HideInInspector] public bool showShuriken = false; + /// + /// Show toolbox in Scene View when Source is set to Paint on PlaygroundParticlesC objects. + /// + [HideInInspector] public bool paintToolbox = true; + /// + /// Scale of collision planes. + /// + [HideInInspector] public float collisionPlaneScale = .1f; + /// + /// Should snapshots be visible in the Hieararchy? (Enable this if you want to edit snapshots). + /// + [HideInInspector] public bool showSnapshotsInHierarchy = false; + /// + /// Should wireframes be rendered around particles in Scene View? + /// + [HideInInspector] public bool drawWireframe = false; + /// + /// Determines to draw previews of Playground Splines in Scene View. + /// + [HideInInspector] public bool drawSplinePreview = true; + /// + /// Determines if Time.timeScale should affect the particle systems simulation time. If disabled you can keep simulating particles in normal speed detached from the scene's time scale. + /// + [HideInInspector] public bool globalTimeScale = true; + + /// + /// The thread pool method determines which thread pooling should be used. + /// ThreadPoolMethod.ThreadPool will use the .NET managed ThreadPool class (standard in Particle Playground in versions prior to 3). + /// ThreadPoolMethod.PlaygroundPool will use the self-managed PlaygroundQueue which queues tasks on reused threads (standard in Particle Playground 3 and up). + /// + [HideInInspector] public ThreadPoolMethod threadPoolMethod = ThreadPoolMethod.PlaygroundPool; + /// + /// The multithreading method Particle Playground should use. This determines how particle systems calculate over the CPU. Keep in mind each thread will generate memory garbage which will be collected at some point. + /// Selecting ThreadMethod.NoThreads will make particle systems calculate on the main-thread. + /// ThreadMethod.OnePerSystem will create one thread per particle system each frame. + /// ThreadMethod.OneForAll will bundle all calculations into one single thread. + /// ThreadMethod.Automatic will distribute all particle systems evenly bundled along available CPUs/cores. This is the recommended setting for most user cases. + /// + [HideInInspector] public ThreadMethod threadMethod = ThreadMethod.Automatic; + [HideInInspector] public ThreadMethodComponent skinnedMeshThreadMethod = ThreadMethodComponent.InsideParticleCalculation; + [HideInInspector] public ThreadMethodComponent turbulenceThreadMethod = ThreadMethodComponent.InsideParticleCalculation; + /// + /// The maximum amount of threads that can be created. The amount of created threads will never exceed available CPUs. + /// + [HideInInspector] public int maxThreads = 8; + + #if UNITY_WSA && !UNITY_EDITOR + #else + /// + /// The Particle Playground-managed thread pool. The maxThreads value will determine how many threads will be available in the pool. + /// + public static PlaygroundQueue playgroundPool; + #endif + + bool isDoneThread = true; + bool isDoneThreadLocal = true; + bool isDoneThreadSkinned = true; + bool isDoneThreadTurbulence = true; + int threads; + int _prevMaxThreadCount; + static int processorCount; + static int activeThreads = 0; + static bool hasReference = false; + static bool hasPlaygroundPool = false; + + + /************************************************************************************************************************************************* + Playground private variables + *************************************************************************************************************************************************/ + + static System.Random random = new System.Random(); + static object locker = new object(); + private object lockerLocal = new object(); + + + /************************************************************************************************************************************************* + Playground wrapper + *************************************************************************************************************************************************/ + + /// + /// Creates a PlaygroundParticlesC object by standard prefab + /// + public static PlaygroundParticlesC Particle () { + PlaygroundParticlesC playgroundParticles = ResourceInstantiate("Particle Playground System").GetComponent(); + return playgroundParticles; + } + + /// + /// Creates an empty PlaygroundParticlesC object by script + /// + /// The particle system instance. + public static PlaygroundParticlesC ParticleNew () { + PlaygroundParticlesC playgroundParticles = PlaygroundParticlesC.CreateParticleObject("Particle Playground System "+particlesQuantity,Vector3.zero,Quaternion.identity,1f,new Material(Shader.Find("Playground/Vertex Color"))); + playgroundParticles.particleCache = new ParticleSystem.Particle[playgroundParticles.particleCount]; + PlaygroundParticlesC.OnCreatePlaygroundParticles(playgroundParticles); + return playgroundParticles; + } + + /// + /// Creates a PlaygroundParticlesC object with an image state. + /// + /// Image. + /// Name. + /// Position. + /// Rotation. + /// Offset. + /// Particle size. + /// Scale. + /// Material. + public static PlaygroundParticlesC Particle (Texture2D image, string name, Vector3 position, Quaternion rotation, Vector3 offset, float particleSize, float scale, Material material) { + return PlaygroundParticlesC.CreatePlaygroundParticles(new Texture2D[]{image},name,position,rotation,offset,particleSize,scale,material); + } + + /// + /// Creates a PlaygroundParticlesC object with an image state. + /// + /// The particle system instance. + public static PlaygroundParticlesC Particle (Texture2D image) { + return PlaygroundParticlesC.CreatePlaygroundParticles(new Texture2D[]{image},"Particle Playground System "+particlesQuantity,Vector3.zero,Quaternion.identity,Vector3.zero,1f,1f,new Material(Shader.Find("Playground/Vertex Color"))); + } + + /// + /// Creates a PlaygroundParticlesC object with several image states. + /// + /// Images. + /// Name. + /// Position. + /// Rotation. + /// Offset. + /// Particle size. + /// Scale. + /// Material. + public static PlaygroundParticlesC Particle (Texture2D[] images, string name, Vector3 position, Quaternion rotation, Vector3 offset, float particleSize, float scale, Material material) { + return PlaygroundParticlesC.CreatePlaygroundParticles(images,name,position,rotation,offset,particleSize,scale,material); + } + + /// + /// Creates a PlaygroundParticlesC object with several image states. + /// + /// Images. + public static PlaygroundParticlesC Particle (Texture2D[] images) { + return PlaygroundParticlesC.CreatePlaygroundParticles(images,"Particle Playground System "+particlesQuantity,Vector3.zero,Quaternion.identity,Vector3.zero,1f,1f,new Material(Shader.Find("Playground/Vertex Color"))); + } + + /// + /// Creates a PlaygroundParticlesC object with a mesh state. + /// + /// Mesh. + /// Texture. + /// Name. + /// Position. + /// Rotation. + /// Particle scale. + /// Offset. + /// Material. + public static PlaygroundParticlesC Particle (Mesh mesh, Texture2D texture, string name, Vector3 position, Quaternion rotation, float particleScale, Vector3 offset, Material material) { + return MeshParticles.CreateMeshParticles(new Mesh[]{mesh},new Texture2D[]{texture},null,name,position,rotation,particleScale,new Vector3[]{offset},material); + } + + /// + /// Creates a PlaygroundParticlesC object with a mesh state. + /// + /// Mesh. + /// Texture. + public static PlaygroundParticlesC Particle (Mesh mesh, Texture2D texture) { + return MeshParticles.CreateMeshParticles(new Mesh[]{mesh},new Texture2D[]{texture},null,"Particle Playground System "+particlesQuantity,Vector3.zero,Quaternion.identity,1f,new Vector3[]{Vector3.zero},new Material(Shader.Find("Playground/Vertex Color"))); + } + + /// + /// Creates a PlaygroundParticlesC object with several mesh states. + /// + /// Meshes. + /// Textures. + /// Name. + /// Position. + /// Rotation. + /// Particle scale. + /// Offsets. + /// Material. + public static PlaygroundParticlesC Particle (Mesh[] meshes, Texture2D[] textures, string name, Vector3 position, Quaternion rotation, float particleScale, Vector3[] offsets, Material material) { + return MeshParticles.CreateMeshParticles(meshes,textures,null,name,position,rotation,particleScale,offsets,material); + } + + /// + /// Creates a PlaygroundParticlesC object with several mesh states. + /// + /// Meshes. + /// Textures. + public static PlaygroundParticlesC Particle (Mesh[] meshes, Texture2D[] textures) { + return MeshParticles.CreateMeshParticles(meshes,textures,null,"Particle Playground System "+particlesQuantity,Vector3.zero,Quaternion.identity,1f,new Vector3[meshes.Length],new Material(Shader.Find("Playground/Vertex Color"))); + } + + /// + /// Emits next particle - using the particle system as a pool (note that you need to set scriptedEmission-variables on beforehand using this method). Returns emitted particle number. + /// + /// Playground particles. + public static int Emit (PlaygroundParticlesC playgroundParticles) { + return playgroundParticles.Emit(playgroundParticles.scriptedEmissionPosition,playgroundParticles.scriptedEmissionVelocity,playgroundParticles.scriptedEmissionColor); + } + + /// + /// Emits next particle while setting scriptedEmission data - using the particle system as a pool. Returns emitted particle number. + /// + /// Playground particles. + /// Position. + /// Normal. + /// Color. + public static int Emit (PlaygroundParticlesC playgroundParticles, Vector3 position, Vector3 normal, Color color) { + return playgroundParticles.Emit(position,normal,color); + } + + /// + /// Sets emission on/off. + /// + /// Playground particles. + /// If set to true set emission. + public static void Emit (PlaygroundParticlesC playgroundParticles, bool setEmission) { + playgroundParticles.Emit(setEmission); + } + + /// + /// Gets vertices and normals from a skinned world object in Vector3[] format (notice that the array is modified by reference). + /// + /// Skinned World Object. + /// If set to true update normals. + public static void GetPosition (SkinnedWorldObject particleStateWorldObject, bool updateNormals) { + PlaygroundParticlesC.GetPosition(particleStateWorldObject, updateNormals); + } + + /// + /// Gets vertices from a world object in Vector3[] format (notice that the array is modified by reference). + /// + /// Vertices. + /// + public static void GetPosition (Vector3[] vertices, WorldObject particleStateWorldObject) { + PlaygroundParticlesC.GetPosition(vertices,particleStateWorldObject); + } + + /// + /// Gets normals from a world object in Vector3[] format (notice that the array is modified by reference). + /// + /// Normals. + /// World Object. + public static void GetNormals (Vector3[] normals, WorldObject particleStateWorldObject) { + PlaygroundParticlesC.GetNormals(normals,particleStateWorldObject); + } + + /// + /// Sets alpha of particles instantly. + /// + /// Playground particles. + /// Alpha. + public static void SetAlpha (PlaygroundParticlesC playgroundParticles, float alpha) { + PlaygroundParticlesC.SetAlpha(playgroundParticles,alpha); + } + + /// + /// Sets particle size. + /// + /// Playground particles. + /// Size. + public static void SetSize (PlaygroundParticlesC playgroundParticles, float size) { + PlaygroundParticlesC.SetSize(playgroundParticles,size); + } + + /// + /// Translates all particles in Particle System. + /// + /// Playground particles. + /// Direction. + public static void Translate (PlaygroundParticlesC playgroundParticles, Vector3 direction) { + PlaygroundParticlesC.Translate(playgroundParticles,direction); + } + + /// + /// Adds a single state. + /// + /// Playground particles. + /// State. + public static void Add (PlaygroundParticlesC playgroundParticles, ParticleStateC state) { + PlaygroundParticlesC.Add(playgroundParticles,state); + } + + /// + /// Adds a single state image. + /// + /// Playground particles. + /// Image. + /// Scale. + /// Offset. + /// State name. + public static void Add (PlaygroundParticlesC playgroundParticles, Texture2D image, float scale, Vector3 offset, string stateName) { + PlaygroundParticlesC.Add(playgroundParticles,image,scale,offset,stateName,null); + } + + /// + /// Adds a single state image with transform. + /// + /// Playground particles. + /// Image. + /// Scale. + /// Offset. + /// State name. + /// State transform. + public static void Add (PlaygroundParticlesC playgroundParticles, Texture2D image, float scale, Vector3 offset, string stateName, Transform stateTransform) { + PlaygroundParticlesC.Add(playgroundParticles,image,scale,offset,stateName,stateTransform); + } + + /// + /// Adds a single state image with depthmap. + /// + /// Playground particles. + /// Image. + /// Depthmap. + /// Depthmap strength. + /// Scale. + /// Offset. + /// State name. + public static void Add (PlaygroundParticlesC playgroundParticles, Texture2D image, Texture2D depthmap, float depthmapStrength, float scale, Vector3 offset, string stateName) { + PlaygroundParticlesC.Add(playgroundParticles,image,depthmap,depthmapStrength,scale,offset,stateName,null); + } + + /// + /// Adds single state image with depthmap and transform. + /// + /// Playground particles. + /// Image. + /// Depthmap. + /// Depthmap strength. + /// Scale. + /// Offset. + /// State name. + /// State transform. + public static void Add (PlaygroundParticlesC playgroundParticles, Texture2D image, Texture2D depthmap, float depthmapStrength, float scale, Vector3 offset, string stateName, Transform stateTransform) { + PlaygroundParticlesC.Add(playgroundParticles,image,depthmap,depthmapStrength,scale,offset,stateName,stateTransform); + } + + /// + /// Adds a single state mesh. + /// + /// Playground particles. + /// Mesh. + /// Scale. + /// Offset. + /// State name. + public static void Add (PlaygroundParticlesC playgroundParticles, Mesh mesh, float scale, Vector3 offset, string stateName) { + MeshParticles.Add(playgroundParticles,mesh,scale,offset,stateName,null); + } + + /// + /// Adds a single state mesh with transform. + /// + /// Playground particles. + /// Mesh. + /// Scale. + /// Offset. + /// State name. + /// State transform. + public static void Add (PlaygroundParticlesC playgroundParticles, Mesh mesh, float scale, Vector3 offset, string stateName, Transform stateTransform) { + MeshParticles.Add(playgroundParticles,mesh,scale,offset,stateName,stateTransform); + } + + /// + /// Adds a single state mesh with texture. + /// + /// Playground particles. + /// Mesh. + /// Texture. + /// Scale. + /// Offset. + /// State name. + public static void Add (PlaygroundParticlesC playgroundParticles, Mesh mesh, Texture2D texture, float scale, Vector3 offset, string stateName) { + MeshParticles.Add(playgroundParticles,mesh,texture,scale,offset,stateName,null); + } + + /// + /// Adds a single state mesh with texture and transform. + /// + /// Playground particles. + /// Mesh. + /// Texture. + /// Scale. + /// Offset. + /// State name. + /// State transform. + public static void Add (PlaygroundParticlesC playgroundParticles, Mesh mesh, Texture2D texture, float scale, Vector3 offset, string stateName, Transform stateTransform) { + MeshParticles.Add(playgroundParticles,mesh,texture,scale,offset,stateName,stateTransform); + } + + /// + /// Adds a plane collider. + /// + /// The PlaygroundColliderC. + /// Playground particles. + public static PlaygroundColliderC AddCollider (PlaygroundParticlesC playgroundParticles) { + PlaygroundColliderC pCollider = new PlaygroundColliderC(); + playgroundParticles.colliders.Add(pCollider); + return pCollider; + } + + /// + /// Adds a plane collider and assign a transform. + /// + /// The PlaygroundColliderC. + /// Playground particles. + /// Transform. + public static PlaygroundColliderC AddCollider (PlaygroundParticlesC playgroundParticles, Transform transform) { + PlaygroundColliderC pCollider = new PlaygroundColliderC(); + pCollider.transform = transform; + playgroundParticles.colliders.Add(pCollider); + return pCollider; + } + + /// + /// Sets amount of particles for this Particle System. + /// + /// Playground particles. + /// Amount. + public static void SetParticleCount (PlaygroundParticlesC playgroundParticles, int amount) { + PlaygroundParticlesC.SetParticleCount(playgroundParticles,amount); + } + + /// + /// Sets lifetime for this Particle System. + /// + /// Playground particles. + /// Time. + public static void SetLifetime (PlaygroundParticlesC playgroundParticles, float time) { + PlaygroundParticlesC.SetLifetime(playgroundParticles,playgroundParticles.sorting,time); + } + + /// + /// Sets material for this Particle System. + /// + /// Playground particles. + /// Particle material. + public static void SetMaterial (PlaygroundParticlesC playgroundParticles, Material particleMaterial) { + PlaygroundParticlesC.SetMaterial(playgroundParticles, particleMaterial); + } + + /// + /// Destroys the passed in Particle System. + /// + /// Playground particles. + public static void Destroy (PlaygroundParticlesC playgroundParticles) { + PlaygroundParticlesC.Destroy(playgroundParticles); + } + + /// + /// Creates a world object reference (used for live world positioning of particles towards a mesh). + /// + /// The object. + /// Mesh transform. + public static WorldObject WorldObject (Transform meshTransform) { + return PlaygroundParticlesC.NewWorldObject(meshTransform); + } + + /// + /// Creates a skinned world object reference (used for live world positioning of particles towards a mesh). + /// + /// The world object. + /// Mesh transform. + public static SkinnedWorldObject SkinnedWorldObject (Transform meshTransform) { + return PlaygroundParticlesC.NewSkinnedWorldObject(meshTransform); + } + + /// + /// Creates a manipulator object. + /// + /// The ManipulatorObjectC. + /// Type. + /// Affects. + /// Manipulator transform. + /// Size. + /// Strength. + public static ManipulatorObjectC ManipulatorObject (MANIPULATORTYPEC type, LayerMask affects, Transform manipulatorTransform, float size, float strength) { + return PlaygroundParticlesC.NewManipulatorObject(type,affects,manipulatorTransform,size,strength,null); + } + + /// + /// Creates a manipulator object by transform. + /// + /// The ManipulatorObjectC. + /// Manipulator transform. + public static ManipulatorObjectC ManipulatorObject (Transform manipulatorTransform) { + LayerMask layerMask = -1; + return PlaygroundParticlesC.NewManipulatorObject(MANIPULATORTYPEC.Attractor,layerMask,manipulatorTransform,1f,1f,null); + } + + /// + /// Create a manipulator in a PlaygroundParticlesC object + /// + /// The ManipulatorObjectC. + /// Type. + /// Affects. + /// Manipulator transform. + /// Size. + /// Strength. + /// Playground particles. + public static ManipulatorObjectC ManipulatorObject (MANIPULATORTYPEC type, LayerMask affects, Transform manipulatorTransform, float size, float strength, PlaygroundParticlesC playgroundParticles) { + return PlaygroundParticlesC.NewManipulatorObject(type,affects,manipulatorTransform,size,strength,playgroundParticles); + } + + /// + /// Creates a manipulator in a PlaygroundParticlesC object by transform. + /// + /// The ManipulatorObjectC. + /// Manipulator transform. + /// Playground particles. + public static ManipulatorObjectC ManipulatorObject (Transform manipulatorTransform, PlaygroundParticlesC playgroundParticles) { + LayerMask layerMask = -1; + return PlaygroundParticlesC.NewManipulatorObject(MANIPULATORTYPEC.Attractor,layerMask,manipulatorTransform,1f,1f,playgroundParticles); + } + + /// + /// Returns a global manipulator in array position. + /// + /// The ManipulatorObjectC. + /// The index. + public static ManipulatorObjectC GetManipulator (int i) { + if (reference.manipulators.Count>0 && reference.manipulators[i%reference.manipulators.Count]!=null) + return reference.manipulators[i%reference.manipulators.Count]; + else return null; + } + + /// + /// Returns a manipulator in a PlaygroundParticlesC object in array position. + /// + /// The ManipulatorObjectC. + /// The index. + /// Playground particles. + public static ManipulatorObjectC GetManipulator (int i, PlaygroundParticlesC playgroundParticles) { + if (playgroundParticles.manipulators.Count>0 && playgroundParticles.manipulators[i%playgroundParticles.manipulators.Count]!=null) + return playgroundParticles.manipulators[i%playgroundParticles.manipulators.Count]; + else return null; + } + + /// + /// Returns all current particles within a local manipulator (in form of an Event Particle, however no event will be needed). + /// + /// The manipulator particles. + /// Manipulator. + /// Playground particles. + public static List GetManipulatorParticles (int manipulator, PlaygroundParticlesC playgroundParticles) { + if (manipulator<0 || manipulator>=playgroundParticles.manipulators.Count) return null; + List particles = new List(); + PlaygroundEventParticle particle = new PlaygroundEventParticle(); + for (int i = 0; i + /// Returns all current particles within a global manipulator (in form of an Event Particle, however no event will be needed). + /// + /// The manipulator particles. + /// Manipulator. + public static List GetManipulatorParticles (int manipulator) { + if (manipulator<0 || manipulator>=reference.manipulators.Count) return null; + List particles = new List(); + PlaygroundEventParticle particle = new PlaygroundEventParticle(); + for (int s = 0; s + /// Creates a new Playground Spline. The spline will be attached to a new GameObject in your scene by the name "Playground Spline". + /// + /// The Playground Spline component on the created GameObject. + public static PlaygroundSpline CreateSpline () { + GameObject splineGO = new GameObject("Playground Spline", typeof(PlaygroundSpline)); + return (PlaygroundSpline)splineGO.GetComponent(typeof(PlaygroundSpline)); + } + + /// + /// Creates a new Playground Spline. The spline will be attached to a new GameObject in your scene by the name "Playground Spline" which is parented to the passed in Particle Playground system. + /// The Particle Playground system will have the source spline automatically set. + /// + /// The Playground Spline component on the created GameObject. + /// Particle Playground system. + public static PlaygroundSpline CreateSpline (PlaygroundParticlesC playgroundParticles) { + PlaygroundSpline spline = CreateSpline(); + spline.Reset(); + if (playgroundParticles.splines.Count==1 && playgroundParticles.splines[0]==null) + playgroundParticles.splines[0] = spline; + else + playgroundParticles.splines.Add (spline); + spline.transform.parent = playgroundParticles.particleSystemTransform; + spline.transform.localPosition = Vector3.zero; + spline.name += " "+playgroundParticles.splines.Count.ToString(); + spline.AddUser(playgroundParticles.particleSystemTransform); + return spline; + } + + public static PlaygroundSpline CreateSpline (ManipulatorPropertyC manipulatorProperty) { + PlaygroundSpline spline = CreateSpline(); + spline.Reset(); + manipulatorProperty.splineTarget = spline; + return spline; + } + + /// + /// Creates an empty event. + /// + /// The event. + public static PlaygroundEventC CreateEvent () { + return new PlaygroundEventC(); + } + + /// + /// Creates an event into passed particle system. + /// + /// The event. + /// Particle Playground system. + public static PlaygroundEventC CreateEvent (PlaygroundParticlesC playgroundParticles) { + if (playgroundParticles==null) return null; + if (playgroundParticles.events==null) + playgroundParticles.events = new List(); + playgroundParticles.events.Add (new PlaygroundEventC()); + return playgroundParticles.events[playgroundParticles.events.Count-1]; + } + + /// + /// Returns an event from PlaygroundParticlesC object in array position. + /// + /// The event. + /// The index. + /// Particle Playground system. + public static PlaygroundEventC GetEvent (int i, PlaygroundParticlesC playgroundParticles) { + if (playgroundParticles.events.Count>0 && playgroundParticles.events[i%playgroundParticles.events.Count]!=null) + return playgroundParticles.events[i%playgroundParticles.events.Count]; + else return null; + } + + /// + /// Removes the event. + /// + /// The index. + /// Playground particles. + public static void RemoveEvent (int i, PlaygroundParticlesC playgroundParticles) { + i = i%playgroundParticles.events.Count; + if (playgroundParticles.events.Count>0 && playgroundParticles.events[i]!=null) { + if (playgroundParticles.events[i].target!=null) { + for (int x = 0; x + /// Returns a Particle Playground System in array position. + /// + /// The particles. + /// The index. + public static PlaygroundParticlesC GetParticles (int i) { + if (reference.particleSystems.Count>0 && reference.particleSystems[i%reference.particleSystems.Count]!=null) + return reference.particleSystems[i%reference.particleSystems.Count]; + else return null; + } + + /// + /// Creates a projection object reference. + /// + /// The projection. + /// Playground particles. + public static ParticleProjectionC ParticleProjection (PlaygroundParticlesC playgroundParticles) { + return PlaygroundParticlesC.NewProjectionObject(playgroundParticles); + } + + /// + /// Creates a paint object reference. + /// + /// The object. + /// Playground particles. + public static PaintObjectC PaintObject (PlaygroundParticlesC playgroundParticles) { + return PlaygroundParticlesC.NewPaintObject(playgroundParticles); + } + + /// + /// Live paints into a PlaygroundParticlesC PaintObject's positions. + /// + /// Playground particles. + /// Position. + /// Normal. + /// Parent. + /// Color. + public static int Paint (PlaygroundParticlesC playgroundParticles, Vector3 position, Vector3 normal, Transform parent, Color32 color) { + return playgroundParticles.paint.Paint(position,normal,parent,color); + } + + /// + /// Live paints into a PaintObject's positions directly. + /// + /// Paint object. + /// Position. + /// Normal. + /// Parent. + /// Color. + public static void Paint (PaintObjectC paintObject, Vector3 position, Vector3 normal, Transform parent, Color32 color) { + paintObject.Paint(position,normal,parent,color); + } + + /// + /// Live erases into a PlaygroundParticlesC PaintObject's positions, returns true if position was erased. + /// + /// Playground particles. + /// Position. + /// Radius. + public static bool Erase (PlaygroundParticlesC playgroundParticles, Vector3 position, float radius) { + return playgroundParticles.paint.Erase(position,radius); + } + + /// + /// Live erases into a PaintObject's positions directly, returns true if position was erased. + /// + /// Paint object. + /// Position. + /// Radius. + public static bool Erase (PaintObjectC paintObject, Vector3 position, float radius) { + return paintObject.Erase(position,radius); + } + + /// + /// Live erases into a PlaygroundParticlesC PaintObject's using a specified index, returns true if position was erased. + /// + /// Playground particles. + /// Index. + public static bool Erase (PlaygroundParticlesC playgroundParticles, int index) { + return playgroundParticles.paint.Erase(index); + } + + /// + /// Clears out paint in a PlaygroundParticlesC object. + /// + /// Playground particles. + public static void ClearPaint (PlaygroundParticlesC playgroundParticles) { + if (playgroundParticles.paint!=null) + playgroundParticles.paint.ClearPaint(); + } + + /// + /// Gets the amount of paint positions in this PlaygroundParticlesC PaintObject. + /// + /// The paint position length. + /// Playground particles. + public static int GetPaintPositionLength (PlaygroundParticlesC playgroundParticles) { + return playgroundParticles.paint.positionLength; + } + + /// + /// Sets initial target position for this Particle System. + /// + /// Playground particles. + /// Position. + public static void SetInitialTargetPosition (PlaygroundParticlesC playgroundParticles, Vector3 position) { + PlaygroundParticlesC.SetInitialTargetPosition(playgroundParticles,position, true); + } + + /// + /// Sets emission for this Particle System. + /// + /// Playground particles. + /// If set to true emit. + public static void Emission (PlaygroundParticlesC playgroundParticles, bool emit) { + PlaygroundParticlesC.Emission(playgroundParticles,emit,false); + } + + /// + /// Set emission for this Particle System controlling to run rest emission + /// + /// Playground particles. + /// If set to true emit. + /// If set to true rest emission. + public static void Emission (PlaygroundParticlesC playgroundParticles, bool emit, bool restEmission) { + PlaygroundParticlesC.Emission(playgroundParticles,emit,restEmission); + } + + /// + /// Clears out this Particle System. + /// + /// Playground particles. + public static void Clear (PlaygroundParticlesC playgroundParticles) { + PlaygroundParticlesC.Clear(playgroundParticles); + } + + /// + /// Refreshes source scatter for this Particle System. + /// + /// Playground particles. + public static void RefreshScatter (PlaygroundParticlesC playgroundParticles) { + playgroundParticles.RefreshScatter(); + } + + /// + /// Instantiates a preset by name reference. + /// Any preset you wish to instantiate using the InstantiatePreset method needs to be in a 'Resources/Presets/' folder. + /// + /// The preset as a PlaygroundParticlesC object. + /// Preset name. + public static PlaygroundParticlesC InstantiatePreset (string presetName) { + GameObject presetGo = ResourceInstantiate("Presets/"+presetName); + PlaygroundParticlesC presetParticles = presetGo.GetComponent(); + if (presetParticles!=null) { + if (reference==null) + reference = PlaygroundC.ResourceInstantiate("Playground Manager").GetComponent(); + if (reference) { + if (reference.autoGroup && presetParticles.particleSystemTransform.parent==null) + presetParticles.particleSystemTransform.parent = referenceTransform; + particlesQuantity++; + presetParticles.particleSystemId = particlesQuantity-1; + } + presetGo.name = presetName; + return presetParticles; + } else { + if (presetGo.name.Contains("Presets/")) + presetGo.name = presetGo.name.Remove(0, 8); + return null; + } + } + + /// + /// Instantiates a preset by category and name reference. The category is the name of the folder. + /// Any preset you wish to instantiate using this InstantiatePreset overload needs to be in a 'Resources/Presets/categoryName/' folder. + /// + /// The preset as a PlaygroundParticlesC object. + /// Category name. + /// Preset name. + public static PlaygroundParticlesC InstantiatePreset (string categoryName, string presetName) + { + return InstantiatePreset(categoryName+"/"+presetName); + } + + /// + /// Determines if the Playground Manager has its reference assigned. + /// + /// true if having a reference; otherwise, false. + public static bool HasReference () { + return hasReference; + } + + /// + /// Determines if the Playground Manager has a Playground Pool assigned. + /// + /// true if having a Playground Pool; otherwise, false. + public static bool HasPlaygroundPool () { + return hasPlaygroundPool; + } + + /// + /// Determines whether the thread for threadMethod if set to ThreadMethod.OneForAll is finished. This is always true when any other method is selected. + /// + /// true if the OneForAll thread is finished; otherwise, false. + public bool IsDoneThread () { + return isDoneThread; + } + + /// + /// Determines whether the thread for turbulence is done. + /// + /// true if thread for turbulence is done; otherwise, false. + public bool IsDoneThreadTurbulence () { + return isDoneThreadTurbulence; + } + + /// + /// Determines whether the thread for skinned meshes is done. + /// + /// true if the thread for skinned meshes is done; otherwise, false. + public bool IsDoneThreadSkinnedMeshes () { + return isDoneThreadSkinned; + } + + /// + /// Determines whether the multithreading is within the initial first unsafe frames. + /// + /// true if it is the first unsafe automatic frames; otherwise, false. + public bool IsFirstUnsafeAutomaticFrames () { + return isFirstUnsafeAutomaticFrames; + } + + /// + /// Determines whether there is enabled global manipulators which should be calculated. + /// + /// true if there is enabled global manipulators; otherwise, false. + public bool HasEnabledGlobalManipulators () { + if (manipulators.Count>0) { + for (int i = 0; i + /// Returns pixels from a texture. + /// + /// The pixels. + /// Image. + public static Color32[] GetPixels (Texture2D image) { + if (image == null) return null; + if (reference && reference.pixelFilterMode==PIXELMODEC.Bilinear) { + Color32[] pixels = new Color32[image.width*image.height]; + for (int y = 0; y + /// Returns a random vector3-array. + /// + /// The vector3. + /// Length. + /// Minimum. + /// Max. + public static Vector3[] RandomVector3 (int length, Vector3 min, Vector3 max) { + Vector3[] v3 = new Vector3[length]; + for (int i = 0; i + /// Returns a float array by random values. + /// + /// The float. + /// Length. + /// Minimum. + /// Max. + public static float[] RandomFloat (int length, float min, float max) { + float[] f = new float[length]; + for (int i = 0; i + /// Shuffles an existing built-in float array. + /// + /// Arr. + public static void ShuffleArray (float[] arr) { + int r; + float tmp; + for (int i = arr.Length - 1; i > 0; i--) { + r = random.Next(0,i); + tmp = arr[i]; + arr[i] = arr[r]; + arr[r] = tmp; + } + } + + /// + /// Shuffles an existing built-in int array. + /// + /// Arr. + public static void ShuffleArray (int[] arr) { + int r; + int tmp; + for (int i = arr.Length - 1; i > 0; i--) { + r = random.Next(0,i); + tmp = arr[i]; + arr[i] = arr[r]; + arr[r] = tmp; + } + } + + /// + /// Compares and returns the largest number in an int array. + /// + /// Ints to compare. + public static int Largest (int[] compare) { + int largest = 0; + for (int i = 0; ilargest) largest = i; + return largest; + } + + /// + /// Counts the completely transparent pixels in a Texture2D. + /// + /// The zero alphas in texture. + /// Image. + public static int CountZeroAlphasInTexture (Texture2D image) { + int alphaCount = 0; + Color32[] pixels = image.GetPixels32(); + for (int x = 0; x + /// Instantiates from Resources. + /// + /// The instantiate. + /// N. + public static GameObject ResourceInstantiate (string n) { + GameObject res = UnityEngine.Resources.Load(n) as GameObject; + if (!res) + return null; + GameObject go = Instantiate(res) as GameObject; + go.name = n; + return go; + } + + + /************************************************************************************************************************************************* + Playground Manager + *************************************************************************************************************************************************/ + + /// + /// Reset time + /// + public static void TimeReset () { + globalDeltaTime = .0f; + #if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlaying) { + globalTime = 0f; + } else + globalTime = Time.timeSinceLevelLoad; + #else + globalTime = Time.timeSinceLevelLoad; + #endif + lastTimeUpdated = globalTime; + } + + /// + /// Initializes the Playground Manager. + /// + public IEnumerator InitializePlayground () { + + // Check for duplicates of the Playground Manager + if (reference!=null && reference!=this) { + yield return null; + Debug.Log("There can only be one instance of the Playground Manager in the scene."); + + // Save all children! + foreach (Transform child in transform) + child.parent = null; + DestroyImmediate(gameObject); + yield break; + } else if (reference==null) + reference = this; + + // Check events availability + CheckEvents(); + + // New random + random = new System.Random(); + + // Reset time + TimeReset(); + + // Remove any null particle systems + for (int i = 0; i + /// Updates the global time. + /// + public static void SetTime () { + + // Set time + if (!Application.isPlaying || !reference.globalTimeScale) + globalTime += (Time.realtimeSinceStartup-lastTimeUpdated)*globalTimescale; + else + globalTime += (Time.deltaTime)*globalTimescale; + + // Set delta time + globalDeltaTime = globalTime-lastTimeUpdated; + + // Set interval stamp + lastTimeUpdated = globalTime; + } + + /// + /// Sets the maximum threads allowed. When using Thread Pool Method: Playground Pool this will set the amount of reused threads. + /// + /// The amount of threads. + public static void SetMaxThreads (int threadCount) { + if (!HasReference ()) + return; + reference.maxThreads = Mathf.Clamp (threadCount, 1, 128); + processorCount = SystemInfo.processorCount; + reference.threads = Mathf.Clamp (processorCount>1?processorCount-1:1, 1, reference.maxThreads); + reference._prevMaxThreadCount = reference.maxThreads; + + // Resize the Playground Pool if necessary + #if UNITY_WSA && !UNITY_EDITOR + #else + if (reference.threadPoolMethod == ThreadPoolMethod.PlaygroundPool && playgroundPool != null) + playgroundPool.SetThreadPool(reference.maxThreads); + #endif + } + + static void CheckEvents () { + particleEventBirthInitialized = particleEventBirth!=null; + particleEventDeathInitialized = particleEventDeath!=null; + particleEventCollisionInitialized = particleEventCollision!=null; + particleEventTimeInitialized = particleEventTime!=null; + } + + + /************************************************************************************************************************************************* + // MonoBehaviours + *************************************************************************************************************************************************/ + + // Initializes the Playground Manager. + // OnEnable is called in both Edit- and Play Mode. + void OnEnable () { + + // Cache the Playground reference + referenceTransform = transform; + referenceGameObject = gameObject; + + // Initialize + StartCoroutine(InitializePlayground()); + } + + // Set initial time + void Start () {SetTime();} + + /// + /// LateUpdate will prepare and call for calculations on each particle system. + /// All threaded calculation is done after Update to ensure stable movement of particles. + /// + void LateUpdate () { + activeThreads = 0; + if (activeSystems.Count>0) + activeSystems.Clear(); + frameCount++; + isFirstUnsafeAutomaticFrames = frameCount particleSystems.Count) { + if (i>0) { + i--; + currentParticleSystemCount = particleSystems.Count; + } else {hasActiveParticleSystems=false; return;} + } else if (currentParticleSystemCount < particleSystems.Count) { + currentParticleSystemCount = particleSystems.Count; + } + if (particleSystems.Count==0 || i>=particleSystems.Count) {hasActiveParticleSystems=false; return;} + + // Update the main camera frustum planes (this is used for culling particle systems) + if (!frustumPlanesSet && particleSystems[i].pauseCalculationWhenInvisible && mainCamera!=null && mainCamera.enabled) { + frustumPlanes = GeometryUtility.CalculateFrustumPlanes(mainCamera); + frustumPlanesSet = true; + } + + // Update any particle system using onlySourcePositioning or onlyLifetimePositioning + if (particleSystems[i].onlySourcePositioning||particleSystems[i].onlyLifetimePositioning) + if (!particleSystems[i].UpdateSystem()) + continue; + + // Update any changes. Particle system may also be removed here. + if (particleSystems.Count>0 && i0 && i + /// Update will sync and put all particles into the Shuriken component of each particle system. + /// This runs before the threaded calculations as we otherwise experience teared presentation of their movement. + /// + void Update () { + #if UNITY_WSA && !UNITY_EDITOR + // Playground Pool is not compatible with Windows Store/Universal, fall back to the .NET Thread Pool + threadPoolMethod = ThreadPoolMethod.ThreadPool; + #endif + + int currentParticleSystemCount = particleSystems.Count; + for (int i = 0; i particleSystems.Count) { + if (i>0) { + i--; + currentParticleSystemCount = particleSystems.Count; + } else {hasActiveParticleSystems=false; return;} + } else if (currentParticleSystemCount < particleSystems.Count) { + currentParticleSystemCount = particleSystems.Count; + } + if (particleSystems.Count==0 || i>=particleSystems.Count) {hasActiveParticleSystems=false; return;} + + // Update Shuriken + if (particleSystems[i]!=null && + !particleSystems[i].onlySourcePositioning && + !particleSystems[i].onlyLifetimePositioning && + particleSystems[i].UpdateSystem() && + particleSystems[i].isReadyForThreadedCalculations && + !particleSystems[i].InTransition() && + !particleSystems[i].IsLoading() && + !particleSystems[i].IsSettingParticleTime() && + particleSystems[i].IsReady() && + !particleSystems[i].inPlayback) { + particleSystems[i].UpdateShuriken(); + } + } + } + + #if UNITY_EDITOR + void RefreshHieararchy () { + UnityEditor.EditorApplication.RepaintHierarchyWindow(); + } + #endif + + bool hasActiveParticleSystems = false; + bool hasLocalNoThreads = false; + bool hasLocalOnePerSystem = false; + bool hasLocalOneForAll = false; + bool hasActiveSkinnedMeshes = false; + bool hasActiveTurbulence = false; + bool isFirstUnsafeAutomaticFrames = true; + int threadAggregatorRuns = 0; + List activeSystems = new List(); + + ThreadMethod previousThreadMethod; + ThreadMethodComponent previousSkinnedMeshThreadMethod; + ThreadMethodComponent previousTurbulenceThreadMethod; + + /// + /// Returns the amount of current active threads created. + /// + /// The thread amount. + public static int ActiveThreads () { + return activeThreads; + } + + public static int ProcessorCount () { + return processorCount; + } + + /// + /// Controls the different methods of distributing calculation threads. + /// + void ThreadAggregator () { + + // Run skinned mesh calculation + if (hasActiveSkinnedMeshes) { + switch (skinnedMeshThreadMethod) { + case ThreadMethodComponent.InsideParticleCalculation: + // Skinned meshes will be prepared inside the particle system's calculation loop before its particles. + // This doesn't mean that it is calculated on the main-thread unless PlaygroundC.threadMethod is set to NoThreads or PlaygroundParticlesC.forceSkinnedMeshUpdateOnMainThread is enabled. + break; + case ThreadMethodComponent.OnePerSystem: + for(int i = 0; i{ + if (isDoneThreadSkinned) return; + for(int i = 0; i{ + if (isDoneThreadTurbulence) return; + for(int i = 0; i{ + if (isDoneThreadLocal) return; + lock (lockerLocal) { + for(int i = 0; i{ + if (isDoneThread) return; + lock (locker) { + for(int i = 0; i1?processorCount-1:1, 1, maxThreads); + + // Particle systems less than processors + if (activeSystems.Count<=threads) { + for(int i = 0; i + /// Runs an action asynchrounously on a second thread. This overload is only accessible for Windows Store/Universal compatibility. Use a lambda expression to pass data to another thread. + /// + /// The action. + public static void RunAsync (Action a) { + activeThreads++; + System.Threading.Tasks.Task.Run(() => a()); + } + + public static void RunAsync (Action a, ThreadPoolMethod threadPoolMethod) { + activeThreads++; + System.Threading.Tasks.Task.Run(() => a()); + } + #else + /// + /// Runs an action asynchrounously on a second thread. Use a lambda expression to pass data to another thread. + /// + /// The action. + public static void RunAsync (Action a, ThreadPoolMethod threadPoolMethod) { + #if UNITY_WEBGL && !UNITY_EDITOR + a(); + #elif UNITY_WSA && !UNITY_EDITOR + lock (locker) + ThreadPool.QueueUserWorkItem(RunAction, a); + #else + if (threadPoolMethod == ThreadPoolMethod.ThreadPool) + lock (locker) + ThreadPool.QueueUserWorkItem(RunAction, a); + else + RunAsyncPlaygroundPool(a); + #endif + } + + public static void RunAsync (Action a) { + #if UNITY_WEBGL && !UNITY_EDITOR + a(); + #elif UNITY_WSA && !UNITY_EDITOR + lock (locker) + ThreadPool.QueueUserWorkItem(RunAction, a); + #else + if (!HasReference() || reference.threadPoolMethod == ThreadPoolMethod.ThreadPool) + lock (locker) + ThreadPool.QueueUserWorkItem(RunAction, a); + else + RunAsyncPlaygroundPool(a); + #endif + } + + public static void RunAsyncPlaygroundPool (Action a) { + #if UNITY_WEBGL && !UNITY_EDITOR + a(); + #else + if (!HasPlaygroundPool()) + { + playgroundPool = new PlaygroundQueue(HasReference()?reference.maxThreads : SystemInfo.processorCount*2, RunAction); + hasPlaygroundPool = true; + } + playgroundPool.EnqueueTask(a); + #endif + } + #endif + + private static void RunAction (object a) { + try { + ((Action)a)(); + } catch {} + } + + // Reset time when turning back to the editor + #if UNITY_EDITOR + public void OnApplicationPause (bool pauseStatus) { + if (!pauseStatus && !UnityEditor.EditorApplication.isPlaying) { + TimeReset(); + foreach(PlaygroundParticlesC p in particleSystems) { + if (!p.isSnapshot && !p.IsLoading() && !p.IsYieldRefreshing()) { + p.Start(); + } + } + } + } + #endif + } + + #if UNITY_WSA && !UNITY_EDITOR + #else + /// + /// The Playground Queue class is a self-managed thread pool which consumes actions sent into EnqueueTask(Action). + /// + public class PlaygroundQueue : IDisposable where T : class + { + readonly object _locker = new object(); + private List _workers; + readonly Queue _taskQueue = new Queue(); + readonly Action _dequeueAction; + + /// + /// Initializes a new instance of the class. + /// + /// The amount of worker threads. + /// The dequeue action. + public PlaygroundQueue(int workerCount, Action dequeueAction) + { + _dequeueAction = dequeueAction; + _workers = new List(workerCount); + + + // Create and start a separate thread for each worker + for (int i = 0; i0; + } + + public bool HasTasks () + { + return _taskQueue.Count>0; + } + + public int ThreadPoolCount () + { + return _workers.Count; + } + + public int TaskCount () + { + return _taskQueue.Count; + } + + /// + /// Resizes the thread pool. + /// + /// The amount of available threads in the pool. + public void SetThreadPool (int amount) + { + if (amount == _workers.Count) + return; + amount = Mathf.Clamp (amount, 1, 128); + if (amount > _workers.Count) + { + for (int i = _workers.Count; i(amount); + for (int i = 0; i + /// Enqueues an asynchronous task to run on a separate thread. + /// + /// The task to be run on a separate thread. + public void EnqueueTask (T task) + { + lock (_locker) + { + _taskQueue.Enqueue(task); + Monitor.Pulse(_locker); + } + } + + /// + /// Consumes the work in the task queue. + /// + void Consume () + { + while (true) + { + T item; + lock (_locker) + { + while (_taskQueue.Count == 0) + Monitor.Wait(_locker); + item = _taskQueue.Dequeue(); + } + if (item == null) + return; + + // Run the action + _dequeueAction(item); + } + } + + /// + /// Disposes all worker threads. + /// + public void Dispose() + { + _workers.ForEach(thread => EnqueueTask(null)); + _workers.ForEach(thread => thread.Join()); + } + } + #endif + + /// + /// Holds information about a Paint source. + /// + [Serializable] + public class PaintObjectC { + /// + /// Position data for each origin point. + /// + [HideInInspector] public List paintPositions; + /// + /// The current length of position array. + /// + [HideInInspector] public int positionLength; + /// + /// The last painted position. + /// + [HideInInspector] public Vector3 lastPaintPosition; + /// + /// The collider type this PaintObject sees when painting. + /// + [HideInInspector] public COLLISIONTYPEC collisionType; + /// + /// Minimum depth for 2D collisions. + /// + public float minDepth = -1f; + /// + /// Maximum depth for 2D collisions. + /// + public float maxDepth = 1f; + /// + /// The required space between the last and current paint position. + /// + public float spacing; + /// + /// The layers this PaintObject sees when painting. + /// + public LayerMask layerMask = -1; + /// + /// The brush data for this PaintObject. + /// + public PlaygroundBrushC brush; + /// + /// Should painting stop when paintPositions is equal to maxPositions (if false paint positions will be removed from list when painting new ones). + /// + public bool exceedMaxStopsPaint; + /// + /// Is this PaintObject initialized yet? + /// + public bool initialized = false; + + /// + /// Initializes a PaintObject for painting. + /// + public void Initialize () { + paintPositions = new List(); + brush = new PlaygroundBrushC(); + lastPaintPosition = PlaygroundC.initialTargetPosition; + initialized = true; + } + + /// + /// Live paints into this PaintObject using a Ray and color information. + /// + /// Ray. + /// Color. + public bool Paint (Ray ray, Color32 color) { + if (collisionType==COLLISIONTYPEC.Physics3D) { + RaycastHit hit; + if (Physics.Raycast(ray, out hit, brush.distance, layerMask)) { + Paint(hit.point, hit.normal, hit.transform, color); + lastPaintPosition = hit.point; + return true; + } + } else { + RaycastHit2D hitInfo2D = Physics2D.Raycast(ray.origin, ray.direction, brush.distance, layerMask, minDepth, maxDepth); + if (hitInfo2D.collider!=null) { + Paint(hitInfo2D.point, hitInfo2D.normal, hitInfo2D.transform, color); + lastPaintPosition = hitInfo2D.point; + return true; + } + } + return false; + } + + /// + /// Live paints into this PaintObject (single point with information about position, normal, parent and color), returns current painted index. + /// + /// Position. + /// Normal. + /// Parent. + /// Color. + public int Paint (Vector3 pos, Vector3 norm, Transform parent, Color32 color) { + PaintPositionC pPos = new PaintPositionC(); + + if (parent) { + pPos.parent = parent; + pPos.initialPosition = parent.InverseTransformPoint(pos); + pPos.initialNormal = parent.InverseTransformDirection(norm); + } else { + pPos.initialPosition = pos; + pPos.initialNormal = norm; + } + + pPos.color = color; + pPos.position = pPos.initialPosition; + + paintPositions.Add(pPos); + + positionLength = paintPositions.Count; + if (!exceedMaxStopsPaint && positionLength>PlaygroundC.reference.paintMaxPositions) { + paintPositions.RemoveAt(0); + positionLength = paintPositions.Count; + } + + return positionLength-1; + } + + /// + /// Removes painted positions in this PaintObject using a position and radius, returns true if position was erased. + /// + /// Position. + /// Radius. + public bool Erase (Vector3 pos, float radius) { + bool erased = false; + if (paintPositions.Count==0) return false; + for (int i = 0; i + /// Removes painted positions in this PaintObject using a specified index, returns true if position at index was found and removed. + /// + /// Index. + public bool Erase (int index) { + if (index>=0 && index + /// Returns position at index of PaintObject's PaintPosition. + /// + /// The position. + /// Index. + public Vector3 GetPosition (int index) { + index=index%positionLength; + return paintPositions[index].position; + } + + /// + /// Returns color at index of PaintObject's PaintPosition. + /// + /// The color. + /// Index. + public Color32 GetColor (int index) { + index=index%positionLength; + return paintPositions[index].color; + } + + /// + /// Returns normal at index of PaintObject's PaintPosition. + /// + /// The normal. + /// Index. + public Vector3 GetNormal (int index) { + index=index%positionLength; + return paintPositions[index].initialNormal; + } + + /// + /// Returns parent at index of PaintObject's PaintPosition. + /// + /// The parent. + /// Index. + public Transform GetParent (int index) { + index=index%positionLength; + return paintPositions[index].parent; + } + + /// + /// Returns rotation of parent at index of PaintObject's PaintPosition. + /// + /// The rotation. + /// Index. + public Quaternion GetRotation (int index) { + index=index%positionLength; + return paintPositions[index].parentRotation; + } + + /// + /// Live positioning of paintPositions regarding their parent. + /// This happens automatically in PlaygroundParticlesC.Update() - only use this if you need to set all positions at once. + /// + public void Update () { + for (int i = 0; i + /// Updates specific position. + /// + /// This position. + public void Update (int thisPosition) { + thisPosition = thisPosition%positionLength; + paintPositions[thisPosition].position = paintPositions[thisPosition].parent.TransformPoint(paintPositions[thisPosition].initialPosition); + paintPositions[thisPosition].parentRotation = paintPositions[thisPosition].parent.rotation; + } + + /// + /// Clears out all emission positions where the parent transform has been removed. + /// + public void RemoveNonParented () { + for (int i = 0; i + /// Clears out emission position where the parent transform has been removed. + /// Returns true if this position didn't have a parent. + /// + /// true, if non parented was removed, false otherwise. + /// This position. + public bool RemoveNonParented (int thisPosition) { + thisPosition = thisPosition%positionLength; + if (paintPositions[thisPosition].parent==null) { + paintPositions.RemoveAt(thisPosition); + return true; + } + return false; + } + + /// + /// Clears out the painted positions. + /// + public void ClearPaint () { + paintPositions = new List(); + positionLength = 0; + } + + /// + /// Clones this PaintObject. + /// + public PaintObjectC Clone () { + PaintObjectC paintObject = new PaintObjectC(); + if (paintPositions!=null && paintPositions.Count>0) { + paintObject.paintPositions = new List(); + paintObject.paintPositions.AddRange(paintPositions); + } + paintObject.positionLength = positionLength; + paintObject.lastPaintPosition = lastPaintPosition; + paintObject.spacing = spacing; + paintObject.layerMask = layerMask; + paintObject.collisionType = collisionType; + if (brush!=null) + paintObject.brush = brush.Clone(); + else + paintObject.brush = new PlaygroundBrushC(); + paintObject.exceedMaxStopsPaint = exceedMaxStopsPaint; + paintObject.initialized = initialized; + return paintObject; + } + } + + /// + /// Constructor for a painted position. + /// + [Serializable] + public class PaintPositionC { + /// + /// Emission spot in local position of parent. + /// + public Vector3 position; + /// + /// Color of emission spot. + /// + public Color32 color; + /// + /// The parent transform. + /// + public Transform parent; + /// + /// The first position where this originally were painted. + /// + public Vector3 initialPosition; + /// + /// The first normal direction when painted. + /// + public Vector3 initialNormal; + /// + /// The rotation of the parent. + /// + public Quaternion parentRotation; + } + + /// + /// Holds information about a brush used for source painting. + /// + [Serializable] + public class PlaygroundBrushC { + /// + /// The texture to construct this Brush from. + /// + public Texture2D texture; + /// + /// The scale of this Brush (measured in Units). + /// + public float scale = 1f; + /// + /// The detail level of this brush. + /// + public BRUSHDETAILC detail = BRUSHDETAILC.High; + /// + /// The distance the brush reaches. + /// + public float distance = 10000; + /// + /// Color data of this brush. + /// + [HideInInspector] public Color32[] color; + /// + /// The length of color array. + /// + [HideInInspector] public int colorLength; + + /// + /// Sets the texture of this brush. + /// + /// New texture. + public void SetTexture (Texture2D newTexture) { + texture = newTexture; + Construct(); + } + + /// + /// Caches the color information from this brush. + /// + public void Construct () { + color = PlaygroundC.GetPixels(texture); + if (color!=null) + colorLength = color.Length; + } + + /// + /// Returns color at index of Brush. + /// + /// The color. + /// Index. + public Color32 GetColor (int index) { + index=index%colorLength; + return color[index]; + } + + /// + /// Sets color at index of Brush. + /// + /// Color. + /// Index. + public void SetColor (Color32 c, int index) { + color[index] = c; + } + + /// + /// Clones this PlaygroundBrush. + /// + public PlaygroundBrushC Clone () { + PlaygroundBrushC playgroundBrush = new PlaygroundBrushC(); + playgroundBrush.texture = texture; + playgroundBrush.scale = scale; + playgroundBrush.detail = detail; + playgroundBrush.distance = distance; + if (playgroundBrush.color!=null) + playgroundBrush.color = color.Clone() as Color32[]; + playgroundBrush.colorLength = colorLength; + return playgroundBrush; + } + } + + /// + /// Holds information about a State source. + /// + [Serializable] + public class ParticleStateC { + /// + /// Color data. + /// + private Color32[] color; + /// + /// Position data. + /// + private Vector3[] position; + /// + /// Normal data. + /// + private Vector3[] normals; + /// + /// The texture to construct this state from (used to color each vertex if mesh is used). + /// + public Texture2D stateTexture; + /// + /// The texture to use as depthmap for this state. A grayscale image of the same size as stateTexture is required. + /// + public Texture2D stateDepthmap; + /// + /// How much the grayscale from stateDepthmap will affect z-value. + /// + public float stateDepthmapStrength = 1f; + /// + /// The mesh used to set this state's positions. Positions will be calculated per vertex. + /// + public Mesh stateMesh; + /// + /// The name of this state. + /// + public string stateName; + /// + /// The scale of this state (measured in units). + /// + public float stateScale = 1f; + /// + /// The offset of this state in world position (measured in units). + /// + public Vector3 stateOffset; + /// + /// The transform that act as parent to this state. + /// + public Transform stateTransform; + public Matrix4x4 stateTransformMx = new Matrix4x4(); + public ScaleMethod stateScaleMethod; + /// + /// Is this ParticleState intialized? + /// + [NonSerialized] public bool initialized = false; + /// + /// The length of color array. + /// + [HideInInspector] public int colorLength; + /// + /// The length of position array. + /// + [HideInInspector] public int positionLength; + [HideInInspector] public bool applyChromaKey; + [HideInInspector] public Color32 chromaKey; + [HideInInspector] public float chromaKeySpread; + bool isInitializing = false; + + /// + /// Determines whether this State is initializing. This is used for multithreading to determine if a State's Initialize() function is being executed. + /// + /// true if this State is initializing; otherwise, false. + public bool IsInitializing () { + return isInitializing; + } + + /// + /// Initializes a ParticleState for construction. + /// + public void Initialize () { + isInitializing = true; + if (stateMesh==null && stateTexture!=null) { + ConstructParticles(stateTexture, stateScale, stateOffset, stateName, stateTransform); + } else if (stateMesh!=null && stateTexture!=null) { + ConstructParticles(stateMesh, stateTexture, stateScale, stateOffset, stateName, stateTransform); + } else if (stateMesh!=null && stateTexture==null) { + ConstructParticles(stateMesh, stateScale, stateOffset, stateName, stateTransform); + } else Debug.Log("State Texture or State Mesh returned null. Please assign an object to State: "+stateName+"."); + initialized = position!=null && position.Length>0; + isInitializing = false; + } + + public void UpdateMatrix (bool isLocal) { + stateTransformMx.SetTRS (isLocal?Vector3.zero:stateTransform.position, isLocal?Quaternion.identity:stateTransform.rotation, stateScaleMethod == ScaleMethod.Local? stateTransform.localScale : stateTransform.lossyScale); + } + + /// + /// Constructs image data. + /// + /// Image. + /// Scale. + /// Offset. + /// New state name. + /// New state transform. + public void ConstructParticles (Texture2D image, float scale, Vector3 offset, string newStateName, Transform newStateTransform) { + List tmpColor = new List(); + List tmpPosition = new List(); + color = PlaygroundC.GetPixels(image); + bool readAlpha = false; + if (PlaygroundC.reference) + readAlpha = PlaygroundC.reference.buildZeroAlphaPixels; + bool readDepthmap = stateDepthmap!=null; + Color32[] depthMapPixels = readDepthmap?PlaygroundC.GetPixels(stateDepthmap):null; + int x = 0; + int y = 0; + float depthmapRatio = stateDepthmap!=null?((depthMapPixels.Length*1f) / (color.Length*1f)):0; + byte cSpread = (byte)(chromaKeySpread*255f); + for (int i = 0; ichromaKey.r+cSpread) && + (color[i].gchromaKey.g+cSpread) && + (color[i].bchromaKey.b+cSpread))) + { + tmpColor.Add(color[i]); + if (readDepthmap) { + + int iScaled = Mathf.FloorToInt (((i*1f) * depthmapRatio)); + float z = ((((depthMapPixels[iScaled].r*1f)+(depthMapPixels[iScaled].g*1f)+(depthMapPixels[iScaled].b*1f))/3)*((depthMapPixels[iScaled].a*1f)/255)*stateDepthmapStrength)/255; + tmpPosition.Add(new Vector3(x,y,z)); + } else tmpPosition.Add(new Vector3(x,y,0)); + } + } + x++; x=x%image.width; + if (x==0 && i!=0) y++; + } + color = tmpColor.ToArray() as Color32[]; + position = tmpPosition.ToArray() as Vector3[]; + tmpColor = null; + tmpPosition = null; + normals = new Vector3[position.Length]; + for (int n = 0; n0; + } + + /// + /// Constructs Mesh data with texture. + /// + /// Mesh. + /// Texture. + /// Scale. + /// Offset. + /// New state name. + /// New state transform. + public void ConstructParticles (Mesh mesh, Texture2D texture, float scale, Vector3 offset, string newStateName, Transform newStateTransform) { + position = mesh.vertices; + normals = mesh.normals; + if (normals==null || normals.Length==0) { + normals = new Vector3[position.Length]; + for (int n = 0; n0; + } + + /// + /// Constructs Mesh data without texture. + /// + /// Mesh. + /// Scale. + /// Offset. + /// New state name. + /// New state transform. + public void ConstructParticles (Mesh mesh, float scale, Vector3 offset, string newStateName, Transform newStateTransform) { + position = mesh.vertices; + normals = mesh.normals; + if (normals==null || normals.Length==0) { + normals = new Vector3[position.Length]; + for (int n = 0; n0; + } + + /// + /// Returns color at index of ParticleState. + /// + /// The color. + /// Index. + public Color32 GetColor (int index) { + if (colorLength==0) return new Color32(); + index=index%colorLength; + return color[index]; + } + + /// + /// Returns position at index of ParticleState. + /// + /// The position. + /// Index. + public Vector3 GetPosition (int index) { + if (positionLength==0) return new Vector3(); + index=index%positionLength; + return (position[index]+stateOffset)*stateScale; + } + + public Vector3 GetLocalPosition (int index) { + if (positionLength==0) return new Vector3(); + index=index%positionLength; + return stateTransformMx.MultiplyPoint3x4((position[index]+stateOffset)*stateScale); + } + + /// + /// Returns normal at index of ParticleState. + /// + /// The normal. + /// Index. + public Vector3 GetNormal (int index) { + if (positionLength==0) return new Vector3(); + index=index%positionLength; + return normals[index]; + } + + public Vector3 GetLocalNormal (int index) { + if (positionLength==0) return new Vector3(); + index=index%positionLength; + return stateTransformMx.MultiplyPoint3x4(normals[index]); + } + + /// + /// Returns colors in ParticleState. + /// + /// The colors. + public Color32[] GetColors () { + return color.Clone() as Color32[]; + } + + /// + /// Returns positions in ParticleState. + /// + /// The positions. + public Vector3[] GetPositions () { + return position.Clone() as Vector3[]; + } + + /// + /// Returns normals in ParticleState. + /// + /// The normals. + public Vector3[] GetNormals () { + return normals.Clone() as Vector3[]; + } + + /// + /// Sets color at index of ParticleState. + /// + /// Index. + /// C. + public void SetColor (int index, Color32 c) { + color[index] = c; + } + + /// + /// Sets position at index of ParticleState. + /// + /// Index. + /// V. + public void SetPosition (int index, Vector3 v) { + position[index] = v; + } + + /// + /// Sets normal at index of ParticleState. + /// + /// Index. + /// V. + public void SetNormal (int index, Vector3 v) { + normals[index] = v; + } + + /// + /// Returns position from parent's TransformPoint (can only be called from main-thread). + /// + /// The parented position. + /// This position. + public Vector3 GetParentedPosition (int thisPosition) { + thisPosition = thisPosition%positionLength; + return stateTransform.TransformPoint((position[thisPosition]+stateOffset)*stateScale); + } + + /// + /// Returns a copy of this ParticleState. + /// + public ParticleStateC Clone () { + ParticleStateC particleState = new ParticleStateC(); + particleState.stateName = stateName; + particleState.stateScale = stateScale; + particleState.stateTexture = stateTexture; + particleState.stateDepthmap = stateDepthmap; + particleState.stateDepthmapStrength = stateDepthmapStrength; + particleState.stateMesh = stateMesh; + particleState.stateOffset = stateOffset; + particleState.colorLength = colorLength; + particleState.positionLength = positionLength; + particleState.stateTransform = stateTransform; + particleState.applyChromaKey = applyChromaKey; + particleState.chromaKey = chromaKey; + particleState.chromaKeySpread = chromaKeySpread; + return particleState; + } + } + + /// + /// Holds information for Source Projection. + /// + [Serializable] + public class ParticleProjectionC { + /// + /// Color data. + /// + [HideInInspector] private Color32[] sourceColors; + /// + /// Position data. + /// + [HideInInspector] private Vector3[] sourcePositions; + /// + /// Projected position data. + /// + [HideInInspector] private Vector3[] targetPositions; + /// + /// Projected normal data. + /// + [HideInInspector] private Vector3[] targetNormals; + /// + /// Projection has hit surface at point. + /// + [HideInInspector] private bool[] hasProjected; + /// + /// Projected transforms. + /// + [HideInInspector] private Transform[] targetParents; + /// + /// The texture to project. + /// + public Texture2D projectionTexture; + /// + /// The origin offset in Units. + /// + public Vector2 projectionOrigin; + /// + /// Transform to project from. + /// + public Transform projectionTransform; + /// + /// Matrix to project from. + /// + public Matrix4x4 projectionMatrix; + /// + /// Position of projection source. + /// + public Vector3 projectionPosition; + /// + /// Direction of projection source. + /// + public Vector3 projectionDirection; + /// + /// Rotation of projection source. + /// + public Quaternion projectionRotation; + /// + /// The distance in Units the projection travels. + /// + public float projectionDistance = 1000f; + /// + /// The scale of projection in Units. + /// + public float projectionScale = .1f; + /// + /// Layers seen by projection. + /// + public LayerMask projectionMask = -1; + /// + /// Determines if 3d- or 2d colliders are seen by projection. + /// + public COLLISIONTYPEC collisionType; + /// + /// Minimum depth of 2d colliders seen by projection. + /// + public float minDepth = -1f; + /// + /// Maximum depth of 2d colliders seen by projection. + /// + public float maxDepth = 1f; + /// + /// The offset from projected surface. + /// + public float surfaceOffset = 0f; + /// + /// Update this projector each frame. + /// + public bool liveUpdate = true; + /// + /// Is this projector finished refreshing? + /// + public bool hasRefreshed = false; + /// + /// Is this projector ready? + /// + [HideInInspector] public bool initialized = false; + /// + /// The length of color array. + /// + [HideInInspector] public int colorLength; + /// + /// The length of position array. + /// + [HideInInspector] public int positionLength; + + /// + /// Initializes this ParticleProjection object. + /// + public void Initialize () { + if (!projectionTexture) return; + Construct(projectionTexture, projectionTransform); + if (!liveUpdate) { + UpdateSource(); + Update(); + } + initialized = true; + hasRefreshed = false; + } + + /// + /// Builds source data. + /// + /// Image. + /// Transform. + public void Construct (Texture2D image, Transform transform) { + List tmpColor = new List(); + List tmpPosition = new List(); + sourceColors = PlaygroundC.GetPixels(image); + bool readAlpha = false; + if (PlaygroundC.reference) + readAlpha = PlaygroundC.reference.buildZeroAlphaPixels; + + int x = 0; + int y = 0; + for (int i = 0; i + /// Updates source matrix. + /// + public void UpdateSource () { + projectionPosition = projectionTransform.position; + projectionDirection = projectionTransform.forward; + projectionRotation = projectionTransform.rotation; + projectionMatrix.SetTRS(projectionPosition, projectionRotation, projectionTransform.localScale); + } + + /// + /// Projects all particle sources (only call this if you need to set all particles at once). + /// + public void Update () { + for (int i = 0; i + /// Projects a single particle source position. + /// + /// Index. + public void Update (int index) { + index=index%positionLength; + Vector3 sourcePosition = projectionMatrix.MultiplyPoint3x4(sourcePositions[index]+new Vector3(projectionOrigin.x, projectionOrigin.y, 0)); + if (collisionType==COLLISIONTYPEC.Physics3D) { + RaycastHit hit; + if (Physics.Raycast(sourcePosition, projectionDirection, out hit, projectionDistance, projectionMask)) { + targetPositions[index] = hit.point+(hit.normal*surfaceOffset); + targetNormals[index] = hit.normal; + targetParents[index] = hit.transform; + hasProjected[index] = true; + } else { + targetPositions[index] = PlaygroundC.initialTargetPosition; + targetNormals[index] = Vector3.forward; + hasProjected[index] = false; + targetParents[index] = null; + } + } else { + RaycastHit2D hit2d = Physics2D.Raycast (sourcePosition, projectionDirection, projectionDistance, projectionMask, minDepth, maxDepth); + if (hit2d.collider!=null) { + targetPositions[index] = hit2d.point+(hit2d.normal*surfaceOffset); + targetNormals[index] = hit2d.normal; + targetParents[index] = hit2d.transform; + hasProjected[index] = true; + } else { + targetPositions[index] = PlaygroundC.initialTargetPosition; + targetNormals[index] = Vector3.forward; + hasProjected[index] = false; + targetParents[index] = null; + } + } + } + + /// + /// Returns color at index of ParticleProjection. + /// + /// The color. + /// Index. + public Color32 GetColor (int index) { + index=index%colorLength; + return sourceColors[index]; + } + + /// + /// Returns position at index of ParticleProjection. + /// + /// The position. + /// Index. + public Vector3 GetPosition (int index) { + index=index%positionLength; + return (targetPositions[index]); + } + + /// + /// Returns normal at index of ParticleProjection. + /// + /// The normal. + /// Index. + public Vector3 GetNormal (int index) { + index=index%positionLength; + return targetNormals[index]; + } + + /// + /// Returns parent at index of ParticleProjection. + /// + /// The parent. + /// Index. + public Transform GetParent (int index) { + index=index%positionLength; + return targetParents[index]; + } + + /// + /// Returns projection status at index of ParticleProjection. + /// + /// true if this instance has projection the specified index; otherwise, false. + /// Index. + public bool HasProjection (int index) { + index=index%positionLength; + return hasProjected[index]; + } + + /// + /// Returns a copy of this ParticleProjectionC object. + /// + public ParticleProjectionC Clone () { + ParticleProjectionC particleProjection = new ParticleProjectionC(); + if (sourceColors!=null) + particleProjection.sourceColors = (Color32[])sourceColors.Clone (); + if (sourcePositions!=null) + particleProjection.sourcePositions = (Vector3[])sourcePositions.Clone (); + if (targetPositions!=null) + particleProjection.targetPositions = (Vector3[])targetPositions.Clone (); + if (targetNormals!=null) + particleProjection.targetNormals = (Vector3[])targetNormals.Clone (); + if (hasProjected!=null) + particleProjection.hasProjected = (bool[])hasProjected.Clone (); + if (targetParents!=null) + particleProjection.targetParents = (Transform[])targetParents.Clone (); + particleProjection.projectionTexture = projectionTexture; + particleProjection.projectionOrigin = projectionOrigin; + particleProjection.projectionTransform = projectionTransform; + particleProjection.projectionMatrix = projectionMatrix; + particleProjection.projectionPosition = projectionPosition; + particleProjection.projectionDirection = projectionDirection; + particleProjection.projectionRotation = projectionRotation; + particleProjection.projectionDistance = projectionDistance; + particleProjection.projectionScale = projectionScale; + particleProjection.projectionMask = projectionMask; + particleProjection.collisionType = collisionType; + particleProjection.minDepth = minDepth; + particleProjection.maxDepth = maxDepth; + particleProjection.surfaceOffset = surfaceOffset; + particleProjection.liveUpdate = liveUpdate; + particleProjection.hasRefreshed = hasRefreshed; + particleProjection.initialized = initialized; + particleProjection.colorLength = colorLength; + particleProjection.positionLength = positionLength; + return particleProjection; + } + } + + /// + /// Holds AnimationCurves in X, Y and Z variables. + /// + [Serializable] + public class Vector3AnimationCurveC { + public AnimationCurve x; // AnimationCurve for X-axis + public AnimationCurve y; // AnimationCurve for Y-axis + public AnimationCurve z; // AnimationCurve for Z-axis + + public float xRepeat = 1f; // Repetition on X + public float yRepeat = 1f; // Repetition on Y + public float zRepeat = 1f; // Repetition on Z + + /// + /// Evaluate the specified time. + /// + /// Time. + public Vector3 Evaluate (float time) { + return Evaluate (time, 1f); + } + + /// + /// Evaluates the specified time and apply scale. + /// + /// Time. + /// Scale. + public Vector3 Evaluate (float time, float scale) { + return new Vector3(x.Evaluate(time*(xRepeat)%1f), y.Evaluate(time*(yRepeat)%1f), z.Evaluate(time*(zRepeat)%1f))*scale; + } + + /// + /// Determines whether this Vector3AnimationCurveC has keys in X, Y or Z AnimationCurves. + /// + /// true if this instance has keys; otherwise, false. + public bool HasKeys () { + CheckNull(); + return x.keys.Length>0||y.keys.Length>0||z.keys.Length>0; + } + + /// + /// Sets the key values. + /// + /// X, Y and Z key. + /// Value as float. + public void SetKeyValues (int key, float value) { + SetKeyValues(key, new Vector3(value, value, value), 0, 0); + } + + /// + /// Sets the key values. + /// + /// X, Y and Z key. + /// Value as Vector3. + public void SetKeyValues (int key, Vector3 value, float inTangent, float outTangent) { + CheckNull(); + Keyframe[] xKeys = x.keys; + Keyframe[] yKeys = y.keys; + Keyframe[] zKeys = z.keys; + if (key + /// Resets this instance with value of 0. + /// + public void Reset () { + CheckNull(); + Keyframe[] reset = new Keyframe[2]; + reset[0].time = 0; + reset[1].time = 1f; + x.keys = reset; + y.keys = reset; + z.keys = reset; + xRepeat = 1f; + yRepeat = 1f; + zRepeat = 1f; + } + + /// + /// Resets this instance with value of 1. + /// + public void Reset1 () { + CheckNull(); + Keyframe[] reset = new Keyframe[2]; + reset[0].time = 0; + reset[0].value = 1f; + reset[1].time = 1f; + reset[1].value = 1f; + x.keys = reset; + y.keys = reset; + z.keys = reset; + xRepeat = 1f; + yRepeat = 1f; + zRepeat = 1f; + } + + /// + /// Resets this instance with three keyframes. + /// + public void ResetWithMidKey () { + CheckNull(); + Keyframe[] reset = new Keyframe[3]; + reset[0].time = 0; + reset[1].time = .5f; + reset[2].time = 1f; + x.keys = reset; + y.keys = reset; + z.keys = reset; + xRepeat = 1f; + yRepeat = 1f; + zRepeat = 1f; + } + + public void CheckNull () { + if (x==null) x = new AnimationCurve(); + if (y==null) y = new AnimationCurve(); + if (z==null) z = new AnimationCurve(); + } + + /// + /// Returns a copy of this Vector3AnimationCurve. + /// + public Vector3AnimationCurveC Clone () { + Vector3AnimationCurveC vector3AnimationCurveClone = new Vector3AnimationCurveC(); + vector3AnimationCurveClone.x = new AnimationCurve(x.keys); + vector3AnimationCurveClone.y = new AnimationCurve(y.keys); + vector3AnimationCurveClone.z = new AnimationCurve(z.keys); + vector3AnimationCurveClone.xRepeat = xRepeat; + vector3AnimationCurveClone.yRepeat = yRepeat; + vector3AnimationCurveClone.zRepeat = zRepeat; + return vector3AnimationCurveClone; + } + } + + /// + /// Extended class for World Objects and Skinned World Objects. + /// + [Serializable] + public class WorldObjectBaseC { + /// + /// The GameObject of this World Object. + /// + public GameObject gameObject; + /// + /// The Transform of this World Object. + /// + [HideInInspector] public Transform transform; + /// + /// The Rigidbody of this World Object. + /// + [HideInInspector] public Rigidbody rigidbody; + /// + /// The mesh filter of this World Object (will be null for skinned meshes). + /// + [HideInInspector] public MeshFilter meshFilter; + /// + /// The mesh of this World Object. + /// + [HideInInspector] public Mesh mesh; + /// + /// The vertices of this World Object. + /// + [HideInInspector] public Vector3[] vertexPositions; + /// + /// The normals of this World Object. + /// + [HideInInspector] public Vector3[] normals; + /// + /// Determines if normals should update. + /// + [HideInInspector] public bool updateNormals = false; + /// + /// The id of this World Object (used to keep track when this object changes). + /// + [NonSerialized] public int cachedId; + /// + /// Determines if this World Object is initialized. + /// + [NonSerialized] public bool initialized = false; + /// + /// The transform matrix of this World Object. All source positions is calculated based on this matrix. + /// + [HideInInspector] public Matrix4x4 transformMatrix = new Matrix4x4(); + /// + /// The scale method to use when updating the transform matrix. + /// + [HideInInspector] public ScaleMethod scaleMethod; + + public void UpdateMatrix (bool isLocal) { + transformMatrix.SetTRS(isLocal?Vector3.zero:transform.position, isLocal?Quaternion.identity:transform.rotation, scaleMethod == ScaleMethod.Local? transform.localScale : transform.lossyScale); + } + } + + /// + /// Holds information about a World object. + /// + [Serializable] + public class WorldObject : WorldObjectBaseC { + [HideInInspector] public Renderer renderer; + + /// + /// Initializes this WorldObject and prepares it for extracting the mesh data. + /// + public void Initialize () { + gameObject = transform.gameObject; + rigidbody = gameObject.GetComponent(); + renderer = transform.GetComponentInChildren(); + meshFilter = transform.GetComponentInChildren(); + if (meshFilter!=null) { + mesh = meshFilter.sharedMesh; + if (mesh!=null) { + vertexPositions = mesh.vertices; + normals = mesh.normals; + initialized = true; + } else { + initialized = false; + } + } + cachedId = gameObject.GetInstanceID(); + } + + /// + /// Updates this WorldObject. + /// + public void Update () { + if (mesh!=null) { + vertexPositions = mesh.vertices; + if (updateNormals) + normals = mesh.normals; + } + } + + /// + /// Returns a copy of this WorldObject. + /// + public WorldObject Clone () { + WorldObject worldObject = new WorldObject(); + worldObject.gameObject = gameObject; + worldObject.transform = transform; + worldObject.rigidbody = rigidbody; + worldObject.renderer = renderer; + worldObject.meshFilter = meshFilter; + worldObject.mesh = mesh; + worldObject.updateNormals = updateNormals; + return worldObject; + } + } + + /// + /// Holds information about a Skinned world object. Consider to NOT use Optimize Game Objects at the skinned mesh's Import Settings for best performance of extracting its vertices. + /// + [Serializable] + public class SkinnedWorldObject : WorldObjectBaseC { + /// + /// Downresolution will skip vertices to set fewer target positions in a SkinnedWorldObject. + /// + public int downResolution = 1; + /// + /// The renderer of this SkinnedWorldObject. + /// + [HideInInspector] public SkinnedMeshRenderer renderer; + /// + /// The bones of this SkinnedWorldObject. + /// + private Transform[] boneTransforms; + /// + /// The weights of this SkinnedWorldObject. + /// + private BoneWeight[] weights; + /// + /// The binding poses of this SkinnedWorldObject. + /// + private Matrix4x4[] bindPoses; + /// + /// The bone matrices of this SkinnedWorldObject. + /// + private Matrix4x4[] boneMatrices; + /// + /// The calculated world vertices of this SkinnedWorldObject. + /// + private Vector3[] vertices; + /// + /// The local vertices to calculate upon of this SkinnedWorldObject. + /// + private Vector3[] localVertices; + /// + /// Determines if the thread for this skinned world object is ready. This is used when Skinned Mesh Thread Method is set to One Per System. + /// + [HideInInspector] public bool isDoneThread = true; + + private Mesh bakedMesh; + private Matrix4x4 vertexMatrix = new Matrix4x4(); + + /// + /// Initializes this Skinned World Object and prepares it for extracting the mesh data. + /// + public void Initialize () { + gameObject = transform.gameObject; + cachedId = gameObject.GetInstanceID(); + rigidbody = gameObject.GetComponent(); + renderer = transform.GetComponentInChildren(); + mesh = renderer.sharedMesh; + if (mesh!=null) { + normals = mesh.normals; + vertices = new Vector3[mesh.vertices.Length]; + localVertices = mesh.vertices; + weights = mesh.boneWeights; + boneTransforms = renderer.bones; + bindPoses = mesh.bindposes; + boneMatrices = new Matrix4x4[boneTransforms.Length]; + vertexPositions = vertices; + initialized = true; + Update(); + } else { + Debug.Log ("No mesh could be found in the assigned Skinned World Object. Make sure a mesh is assigned to your Skinned Mesh Renderer, if so - make sure the hierarchy under only have one Skinned Mesh Renderer component.", gameObject); + } + } + + /// + /// Updates the mesh. + /// + public void MeshUpdate () { + if (initialized) { + if (boneMatrices!=null && boneMatrices.Length>0) + localVertices = mesh.vertices; + if (updateNormals) + normals = mesh.normals; + } + } + + /// + /// Updates the bones. If no bones are found (using Optimize Game Objects) a snapshot of the skinned mesh will be computed instead. Enabling Optimize Game Objects will be a lot slower, consider disabling this for your skinned meshes calculated by a Particle Playground system. + /// + public void BoneUpdate () { + if (initialized) { + if (boneMatrices!=null && boneMatrices.Length>0) { + for (int i = 0; i + /// Updates this Skinned World Object. + /// + public void Update () { + if (initialized) { + for (int i = 0; i0) { + Matrix4x4 m0 = boneMatrices[weights[i].boneIndex0]; + Matrix4x4 m1 = boneMatrices[weights[i].boneIndex1]; + Matrix4x4 m2 = boneMatrices[weights[i].boneIndex2]; + Matrix4x4 m3 = boneMatrices[weights[i].boneIndex3]; + + for (int n=0; n<16; n++) { + vertexMatrix[n] = + m0[n] * weights[i].weight0 + + m1[n] * weights[i].weight1 + + m2[n] * weights[i].weight2 + + m3[n] * weights[i].weight3; + } + } + vertices[i] = vertexMatrix.MultiplyPoint3x4(localVertices[i]); + } + vertexPositions = vertices; + } + isDoneThread = true; + } + + /// + /// Updates this Skinned World Object on a new thread. + /// + public void UpdateOnNewThread () { + if (isDoneThread) { + isDoneThread = false; + PlaygroundC.RunAsync(()=> { + if (isDoneThread) return; + Update(); + }); + } + } + + /// + /// Returns a copy of this SkinnedWorldObject. + /// + public SkinnedWorldObject Clone () { + SkinnedWorldObject skinnedWorldObject = new SkinnedWorldObject(); + skinnedWorldObject.downResolution = downResolution; + skinnedWorldObject.gameObject = gameObject; + skinnedWorldObject.transform = transform; + skinnedWorldObject.rigidbody = rigidbody; + skinnedWorldObject.renderer = renderer; + skinnedWorldObject.meshFilter = meshFilter; + skinnedWorldObject.mesh = mesh; + skinnedWorldObject.updateNormals = updateNormals; + return skinnedWorldObject; + } + } + + /// + /// Holds information about a Manipulator Object. A Manipulator can both be Global and Local and will affect all particles within range. + /// + [Serializable] + public class ManipulatorObjectC { + /// + /// The type of this manipulator. + /// + public MANIPULATORTYPEC type; + /// + /// The property settings (if type is property). + /// + public ManipulatorPropertyC property = new ManipulatorPropertyC(); + /// + /// The combined properties (if type is combined). + /// + public List properties = new List(); + /// + /// The layers this manipulator will affect. This only applies to Global Manipulators. + /// + public LayerMask affects; + /// + /// The transform of this manipulator (wrapped class for threading). + /// + public PlaygroundTransformC transform = new PlaygroundTransformC(); + /// + /// The shape of this manipulator. + /// + public MANIPULATORSHAPEC shape; + /// + /// The size of this manipulator (if shape is sphere). + /// + public float size; + /// + /// The bounds of this manipulator (if shape is box). + /// + public Bounds bounds; + /// + /// The strength of this manipulator. + /// + public float strength; + /// + /// The scale of strength smoothing effector. + /// + public float strengthSmoothing = 1f; + /// + /// The scale of distance strength effector. + /// + public float strengthDistanceEffect = 1f; + /// + /// Determines if Particle Lifetime Strength should be applied. + /// + public bool applyParticleLifetimeStrength = false; + /// + /// The particle lifetime strength is defined by a normalized Animation Curve. + /// + public AnimationCurve particleLifetimeStrength = new AnimationCurve(new Keyframe[]{new Keyframe(0,1f), new Keyframe(1f,1f)}); + /// + /// Is this manipulator enabled? + /// + public bool enabled = true; + /// + /// Should this manipulator be checking for particles inside or outside the shape's bounds? + /// + public bool inverseBounds = false; + /// + /// The id of this manipulator. + /// + public int manipulatorId = 0; + /// + /// Should lifetime filter determine which particles are affected? + /// + public bool applyLifetimeFilter = false; + /// + /// The minimum normalized lifetime of a particle that is affected by this manipulator. + /// + public float lifetimeFilterMinimum = 0f; + /// + /// The maximum normalized lifetime of a particle that is affected by this manipulator. + /// + public float lifetimeFilterMaximum = 1f; + /// + /// Should particle filter determine which particles are affected? + /// + public bool applyParticleFilter = false; + /// + /// The minimum normalized number in array of a particle that is affected by this manipulator. + /// + public float particleFilterMinimum = 0f; + /// + /// The maximum normalized number in array of a particle that is affected by this manipulator. + /// + public float particleFilterMaximum = 1f; + /// + /// The axis constraints for this Manipulator. This enables you to set if the calculated forces should not be applied on certain axis. + /// + public PlaygroundAxisConstraintsC axisConstraints = new PlaygroundAxisConstraintsC(); + public bool unfolded = false; + + /// + /// Should the manipulator be able to send particle events and keep track of its particles? + /// + public bool trackParticles = false; + /// + /// The tracking method when trackParticles is enabled. + /// Using TrackingMethod.ManipulatorId will be fast, but may not return correct when having overlapping Manipulators. + /// Using TrackingMethod.ParticleId will be slow, but will ensure correct compare of particles within any overlapping Manipulators. + /// + public TrackingMethod trackingMethod = TrackingMethod.ManipulatorId; + /// + /// Should enter event be sent? + /// + public bool sendEventEnter = true; + /// + /// Should exit event be sent? + /// + public bool sendEventExit = true; + /// + /// Should birth event be sent? + /// + public bool sendEventBirth = true; + /// + /// Should death event be sent? + /// + public bool sendEventDeath = true; + /// + /// Should collision event be sent? + /// + public bool sendEventCollision = true; + public bool sendEventsUnfolded = false; + /// + /// The entering event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEventEnter; + /// + /// The exit event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEventExit; + /// + /// The birth event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEventBirth; + /// + /// The death event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEventDeath; + /// + /// The collision event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEventCollision; + /// + /// The current particles inside this manipulator. This requires that you have enabled trackParticles. + /// + [NonSerialized] public List particles = new List(); + /// + /// The particles which will not be affected by this manipulator. If possible use the Manipulator's particle filtering methods instead as they are faster to compute. + /// + [NonSerialized] public List nonAffectedParticles = new List(); + /// + /// The cached event particle used to send into events. + /// + public PlaygroundEventParticle manipulatorEventParticle = new PlaygroundEventParticle(); + [NonSerialized] bool initializedEventEnter = false; // Has the enter event initialized? + [NonSerialized] bool initializedEventExit = false; // Has the exit event initialized? + [NonSerialized] bool initializedEventBirth = false; // Has the birth event initialized? + [NonSerialized] bool initializedEventDeath = false; // Has the death event initialized? + [NonSerialized] bool initializedEventCollision = false; // Has the collision event initialized? + + /// + /// Checks if manipulator contains position. The outcome is depending on if you use a sphere (size)- or box (bounds) as shape. The passed in position is your target (particle) position and the mPosition is the Manipulator's origin position. + /// + /// Position of target. + /// Center position of Manipulator. + public bool Contains (Vector3 position, Vector3 mPosition) { + if (shape==MANIPULATORSHAPEC.Infinite) { + return true; + } else if (shape==MANIPULATORSHAPEC.Box) { + if (!inverseBounds) + return bounds.Contains(transform.inverseRotation*(position-mPosition)); + else + return !bounds.Contains(transform.inverseRotation*(position-mPosition)); + } else { + if (!inverseBounds) + return (Vector3.Distance(position, mPosition)<=size); + else + return (Vector3.Distance(position, mPosition)>=size); + } + } + + public void SendParticleEventEnter () { + + if (initializedEventEnter) + particleEventEnter(manipulatorEventParticle); + } + public void SendParticleEventExit () { + if (initializedEventExit) + particleEventExit(manipulatorEventParticle); + } + public void SendParticleEventBirth () { + if (initializedEventBirth) + particleEventBirth(manipulatorEventParticle); + } + public void SendParticleEventDeath () { + if (initializedEventDeath) + particleEventDeath(manipulatorEventParticle); + } + public void SendParticleEventCollision () { + if (initializedEventCollision) + particleEventCollision(manipulatorEventParticle); + } + + /// + /// Gets the particle at index. Note that the Manipulator must have trackParticles set to true. + /// + /// The particle. + /// Index. + public PlaygroundEventParticle GetParticle (int index) { + if (particles==null || particles.Count==0 || index>particles.Count) return null; + return GetParticle (particles[index].particleSystemId, particles[index].particleId); + } + + /// + /// Gets the particle in particle system at index. Note that the Manipulator must have trackParticles set to true. + /// + /// The particle. + /// Particle system identifier. + /// Particle identifier. + public PlaygroundEventParticle GetParticle (int particleSystemId, int particleId) { + PlaygroundEventParticle returnEventParticle = new PlaygroundEventParticle(); + if (PlaygroundC.reference.particleSystems[particleSystemId].UpdateEventParticle(returnEventParticle, particleId)) + return returnEventParticle; + else return null; + } + + /// + /// Gets all particles within this Manipulator. Note that the Manipulator must have trackParticles set to true. + /// + /// The particles. + public List GetParticles () { + List returnEventParticles = new List(); + for (int i = 0; i + /// Check if Manipulator contains particle of particle system. + /// + /// true, if particle was found, false otherwise. + /// Particle system identifier. + /// Particle identifier. + public bool ContainsParticle (int particleSystemId, int particleId) { + for (int i = 0; i + /// Check if passed in id is the same as this Manipulator id. This is the fastest way to compare particles (playgroundCache.manipulatorId) to Manipulators, but will not work for overlapping areas. + /// + /// true, if same id, false otherwise. + /// Id to compare with. + public bool IsSameId (int compareId) { + if (manipulatorId==compareId) + return true; + return false; + } + + /// + /// Adds a particle to the list of particles. Note that the Manipulator must have tracking enabled. + /// + /// Particle system identifier. + /// Particle identifier. + public bool AddParticle (int particleSystemId, int particleId) { + if (particles == null) + return false; + for (int i = 0; i + /// Removes a particle from the list of particles. Note that the Manipulator must have tracking enabled. + /// + /// true, if particle was removed, false otherwise. + /// Particle system identifier. + /// Particle identifier. + public bool RemoveParticle (int particleSystemId, int particleId) { + if (particles == null) + return false; + bool didRemove = false; // We must execute the full list to remove any created duplicates + for (int i = 0; i + /// Kills all particles within the Manipulator. Note that the Manipulator must have tracking enabled. + /// + public void KillAllParticles () { + if (particles == null) + return; + for (int i = 0; i=particles.Count || i<0) return; + PlaygroundC.reference.particleSystems[particles[i].particleSystemId].Kill (particles[i].particleId); + particles.RemoveAt(i); + if (i>0) i--; + } + } + + /// + /// Check if the Manipulator contains a particle which won't be affected. + /// + /// true, if non-affected particle was found, false otherwise. + /// Particle system identifier. + /// Particle identifier. + public bool ContainsNonAffectedParticle (int particleSystemId, int particleId) { + for (int i = 0; i + /// Adds a non-affected particle. The particle won't be affected by this Manipulator. If possible, use the particle filtering methods on the Manipulator instead, they are faster to compute. + /// + /// Particle system identifier. + /// Particle identifier. + public void AddNonAffectedParticle (int particleSystemId, int particleId) { + nonAffectedParticles.Add (new ManipulatorParticle(particleSystemId, particleId)); + } + + /// + /// Removes the non affected particle. If possible, use the particle filtering methods on the Manipulator instead, they are faster to compute. + /// + /// true, if non affected particle was removed, false otherwise. + /// Particle system identifier. + /// Particle identifier. + public bool RemoveNonAffectedParticle (int particleSystemId, int particleId) { + for (int i = 0; i + /// Check if lifetime filter will apply. + /// + /// true, if filter was lifetimed, false otherwise. + /// Life. + /// Total. + public bool LifetimeFilter (float life, float total) { + if (!applyLifetimeFilter) return true; + float normalizedLife = life/total; + return (normalizedLife>=lifetimeFilterMinimum && normalizedLife<=lifetimeFilterMaximum); + } + + /// + /// Check if particle filter will apply. + /// + /// true, if filter was particled, false otherwise. + /// P. + /// Total. + public bool ParticleFilter (int p, int total) { + if (!applyParticleFilter) return true; + float normalizedP = (p*1f)/(total*1f); + return (normalizedP>=particleFilterMinimum && normalizedP<=particleFilterMaximum); + } + + /// + /// Update this Manipulator Object. This runs automatically each calculation loop. + /// + public void Update () { + if (enabled) { + if (transform.Update()) { + manipulatorId = transform.instanceID; + if (trackParticles) { + initializedEventEnter = (particleEventEnter!=null); + initializedEventExit = (particleEventExit!=null); + initializedEventBirth = (particleEventBirth!=null); + initializedEventDeath = (particleEventDeath!=null); + initializedEventCollision = (particleEventCollision!=null); + } else { + if (particles.Count>0) + particles.Clear(); + } + if (type==MANIPULATORTYPEC.Property || type==MANIPULATORTYPEC.Combined) { + property.Update(); + property.SetLocalVelocity(transform.rotation, property.velocity); + if (property.type == MANIPULATORPROPERTYTYPEC.Math) + property.UpdateMathProperty(transform.position); + for (int i = 0; i + /// Sets a new transform to this Manipulator. + /// + /// The new Transform that should be assigned to this Manipulator. + public void SetTransform (Transform transform) { + this.transform.SetFromTransform(transform); + } + + public void SetLocalTargetsPosition (Transform otherTransform) { + property.SetLocalTargetsPosition(otherTransform); + for (int i = 0; i + /// Return a copy of this ManipulatorObjectC. + /// + public ManipulatorObjectC Clone () { + ManipulatorObjectC manipulatorObject = new ManipulatorObjectC(); + manipulatorObject.type = type; + manipulatorObject.property = property.Clone(); + manipulatorObject.affects = affects; + manipulatorObject.transform = transform.Clone(); + manipulatorObject.size = size; + manipulatorObject.shape = shape; + manipulatorObject.bounds = bounds; + manipulatorObject.strength = strength; + manipulatorObject.applyParticleLifetimeStrength = applyParticleLifetimeStrength; + manipulatorObject.particleLifetimeStrength = new AnimationCurve(particleLifetimeStrength.keys); + manipulatorObject.strengthSmoothing = strengthSmoothing; + manipulatorObject.strengthDistanceEffect = strengthDistanceEffect; + manipulatorObject.enabled = enabled; + manipulatorObject.applyLifetimeFilter = applyLifetimeFilter; + manipulatorObject.lifetimeFilterMinimum = lifetimeFilterMinimum; + manipulatorObject.lifetimeFilterMaximum = lifetimeFilterMaximum; + manipulatorObject.applyParticleFilter = applyParticleFilter; + manipulatorObject.particleFilterMinimum = particleFilterMinimum; + manipulatorObject.particleFilterMaximum = particleFilterMaximum; + manipulatorObject.inverseBounds = inverseBounds; + manipulatorObject.trackParticles = trackParticles; + manipulatorObject.sendEventEnter = sendEventEnter; + manipulatorObject.sendEventExit = sendEventExit; + manipulatorObject.sendEventBirth = sendEventBirth; + manipulatorObject.sendEventDeath = sendEventDeath; + manipulatorObject.sendEventCollision = sendEventCollision; + manipulatorObject.properties = new List(); + manipulatorObject.axisConstraints = axisConstraints.Clone(); + for (int i = 0; i + /// Holds information for a Manipulator Object's different property abilities. + /// + [Serializable] + public class ManipulatorPropertyC { + /// + /// The type of this manipulator property. + /// + public MANIPULATORPROPERTYTYPEC type; + /// + /// The transition of this manipulator property. + /// + public MANIPULATORPROPERTYTRANSITIONC transition; + /// + /// The math property. This can be used to apply extensive particle behaviors. + /// + public MathManipulatorProperty mathProperty = new MathManipulatorProperty(); + /// + /// The velocity of this manipulator property. + /// + public Vector3 velocity; + /// + /// The local velocity of this manipulator property (set by SetLocalVelocity). + /// + public Vector3 localVelocity; + /// + /// The color of this manipulator property. + /// + public Color color = new Color(1,1,1,1); + /// + /// The lifetime color of this manipulator property. + /// + public Gradient lifetimeColor; + /// + /// The size of this manipulator property. + /// + public float size = 1f; + /// + /// The targets to position towards of this manipulator property. Each target is a single point in world space of type PlaygroundTransformC (Transform wrapper). + /// + public List targets = new List(); + /// + /// The pointer of targets (used for calculation to determine which particle should get which target). + /// + public int targetPointer; + /// + /// The Mesh Target (World Object) to target particles to. + /// + public WorldObject meshTarget = new WorldObject(); + /// + /// The Skinned Mesh Target (Skinned World Object) to target particles to. + /// + public SkinnedWorldObject skinnedMeshTarget = new SkinnedWorldObject(); + /// + /// The mesh- or skinned mesh target is procedural and changes vertices over time. + /// + public bool meshTargetIsProcedural = false; + /// + /// Transform matrix for mesh targets. + /// + public Matrix4x4 meshTargetMatrix = new Matrix4x4(); + /// + /// The State Target in the scene to target particles to. + /// + public ParticleStateC stateTarget = new ParticleStateC(); + /// + /// The Playground Spline Target in the scene to target particles to. + /// + public PlaygroundSpline splineTarget; + /// + /// The method to target the Playground Spline assigned to splineTarget. + /// + public SPLINETARGETMETHOD splineTargetMethod; + public float splineTimeOffset; + bool splineTargetIsReady; + /// + /// Should the manipulator's transform direction be used to apply velocity? + /// + public bool useLocalRotation = false; + /// + /// Should the particles go back to original color when out of range? + /// + public bool onlyColorInRange = true; + /// + /// Should the particles keep their original color alpha? + /// + public bool keepColorAlphas = true; + /// + /// Should the particles stop positioning towards target when out of range? + /// + public bool onlyPositionInRange = true; + /// + /// Should the particles go back to original size when out of range? + /// + public bool onlySizeInRange = false; + /// + /// The strength to zero velocity on target positioning when using transitions. + /// + public float zeroVelocityStrength = 1f; + /// + /// Individual property strength. + /// + public float strength = 1f; + public bool unfolded = true; + /// + /// Target sorting type. + /// + public TARGETSORTINGC targetSorting; + /// + /// The sorted list for target positions. + /// + [NonSerialized] public int[] targetSortingList; + /// + /// The previous sorting type. + /// + TARGETSORTINGC previousTargetSorting; + + public TURBULENCETYPE turbulenceType = TURBULENCETYPE.Simplex; // The type of turbulence + public float turbulenceTimeScale = 1f; // Time scale of turbulence + public float turbulenceScale = 1f; // Resolution scale of turbulence + public bool turbulenceApplyLifetimeStrength; // Should lifetime strength apply to turbulence? + public AnimationCurve turbulenceLifetimeStrength; // The normalized lifetime strength of turbulence + public SimplexNoise turbulenceSimplex; // The Simplex Noise of this manipulator property + + + /// + /// Updates this ManipulatorPropertyC. + /// + public void Update () { + if (type==MANIPULATORPROPERTYTYPEC.Target) { + for (int i = 0; i{ + skinnedMeshTarget.Update(); + }); + if (targetSortingList==null || targetSortingList.Length!=skinnedMeshTarget.vertexPositions.Length || previousTargetSorting!=targetSorting) + TargetSorting(); + } + } + } else + if (type==MANIPULATORPROPERTYTYPEC.StateTarget) { + if (!stateTarget.initialized && (stateTarget.stateMesh!=null || stateTarget.stateTexture!=null) && stateTarget.stateTransform!=null) { + stateTarget.Initialize(); + } else if (stateTarget.initialized && stateTarget.stateTransform!=null) { + stateTarget.stateTransformMx.SetTRS(stateTarget.stateTransform.position, stateTarget.stateTransform.rotation, stateTarget.stateTransform.localScale); + } + if (stateTarget.initialized && (targetSortingList==null || targetSortingList.Length!=stateTarget.positionLength || previousTargetSorting!=targetSorting)) + TargetSorting(); + } else + if (type==MANIPULATORPROPERTYTYPEC.SplineTarget) { + splineTargetIsReady = splineTarget!=null&&splineTarget.IsReady(); + } else + if (type==MANIPULATORPROPERTYTYPEC.Turbulence) { + if (turbulenceSimplex==null) + turbulenceSimplex = new SimplexNoise(); + } else + if (type==MANIPULATORPROPERTYTYPEC.Math) { + + } + } + + public void UpdateMathProperty (Vector3 manipulatorPosition) { + if (mathProperty==null) + mathProperty = new MathManipulatorProperty(); + mathProperty.Update (manipulatorPosition); + } + + /// + /// Refreshes the meshTarget's mesh. Use this whenever you're working with a procedural mesh and want to assign new target vertices for your particles. + /// + public void UpdateMeshTarget () { + meshTarget.Update(); + } + + /// + /// Refreshes the skinnedMeshTarget's mesh. Use this whenever you're working with a procedural skinned mesh and want to assign new target vertices for your particles. + /// + public void UpdateSkinnedMeshTarget () { + skinnedMeshTarget.Update(); + } + + /// + /// Sets the mesh target. Whenever a new GameObject is assigned to your mesh target a refresh of the World Object will be initiated. + /// + /// The GameObject to create your mesh target's World Object from. A MeshFilter- and mesh component is required on the GameObject. + public void SetMeshTarget (GameObject gameObject) { + meshTarget.gameObject = gameObject; + } + + /// + /// Sets the skinned mesh target. Whenever a new GameObject is assigned to your skinned mesh target a refresh of the Skinned World Object will be initiated. + /// + /// The GameObject to create your skinned mesh target's Skinned World Object from. A SkinnedMeshRenderer- and mesh component is required on the GameObject. + public void SetSkinnedMeshTarget (GameObject gameObject) { + skinnedMeshTarget.gameObject = gameObject; + } + + /// + /// Determines if the Playground Spline Target is ready to be read. + /// + /// true, if Playground Spline Target is ready, false otherwise. + public bool SplineTargetIsReady () { + return splineTargetIsReady; + } + + // Sorts the particles for targeting depending on sorting method. + public void TargetSorting () { + if (type==MANIPULATORPROPERTYTYPEC.MeshTarget && !meshTarget.initialized || type==MANIPULATORPROPERTYTYPEC.SkinnedMeshTarget && !skinnedMeshTarget.initialized || type==MANIPULATORPROPERTYTYPEC.StateTarget && !stateTarget.initialized) return; + targetPointer = 0; + if (type==MANIPULATORPROPERTYTYPEC.MeshTarget) + targetSortingList = new int[meshTarget.vertexPositions.Length]; + else if (type==MANIPULATORPROPERTYTYPEC.SkinnedMeshTarget) + targetSortingList = new int[skinnedMeshTarget.vertexPositions.Length]; + else if (type==MANIPULATORPROPERTYTYPEC.StateTarget) + targetSortingList = new int[stateTarget.positionLength]; + switch (targetSorting) { + case TARGETSORTINGC.Scrambled: + for (int i = 0; i0; i--) { + targetSortingList[x]=i; + x++; + } + break; + } + previousTargetSorting = targetSorting; + } + + public void SetLocalVelocity (Quaternion rotation, Vector3 newVelocity) { + localVelocity = rotation*newVelocity; + } + + public void SetLocalTargetsPosition (Transform otherTransform) { + for (int i = 0; i + /// Update a target, returns availability. + /// + /// true, if target was updated, false otherwise. + /// Index. + public bool UpdateTarget (int index) { + if (targets.Count>0) { + index=index%targets.Count; + targets[index].Update(); + } + return targets[index].available; + } + + /// + /// Return a copy of this ManipulatorPropertyC. + /// + public ManipulatorPropertyC Clone () { + ManipulatorPropertyC manipulatorProperty = new ManipulatorPropertyC(); + manipulatorProperty.type = type; + manipulatorProperty.transition = transition; + manipulatorProperty.velocity = velocity; + manipulatorProperty.color = color; + manipulatorProperty.lifetimeColor = lifetimeColor; + manipulatorProperty.size = size; + manipulatorProperty.useLocalRotation = useLocalRotation; + manipulatorProperty.onlyColorInRange = onlyColorInRange; + manipulatorProperty.keepColorAlphas = keepColorAlphas; + manipulatorProperty.onlyPositionInRange = onlyPositionInRange; + manipulatorProperty.zeroVelocityStrength = zeroVelocityStrength; + manipulatorProperty.strength = strength; + manipulatorProperty.targetPointer = targetPointer; + manipulatorProperty.targets = new List(); + for (int i = 0; i + /// Holds information for a Math Manipulator. This can be used to apply extensive particle behaviors, such as positioning or changing sizes using sine, cosine or linear interpolation math. + /// + [Serializable] + public class MathManipulatorProperty { + public MATHMANIPULATORTYPE type; + public MATHMANIPULATORPROPERTY property; + public MATHMANIPULATORCLAMP clamp; + public float clampCeil = 10f; + public float clampFloor = 0; + public float value = 1f; + public Vector3 value3 = Vector3.up; + public float rate = 1f; + public Vector3 rate3 = Vector3.up; + + Vector3 value3Position; + + /// + /// Updates the position for this MathManipulatorProperty. This happens automatically each frame for a Math Manipulator. + /// + public void Update (Vector3 position) { + value3Position = position+value3; + } + + /// + /// Evaluate the specified in-value and time. + /// - When using Sin or Cos a continuous time is expected (such as Time.time). + /// - Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp). + /// - Add or Subtract will scale the value with the passed in time, using it as a multiplier. + /// + /// In value. + /// Time. + public Vector3 Evaluate (Vector3 inValue, float time) { + Vector3 returnValue; + if (clamp==MATHMANIPULATORCLAMP.ClampInValue) + inValue = Clamp (inValue); + switch (type) { + case MATHMANIPULATORTYPE.Sin: + returnValue = new Vector3( + value3.x!=0? ClampOut(inValue.x+Mathf.Sin (time*rate3.x)*value3.x) : inValue.x, + value3.y!=0? ClampOut(inValue.y+Mathf.Sin (time*rate3.y)*value3.y) : inValue.y, + value3.z!=0? ClampOut(inValue.z+Mathf.Sin (time*rate3.z)*value3.z) : inValue.z + ); + break; + case MATHMANIPULATORTYPE.Cos: + returnValue = Clamp(new Vector3( + value3.x!=0? ClampOut(inValue.x+Mathf.Cos (time*rate3.x)*value3.x) : inValue.x, + value3.y!=0? ClampOut(inValue.y+Mathf.Cos (time*rate3.y)*value3.y) : inValue.y, + value3.z!=0? ClampOut(inValue.z+Mathf.Cos (time*rate3.z)*value3.z) : inValue.z + )); + break; + case MATHMANIPULATORTYPE.Lerp: + returnValue = Clamp(new Vector3( + value3.x!=0? Mathf.Lerp (inValue.x, ClampOut(value3.x), time*rate3.x) : inValue.x, + value3.y!=0? Mathf.Lerp (inValue.y, ClampOut(value3.y), time*rate3.y) : inValue.y, + value3.z!=0? Mathf.Lerp (inValue.z, ClampOut(value3.z), time*rate3.z) : inValue.z + )); + break; + case MATHMANIPULATORTYPE.Add: + returnValue = inValue+ClampOut((Vector3.Scale (value3, rate3)*time)); + break; + case MATHMANIPULATORTYPE.Subtract: + returnValue = inValue-ClampOut((Vector3.Scale (value3, rate3)*time)); + break; + default: + returnValue = inValue; + break; + } + return returnValue; + } + + /// + /// Evaluate the specified in-value and time. This overload is specifically adapted for if you want to clamp position alongside the Manipulator's position. + /// - When using Sin or Cos a continuous time is expected (such as Time.time). + /// - Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp). + /// - Add or Subtract will scale the value with the passed in time, using it as a multiplier. + /// + /// In value. + /// Time. + public Vector3 EvaluatePosition (Vector3 inValue, float time) { + Vector3 returnValue; + if (clamp==MATHMANIPULATORCLAMP.ClampInValue) + inValue = Clamp (inValue); + switch (type) { + case MATHMANIPULATORTYPE.Sin: + returnValue = ClampPosition(new Vector3( + inValue.x+(Mathf.Sin (time*rate3.x)*value3.x), + inValue.y+(Mathf.Sin (time*rate3.y)*value3.y), + inValue.z+(Mathf.Sin (time*rate3.z)*value3.z) + )); + break; + case MATHMANIPULATORTYPE.Cos: + returnValue = ClampPosition(new Vector3( + inValue.x+Mathf.Cos (time*rate3.x)*value3.x, + inValue.y+Mathf.Cos (time*rate3.y)*value3.y, + inValue.z+Mathf.Cos (time*rate3.z)*value3.z + )); + break; + case MATHMANIPULATORTYPE.Lerp: + returnValue = ClampPosition(new Vector3( + Mathf.Lerp (inValue.x, value3Position.x, time*rate3.x), + Mathf.Lerp (inValue.y, value3Position.y, time*rate3.y), + Mathf.Lerp (inValue.z, value3Position.z, time*rate3.z) + )); + break; + case MATHMANIPULATORTYPE.Add: + returnValue = ClampPosition(inValue+(Vector3.Scale (value3, rate3)*time)); + break; + case MATHMANIPULATORTYPE.Subtract: + returnValue = ClampPosition(inValue-(Vector3.Scale (value3, rate3)*time)); + break; + default: + returnValue = inValue; + break; + } + return returnValue; + } + + /// + /// Evaluate the specified in-value and time. + /// - When using Sin or Cos a continuous time is expected (such as Time.time). + /// - Lerp expects a normalized value between 0f to 1f, the framework is using the delta time each frame (resulting in a smooth damp). + /// - Add or Subtract will scale the value with the passed in time, using it as a multiplier. + /// + /// In value. + /// Time. + public float Evaluate (float inValue, float time) { + float returnValue; + if (clamp==MATHMANIPULATORCLAMP.ClampInValue) + inValue = Clamp (inValue); + switch (type) { + case MATHMANIPULATORTYPE.Sin: + returnValue = value!=0? ClampOut(Mathf.Sin (time*rate)*value) : inValue; + break; + case MATHMANIPULATORTYPE.Cos: + returnValue = value!=0? ClampOut(Mathf.Cos (time*rate)*value) : inValue; + break; + case MATHMANIPULATORTYPE.Lerp: + returnValue = value!=0? Mathf.Lerp (inValue, ClampOut(value), time*rate) : inValue; + break; + case MATHMANIPULATORTYPE.Add: + returnValue = ClampOut(inValue+(value*rate*time)); + break; + case MATHMANIPULATORTYPE.Subtract: + returnValue = ClampOut(inValue-(value*rate*time)); + break; + default: + returnValue = inValue; + break; + } + return returnValue; + } + + float Clamp (float val) { + if (clamp==MATHMANIPULATORCLAMP.None) return val; + return Mathf.Clamp (val, clampFloor, clampCeil); + } + + Vector3 Clamp (Vector3 val) { + if (clamp==MATHMANIPULATORCLAMP.None) return val; + val = new Vector3 ( + Mathf.Clamp (val.x, clampFloor, clampCeil), + Mathf.Clamp (val.y, clampFloor, clampCeil), + Mathf.Clamp (val.z, clampFloor, clampCeil) + ); + return val; + } + + Vector3 ClampPosition (Vector3 val) { + if (clamp==MATHMANIPULATORCLAMP.None) return val; + val = new Vector3 ( + Mathf.Clamp (val.x, value3Position.x+clampFloor, value3Position.x+clampCeil), + Mathf.Clamp (val.y, value3Position.y+clampFloor, value3Position.y+clampCeil), + Mathf.Clamp (val.z, value3Position.z+clampFloor, value3Position.z+clampCeil) + ); + return val; + } + + float ClampOut (float val) { + if (clamp!=MATHMANIPULATORCLAMP.ClampOutValue) return val; + return Clamp (val); + } + + Vector3 ClampOut (Vector3 val) { + if (clamp!=MATHMANIPULATORCLAMP.ClampOutValue) return val; + return Clamp (val); + } + + /// + /// Returns a clone of this MathManipulatorProperty. + /// + public MathManipulatorProperty Clone () { + MathManipulatorProperty clone = new MathManipulatorProperty(); + clone.type = type; + clone.property = property; + clone.clamp = clamp; + clone.clampFloor = clampFloor; + clone.clampCeil = clampCeil; + clone.value = value; + clone.value3 = value3; + clone.rate = rate; + clone.rate3 = rate3; + return clone; + } + } + + /// + /// The Manipulator Particle class is a container for tracking particles in their particle system. When reaching a particle on a Manipulator the particle will convert to a PlaygroundEventParticle. + /// + [Serializable] + public class ManipulatorParticle { + public int particleSystemId; + public int particleId; + public ManipulatorParticle(int setParticleSystemId, int setParticleId) { + particleSystemId = setParticleSystemId; + particleId = setParticleId; + } + } + + /// + /// Wrapper class for the Transform component. This is updated outside- and read inside the multithreaded environment. + /// + [Serializable] + public class PlaygroundTransformC { + /// + /// The Transform component the Playground Transform wrapper will base its calculation from. + /// + public Transform transform; + /// + /// The instance id. + /// + public int instanceID; + /// + /// Is this Playground Transform available for calculation? + /// + public bool available; + /// + /// The position in units. + /// + public Vector3 position; + /// + /// The local position (if parented) in units. + /// + public Vector3 localPosition; + /// + /// The previous calculated position. + /// + public Vector3 previousPosition; + /// + /// The forward axis (Transform forward). + /// + public Vector3 forward; + /// + /// The upwards axis (Transform up). + /// + public Vector3 up; + /// + /// The right axis (Transform right). + /// + public Vector3 right; + /// + /// The rotation of this Playground Transform. + /// + public Quaternion rotation; + /// + /// The inverse rotation of this Playground Transform (used for bounding boxes). + /// + public Quaternion inverseRotation; + public ScaleMethod scaleMethod; + /// + /// The local scale of this Playground Transform. + /// + public Vector3 localScale; + /// + /// The lossy scale of this Playground Transform. + /// + public Vector3 lossyScale; + /// + /// The transform matrix. This can be used to set and get transform coordinates from another thread. + /// + public Matrix4x4 transformMatrix = new Matrix4x4(); + public bool unfolded; + + /// + /// Update this PlaygroundTransformC, returns availability (not thread-safe). + /// + public bool Update () { + if (transform!=null) { + instanceID = transform.GetInstanceID(); + previousPosition = position; + position = transform.position; + forward = transform.forward; + up = transform.up; + right = transform.right; + rotation = transform.rotation; + inverseRotation = rotation; + inverseRotation.x=-inverseRotation.x; + inverseRotation.y=-inverseRotation.y; + inverseRotation.z=-inverseRotation.z; + localScale = transform.localScale; + lossyScale = transform.lossyScale; + + available = true; + } else { + available = false; + } + return available; + } + + /// + /// Updates the transform matrix. + /// + public void UpdateMatrix () { + if (available) + transformMatrix.SetTRS(position, rotation, scaleMethod == ScaleMethod.Local? localScale : lossyScale); + } + + public bool IsSameAs (Transform comparer) { + return (transform==comparer); + } + + public void SetZeroRotation () { + rotation = Quaternion.identity; + } + + /// + /// Sets data from a Transform (not thread-safe). + /// + /// Other transform. + public void SetFromTransform (Transform otherTransform) { + transform = otherTransform; + Update(); + } + + /// + /// Sets a Transform's position, rotation and scale from this wrapped Transform (not thread-safe). + /// + /// Other transform. + public void GetFromTransform (Transform otherTransform) { + otherTransform.position = position; + otherTransform.rotation = rotation; + otherTransform.localScale = localScale; + } + + /// + /// Sets local position from another transform (not thread-safe). + /// + /// Other transform. + public void SetLocalPosition (Transform otherTransform) { + if (available) + localPosition = otherTransform.InverseTransformPoint(transform.position); + } + + public void SetPostitionAsLocal () { + position = localPosition; + } + + /// + /// Returns the instance id of this PlaygroundTransformC. + /// + /// The instance id. + public int GetInstanceID () { + return instanceID; + } + + /// + /// Returns a copy of this PlaygroundTransformC. + /// + public PlaygroundTransformC Clone () { + PlaygroundTransformC playgroundTransform = new PlaygroundTransformC(); + playgroundTransform.transform = transform; + playgroundTransform.available = available; + playgroundTransform.position = position; + playgroundTransform.forward = forward; + playgroundTransform.up = up; + playgroundTransform.right = right; + playgroundTransform.rotation = rotation; + return playgroundTransform; + } + } + + /// + /// Holds information for a Playground Collider (infinite collision plane). + /// + [Serializable] + public class PlaygroundColliderC { + /// + /// Is this PlaygroundCollider enabled? + /// + public bool enabled = true; + /// + /// The transform that makes this PlaygroundCollider. + /// + public Transform transform; + /// + /// The plane of this PlaygroundCollider. + /// + public Plane plane = new Plane(); + /// + /// The offset in world space to this plane. + /// + public Vector3 offset; + + /// + /// Update this PlaygroundCollider's plane. + /// + public void UpdatePlane () { + if (!transform) return; + plane.SetNormalAndPosition(transform.up, transform.position+offset); + } + + /// + /// Clone this PlaygroundColliderC. + /// + public PlaygroundColliderC Clone () { + PlaygroundColliderC playgroundCollider = new PlaygroundColliderC(); + playgroundCollider.enabled = enabled; + playgroundCollider.transform = transform; + playgroundCollider.plane = new Plane(plane.normal, plane.distance); + playgroundCollider.offset = offset; + return playgroundCollider; + } + } + + /// + /// Hold information for axis constraints in X-, Y- and Z-values. These contraints are used to annihilate forces on set axis. + /// + [Serializable] + public class PlaygroundAxisConstraintsC { + /// + /// The constraint on X-axis. + /// + public bool x = false; + /// + /// The constraint on Y-axis. + /// + public bool y = false; + /// + /// The constraint on Z-axis. + /// + public bool z = false; + + /// + /// Determines whether any constraints has been enabled. + /// + /// true if any constraints are enabled; otherwise, false. + public bool HasConstraints () { + return x||y||z; + } + + /// + /// Clone this PlaygroundAxisConstraintsC. + /// + public PlaygroundAxisConstraintsC Clone () { + PlaygroundAxisConstraintsC axisConstraints = new PlaygroundAxisConstraintsC(); + axisConstraints.x = x; + axisConstraints.y = y; + axisConstraints.z = z; + return axisConstraints; + } + } + + /// + /// Contains information for a color gradient. + /// + [Serializable] + public class PlaygroundGradientC { + public Gradient gradient = new Gradient(); + + /// + /// Copies this gradient into the passed reference (copy). + /// + /// Copy. + public void CopyTo (PlaygroundGradientC copy) { + copy.gradient.SetKeys (gradient.colorKeys, gradient.alphaKeys); + } + } + + /// + /// Holds information for a Playground Event. + /// + [Serializable] + public class PlaygroundEventC { + /// + /// Is this PlaygroundEvent enabled? + /// + public bool enabled = true; + /// + /// Should events be sent to PlaygroundC.particleEvent? + /// + public bool sendToManager = false; + /// + /// Has this PlaygroundEvent initialized with its target? + /// + [NonSerialized] public bool initializedTarget = false; + /// + /// Does this PlaygroundEvent have any subscribers to the particleEvent? + /// + [NonSerialized] public bool initializedEvent = false; + /// + /// The target particle system to send events to. + /// + public PlaygroundParticlesC target; + /// + /// The broadcast type of this event (A PlaygroundParticlesC target and/or Event Listeners). + /// + public EVENTBROADCASTC broadcastType; + /// + /// The type of event. + /// + public EVENTTYPEC eventType; + /// + /// The event of a particle (when using Event Listeners). + /// + public event OnPlaygroundParticle particleEvent; + /// + /// The inheritance method of position. + /// + public EVENTINHERITANCEC eventInheritancePosition; + /// + /// The inheritance method of velocity. + /// + public EVENTINHERITANCEC eventInheritanceVelocity; + /// + /// The inheritance method of color. + /// + public EVENTINHERITANCEC eventInheritanceColor; + /// + /// The position to send (if inheritance is User). + /// + public Vector3 eventPosition; + /// + /// The velocity to send (if inheritance is User). + /// + public Vector3 eventVelocity; + /// + /// The color to send (if inheritance is User). + /// + public Color32 eventColor = Color.white; + /// + /// The time between events (if type is set to Time). + /// + public float eventTime = 1f; + /// + /// The magnitude threshold to trigger collision events. + /// + public float collisionThreshold = 10f; + /// + /// The multiplier of velocity. + /// + public float velocityMultiplier = 1f; + /// + /// Calculated timer to trigger timed events. + /// + float timer = 0f; + + /// + /// Initialize this Playground Event. + /// + public void Initialize () { + initializedTarget = (target!=null && target.gameObject.activeSelf && target.gameObject.activeInHierarchy && target.enabled); + initializedEvent = (particleEvent!=null); + } + + /// + /// Determines if this Playground Event is ready to send a time-based event. + /// + /// true, if time was updated, false otherwise. + public bool UpdateTime () { + bool readyToSend = false; + timer+=PlaygroundC.globalDeltaTime; + if (timer>=eventTime) { + readyToSend = true; + timer = 0f; + } + return readyToSend; + } + + /// + /// Sets the timer for time-based events. + /// + /// New time. + public void SetTimer (float newTime) { + timer = newTime; + } + + /// + /// Sends the particle event. + /// + /// Event particle. + public void SendParticleEvent (PlaygroundEventParticle eventParticle) { + if (initializedEvent) + particleEvent(eventParticle); + } + + /// + /// Return a copy of this PlaygroundEventC. + /// + public PlaygroundEventC Clone () { + PlaygroundEventC playgroundEvent = new PlaygroundEventC(); + playgroundEvent.enabled = enabled; + playgroundEvent.target = target; + playgroundEvent.eventType = eventType; + playgroundEvent.eventInheritancePosition = eventInheritancePosition; + playgroundEvent.eventInheritanceVelocity = eventInheritanceVelocity; + playgroundEvent.eventInheritanceColor = eventInheritanceColor; + playgroundEvent.eventPosition = eventPosition; + playgroundEvent.eventVelocity = eventVelocity; + playgroundEvent.eventColor = eventColor; + playgroundEvent.eventTime = eventTime; + playgroundEvent.collisionThreshold = collisionThreshold; + playgroundEvent.velocityMultiplier = velocityMultiplier; + playgroundEvent.particleEvent = particleEvent; + playgroundEvent.broadcastType = broadcastType; + return playgroundEvent; + } + } + + /// + /// The type of Manipulator. + /// + public enum MANIPULATORTYPEC { + /// + /// The Manipulator will remain passive. It will still be able to track particles and send events. + /// + None, + /// + /// Attract particles in a funnel shape. + /// + Attractor, + /// + /// Attract particles with spherical gravitation. + /// + AttractorGravitational, + /// + /// Repel particles away from the Manipulator. + /// + Repellent, + /// + /// The Manipulator will alter chosen property of the affected particles. + /// + Property, + /// + /// Combine properties into one Manipulator call. + /// + Combined, + /// + /// Apply forces with vortex-like features. Manipulator's rotation will determine the direction. + /// + Vortex + } + + /// + /// The type of Manipulator Property. + /// + public enum MANIPULATORPROPERTYTYPEC { + /// + /// No property will be affected. The Manipulator will still be able to track particles and send events. + /// + None, + /// + /// Changes the color of particles within range. + /// + Color, + /// + /// Sets a static velocity of particles within range. + /// + Velocity, + /// + /// Adds velocity over time of particles within range. + /// + AdditiveVelocity, + /// + /// Changes size of particles within range. + /// + Size, + /// + /// Sets Transform targets for particles within range. + /// + Target, + /// + /// Sets particles to a sooner death. + /// + Death, + /// + /// Attract particles in a funnel shape. This is a main feature injected as a property so you can use it inside a Combined Manipulator. + /// + Attractor, + /// + /// Attract particles with spherical gravitation. This is a main feature injected as a property so you can use it inside a Combined Manipulator. + /// + Gravitational, + /// + /// Repel particles away from the Manipulator. This is a main feature injected as a property so you can use it inside a Combined Manipulator. + /// + Repellent, + /// + /// Change the lifetime color of particles within range. This is a main feature injected as a property so you can use it inside a Combined Manipulator. + /// + LifetimeColor, + /// + /// Apply forces with vortex-like features. Manipulator's rotation will determine the direction. + /// + Vortex, + /// + /// Sets a mesh vertices in the scene as target. + /// + MeshTarget, + /// + /// Sets a skinned mesh vertices in the scene as target. + /// + SkinnedMeshTarget, + /// + /// Apply turbulence for particles within range. + /// + Turbulence, + /// + /// Sets a State in the scene as target. + /// + StateTarget, + /// + /// Sets a Playground Spline in the scene as target. + /// + SplineTarget, + /// + /// Alters particle properties by common math operations. + /// + Math + } + + /// + /// The math operation to apply within a MathManipulatorProperty class. + /// + public enum MATHMANIPULATORTYPE { + /// + /// Sine algorithm. + /// + Sin, + /// + /// Cosine algorithm. + /// + Cos, + /// + /// Linear interpolation algorithm. + /// + Lerp, + /// + /// Addition. + /// + Add, + /// + /// Subtraction. + /// + Subtract + } + + /// + /// The particle property to change within a MathManipulatorProperty class. + /// + public enum MATHMANIPULATORPROPERTY { + /// + /// Particle size. + /// + Size, + /// + /// Particle rotation. + /// + Rotation, + /// + /// Particle velocity. + /// + Velocity, + /// + /// Particle position. + /// + Position + } + + /// + /// The clamping (minimum to maximum) value to apply within a MathManipulatorProperty class. + /// + public enum MATHMANIPULATORCLAMP { + /// + /// No clamping will occur. + /// + None, + /// + /// The particle in-data will be clamped, before any changes has been made. + /// + ClampInValue, + /// + /// The particle out-data will be clamped, after the changes has been made. + /// + ClampOutValue + } + + /// + /// The type of Manipulator Property Transition. + /// + public enum MANIPULATORPROPERTYTRANSITIONC { + /// + /// No transition of the property will occur. + /// + None, + /// + /// Transition the property from current particle value to the Manipulator Property's effect using linear interpolation. + /// + Lerp, + /// + /// Transition the property from current particle value to the Manipulator Property's effect using MoveTowards interpolation. + /// + Linear + } + + /// + /// The shape of a Manipulator. + /// + public enum MANIPULATORSHAPEC { + /// + /// Spherical shape where the Manipulator's size will determine its extents. + /// + Sphere, + /// + /// A bounding box shape where the Manipulator's bounds will determine its extents. + /// + Box, + /// + /// The size of the Manipulator will be infinite over the scene and affect all particles. This option is the most performant as particle distance/containment check won't be necessary. + /// + Infinite + } + + public enum PLAYGROUNDORIGINC { + TopLeft, TopCenter, TopRight, + MiddleLeft, MiddleCenter, MiddleRight, + BottomLeft, BottomCenter, BottomRight + } + + /// + /// The mode to read pixels in. + /// + public enum PIXELMODEC { + /// + /// Bilinear pixel filtering. + /// + Bilinear, + /// + /// Pixel32 pixel filtering. + /// + Pixel32 + } + + /// + /// The mode to set particles color source from. + /// + public enum COLORSOURCEC { + /// + /// Colors will extract from the source such as pixel- or painted color. + /// + Source, + /// + /// Colors will extract from a color gradient over lifetime. + /// + LifetimeColor, + /// + /// Colors will extract from a list of color gradients over lifetime. + /// + LifetimeColors + } + + public enum COLORMETHOD { + Lifetime, + ParticleArray + } + + /// + /// The mode to overflow particles with when using Overflow Offset. + /// + public enum OVERFLOWMODEC { + /// + /// Overflow in the direction of the set Source Transform. + /// + SourceTransform, + /// + /// Overflow in world space direction. + /// + World, + /// + /// Overflow with normal direction of Source's points. + /// + SourcePoint + } + + /// + /// The type of transition used for Snapshots. + /// + public enum TRANSITIONTYPEC { + /// + /// Transition with no easing. + /// + Linear, + /// + /// Transition with slow start - fast finish. + /// + EaseIn, + /// + /// Transition with fast start - slow finish. + /// + EaseOut, + } + + /// + /// The individual type of transition used for Snapshots. + /// + public enum INDIVIDUALTRANSITIONTYPEC { + /// + /// Inherit the transition type selected for all Snapshots using INDIVIDUALTRANSITIONTYPEC.Inherit. + /// + Inherit, + /// + /// Transition with no easing. + /// + Linear, + /// + /// Transition with slow start - fast finish. + /// + EaseIn, + /// + /// Transition with fast start - slow finish. + /// + EaseOut, + } + + /// + /// The linear interpolition type used for Snapshots. + /// + public enum LERPTYPEC { + PositionColor, + Position, + Color, + } + + /// + /// The Source which particle birth positions will distribute from. + /// + public enum SOURCEC { + /// + /// Set birth positions from a mesh vertices or a texture's pixels. Use a Transform to be able to translate, rotate and scale your State. + /// + State, + /// + /// Set birth positions from a single transform. + /// + Transform, + /// + /// Set birth positions from a mesh vertices in the scene. + /// + WorldObject, + /// + /// Set birth positions from a skinned mesh vertices in the scene. + /// + SkinnedWorldObject, + /// + /// Emission will be controlled by script using PlaygroundParticlesC.Emit(). + /// + Script, + /// + /// Set birth positions by painting onto colliders (2d/3d) in the scene. + /// + Paint, + /// + /// Project birth positions onto colliders (2d/3d) in the scene by using a texture. Note that this Source distribution is not multithreaded due to the non thread-safe Raycast method. + /// + Projection, + /// + /// Set birth positions from a Playground Spline. + /// + Spline, + } + + public enum SOURCEBIRTHMETHOD { + BirthPositions, + ParticlePositions + } + + /// + /// The scale method. This is mainly used for Playground Transforms and determines if local- or lossy scale should be used when setting a transform matrix. + /// + public enum ScaleMethod { + /// + /// Use local scale. + /// + Local, + /// + /// Use lossy scale. + /// + Lossy + } + + /// + /// The lifetime sorting method. + /// + public enum SORTINGC { + /// + /// Sort particle emission randomly over their lifetime cycle. + /// + Scrambled, + /// + /// Sort particle emission randomly over their lifetime cycle and ensure consistent rate. + /// + ScrambledLinear, + /// + /// Sort particles to emit all at once. + /// + Burst, + /// + /// Sort particle emission alpha to omega in their Source structure. + /// + Linear, + /// + /// Sort particle emission omega to alpha in their Source structure. + /// + Reversed, + /// + /// Sort particle emission with an origin and use alpha to omega distance. + /// + NearestNeighbor, + /// + /// Sort particle emission with an origin and use omega to alpha distance. + /// + NearestNeighborReversed, + /// + /// Sort particle emission with an AnimationCurve. The X-axis represents the normalized lifetime cycle and Y-axis the normalized emission percentage. + /// + Custom + } + + /// + /// The brush detail level. + /// + public enum BRUSHDETAILC { + /// + /// Every pixel will be read (100% of existing texture pixels). + /// + Perfect, + /// + /// Every second pixel will be read (50% of existing texture pixels). + /// + High, + /// + /// Every forth pixel will be read (25% of existing texture pixels). + /// + Medium, + /// + /// Every sixth pixel will be read (16.6% of existing texture pixels). + /// + Low + } + + /// + /// The collision method. + /// + public enum COLLISIONTYPEC { + /// + /// Uses Raycast to detect colliders in scene. + /// + Physics3D, + /// + /// Uses Raycast2D to detect colliders in scene. + /// + Physics2D + } + + /// + /// The type of velocity bending. + /// + public enum VELOCITYBENDINGTYPEC { + /// + /// Bending will be calculated from each particle's birth position delta (previous and current frame). + /// + SourcePosition, + /// + /// Bending will be calculated from each particle's position delta (previous and current frame). + /// + ParticleDeltaPosition + } + + /// + /// The method to sort targets. + /// + public enum TARGETSORTINGC { + Scrambled, + Linear, + Reversed + } + + /// + /// The method to sort particle masking. + /// + public enum MASKSORTINGC { + Linear, + Reversed, + Scrambled + } + + /// + /// The method to set the Lifetime Sorting: Nearest Neighbor/Reversed with. + /// + public enum NEARESTNEIGHBORORIGINMETHOD { + /// + /// The origin will be set with an int of a generated source point. + /// + SourcePoint, + /// + /// The origin will be set by a Vector3 in world space. + /// + Vector3, + /// + /// The origin will be set from a Transform's position in the scene. + /// + Transform + } + + /// + /// The method to target a spline. + /// + public enum SPLINETARGETMETHOD { + /// + /// Match each particle linearly within the particle array with the spline's normalized time. + /// + SplineTime, + /// + /// Match each particle's lifetime with the normalized time of the spline. + /// + ParticleTime + } + + /// + /// The shape of a minimum to maximum Vector3. + /// + public enum MINMAXVECTOR3METHOD { + Rectangular, + RectangularLinear, + Spherical, + SphericalLinear, + //SphericalSector, + //SphericalSectorLinear + } + + /// + /// The type of event. + /// + public enum EVENTTYPEC { + Birth, + Death, + Collision, + Time + } + + /// + /// The type of event broadcast. + /// + public enum EVENTBROADCASTC { + Target, + EventListeners, + Both + } + + /// + /// The inheritance method for events. + /// + public enum EVENTINHERITANCEC { + User, + Particle, + Source + } + + /// + /// The type of turbulence algorithm to use. + /// + public enum TURBULENCETYPE { + /// + /// No turbulence will apply. + /// + None, + /// + /// Simplex noise will produce a natural branch pattern of turbulence. + /// + Simplex, + /// + /// Perlin noise will produce a confined wave-like pattern of turbulence. + /// + Perlin + } + + /// + /// The value method used for lifetime. + /// + public enum VALUEMETHOD { + Constant, + RandomBetweenTwoValues + } + + /// + /// The method to call when a particle system has finished simulating. + /// + public enum ONDONE { + /// + /// The GameObject of the particle system will inactivate. + /// + Inactivate, + /// + /// The GameObject of the particle system will be destroyed. This will only execute in Play-mode. + /// + Destroy + } + + /// + /// The thread pool method determines which thread pooling should be used. + /// ThreadPoolMethod.ThreadPool will use the .NET managed ThreadPool class (standard in Particle Playground in versions prior to 3). + /// ThreadPoolMethod.PlaygroundPool will use the self-managed PlaygroundQueue which queues tasks on reused threads (standard in Particle Playground 3 and up). + /// + public enum ThreadPoolMethod { + /// + /// Uses the .NET managed ThreadPool class (standard in Particle Playground in versions prior to 3). + /// + ThreadPool, + /// + /// Uses the self-managed PlaygroundQueue which queues tasks on reused threads (standard in Particle Playground 3 and up). + /// + PlaygroundPool + } + + /// + /// Multithreading method. This determines how particle systems calculate over the CPU. Keep in mind each thread will generate memory garbage which will be collected at some point. + /// Selecting ThreadMethod.NoThreads will make particle systems calculate on the main-thread. + /// ThreadMethod.OnePerSystem will create one thread per particle system each frame. + /// ThreadMethod.OneForAll will bundle all calculations into one single thread. + /// ThreadMethod.Automatic will distribute all particle systems evenly bundled along available CPUs/cores. + /// + public enum ThreadMethod { + /// + /// No calculation threads will be created. This will in most cases have a negative impact on performance as Particle Playground will calculate along all other logic on the main-thread. + /// Use this for debug purposes or if you know there's no multi- or hyperthreading possibilities on your target platform. + /// + NoThreads, + /// + /// One calculation thread per particle system will be created. Use this when having heavy particle systems in your scene. + /// Note that this method will never bundle calculation calls unless specified in each individual particle system’s Particle Thread Method. + /// + OnePerSystem, + /// + /// One calculation thread for all particle systems will be created. Use this if you have other multithreaded logic which has higher performance priority than Particle Playground or your project demands strict use of garbage collection. + /// Consider using ThreadMethod.Automatic for best performance. + /// + OneForAll, + /// + /// Let calculation threads distribute evenly for all particle systems in your scene. This will bundle calculation calls to match the platform's SystemInfo.processorCount. + /// This is the recommended and overall fastest method to calculate particle systems. + /// Having fewer particle systems than processing units will create one thread per particle system. Having more particle systems than processing units will initiate thread bundling. + /// + Automatic + } + + /// + /// The multithreading method for a single particle system. Use this to bypass the selected PlaygroundC.threadMethod. + /// ThreadMethodLocal.Inherit will let the particle system calculate as set by PlaygroundC.threadMethod. This is the default value. + /// ThreadMethodLocal.NoThreads will make the particle system calculate on the main-thread. + /// ThreadMethodLocal.OnePerSystem will create a new thread for this particle system. + /// ThreadMethodLocal.OneForAll will create a bundled thread for all particle systems using this setting. + /// + public enum ThreadMethodLocal { + /// + /// Let the particle system calculate as set by ThreadMethod. This is the default value. + /// + Inherit, + /// + /// The particle system will be calculated on the main-thread. + /// + NoThreads, + /// + /// Creates a new thread for this particle system. + /// + OnePerSystem, + /// + /// Bundle all particle systems using this setting into a single thread call. + /// + OneForAll + } + + /// + /// The multithreading method for a particle system component such as tubulence and skinned meshes. This determines how the components will calculate over the CPU. + /// + public enum ThreadMethodComponent { + /// + /// The component will calculate inside the chosen particle system multithreading method. + /// + InsideParticleCalculation, + /// + /// Each component will create a new calculation thread. + /// + OnePerSystem, + /// + /// All components of type will create a single bundled calculation thread. + /// + OneForAll + } + + /// + /// Tracking method determines how particles are compared within a Manipulator. This is used when tracking particles to determine if a particle exists within a Manipulator. + /// Using Manipulator id is the fastest but may not work on overlapping Manipulators. Use this method if you have plenty of particles. + /// Particle id will always return the correct compare, but requires a particle-to-particle lookup. Use this method if you have few particles with several Manipulators overlapping. + /// + public enum TrackingMethod { + /// + /// Using Manipulator id is fast but may not work on overlapping Manipulators. Use this method if you have plenty of particles. + /// + ManipulatorId, + /// + /// Particle id will always return the correct compare, but requires a particle-to-particle lookup. Use this method if you have few particles with several Manipulators overlapping. + /// + ParticleId + } + + /// + /// Animation curve extensions. + /// + public static class AnimationCurveExtensions { + + /// + /// Resets the AnimationCurve with two keyframes at time 0 and 1, values are 0. + /// + /// Animation Curve. + public static void Reset (this AnimationCurve animationCurve) { + if (animationCurve==null) + animationCurve = new AnimationCurve(); + Keyframe[] keys = new Keyframe[2]; + keys[1].time = 1f; + animationCurve.keys = keys; + } + + /// + /// Resets the AnimationCurve with two keyframes at time 0 and 1, values are 1. + /// + /// Animation Curve. + public static void Reset1 (this AnimationCurve animationCurve) { + if (animationCurve==null) + animationCurve = new AnimationCurve(); + Keyframe[] keys = new Keyframe[2]; + keys[1].time = 1f; + keys[0].value = 1f; + keys[1].value = 1f; + animationCurve.keys = keys; + } + + public static void Reset01 (this AnimationCurve animationCurve) { + if (animationCurve==null) + animationCurve = new AnimationCurve(); + Keyframe[] keys = new Keyframe[2]; + keys[1].time = 1f; + keys[0].value = 0; + keys[1].value = 1f; + animationCurve.keys = keys; + } + } + + /// + /// Event delegate for sending a PlaygroundEventParticle to any event listeners. + /// + public delegate void OnPlaygroundParticle(PlaygroundEventParticle particle); +} diff --git a/Assets/Particle Playground/Scripts/PlaygroundC.cs.meta b/Assets/Particle Playground/Scripts/PlaygroundC.cs.meta new file mode 100644 index 0000000..97ff226 --- /dev/null +++ b/Assets/Particle Playground/Scripts/PlaygroundC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cf99e9c3c4b714a96a2d7ed6cc281814 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs b/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs new file mode 100644 index 0000000..ad1e7df --- /dev/null +++ b/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs @@ -0,0 +1,7807 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using PlaygroundSplines; + +namespace ParticlePlayground { + [RequireComponent (typeof(ParticleSystem))] + /// + /// The PlaygroundParticlesC class is a Particle Playground system driven by the Playground Manager (PlaygroundC). A Particle Playground system contains settings and data for altering a Shuriken component. + /// + [ExecuteInEditMode()] + public class PlaygroundParticlesC : MonoBehaviour { + + /************************************************************************************************************************************************* + PlaygroundParticlesC variables + *************************************************************************************************************************************************/ + + // Particle Playground settings + /// + /// The particle source method for distributing particles upon birth. + /// + [HideInInspector] public SOURCEC source; + /// + /// Current active state (when using state as source). + /// + [HideInInspector] public int activeState; + /// + /// If emission of particles is active on this PlaygroundParticles. + /// + [HideInInspector] public bool emit = true; + /// + /// Should a particle re-emit when reaching the end of its lifetime? + /// + [HideInInspector] public bool loop = true; + /// + /// Should particles be removed instantly when you set emit to false? + /// + [HideInInspector] public bool clearParticlesOnEmissionStop = false; + /// + /// Should the GameObject of this PlaygroundParticlesC disable when not looping? + /// + [HideInInspector] public bool disableOnDone = false; + /// + /// The routine that should run when particle simulation has ended. + /// + [HideInInspector] public ONDONE disableOnDoneRoutine; + /// + /// The rate to update this PlaygroundParticles. + /// + [HideInInspector] public int updateRate = 1; + /// + /// Determins if this particle system should calculate (can be overrided by PlaygroundC.calculate). This will automatically enable/disable when pauseCalculationWhenInvisible is set to true. + /// + [HideInInspector] public bool calculate = true; + /// + /// Calculate the delta movement force of this particle system. + /// + [HideInInspector] public bool calculateDeltaMovement = true; + /// + /// The strength to multiply delta movement with. + /// + [HideInInspector] public float deltaMovementStrength = 10f; + /// + /// The minimum strength to multiply delta movement with. This will apply when using deltaMovementStrengthValueMethod of RandomBetweenTwoValues. + /// + [HideInInspector] public float minDeltaMovementStrength = 0; + [HideInInspector] public VALUEMETHOD deltaMovementStrengthValueMethod; + /// + /// The current world object will change its vertices over time. This produces memory garbage with quantity based upon the mesh vertices. + /// + [HideInInspector] public bool worldObjectUpdateVertices = false; + /// + /// The current world object will change its normals over time. This produces memory garbage with quantity based upon the mesh normals. + /// + [HideInInspector] public bool worldObjectUpdateNormals = false; + /// + /// The method to set the Lifetime Sorting: Nearest Neighbor/Reversed with. + /// + [HideInInspector] public NEARESTNEIGHBORORIGINMETHOD nearestNeighborOriginMethod; + /// + /// The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.SourcePoint. + /// This will let you sort the lifetime from a generated particle birth position. + /// + [HideInInspector] public int nearestNeighborOrigin = 0; + /// + /// The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Vector3. + /// This will let you sort the lifetime from a Vector3 in world space. + /// + [HideInInspector] public Vector3 nearestNeighborOriginVector3; + /// + /// The initial source position when using lifetime sorting of Nearest Neighbor/Reversed and nearestNeighborOriginMethod of NEARESTNEIGHBORORIGINMETHOD.Transform. + /// This will let you sort the lifetime from a Transform's position in world space. + /// + [HideInInspector] public Transform nearestNeighborOriginTransform; + /// + /// The amount of particles within this PlaygroundParticlesC object. + /// + [HideInInspector] public int particleCount; + /// + /// The percentage to emit of particleCount in bursts from this PlaygroundParticles. + /// + [HideInInspector] public float emissionRate = 1f; + /// + /// The method to calculate Overflow Offset with. + /// + [HideInInspector] public OVERFLOWMODEC overflowMode = OVERFLOWMODEC.SourceTransform; + /// + /// The offset direction and magnitude when particle count exceeds source count. + /// + [HideInInspector] public Vector3 overflowOffset; + /// + /// Should source position scattering be applied? + /// + [HideInInspector] public bool applySourceScatter = false; + /// + /// The minimum spread of source position scattering. + /// + [HideInInspector] public Vector3 sourceScatterMin; + /// + /// The maximum spread of source position scattering. + /// + [HideInInspector] public Vector3 sourceScatterMax; + /// + /// The scale of source scatter. This can be changed over time to move the scattering seamlessly. + /// + [HideInInspector] public Vector3 scatterScale = new Vector3(1f,1f,1f); + [HideInInspector] public MINMAXVECTOR3METHOD sourceScatterMethod; + /// + /// Sort mode for particle lifetime. + /// + [HideInInspector] public SORTINGC sorting = SORTINGC.Scrambled; + /// + /// Custom sorting for particle lifetime (when sorting is set to Custom). + /// + [HideInInspector] public AnimationCurve lifetimeSorting; + /// + /// Minimum size of particles. + /// + [HideInInspector] public float sizeMin = 1f; + /// + /// Maximum size of particles. + /// + [HideInInspector] public float sizeMax = 1f; + /// + /// The scale of minimum and maximum particle size. + /// + [HideInInspector] public float scale = 1f; + /// + /// Minimum initial particle rotation. + /// + [HideInInspector] public float initialRotationMin; + /// + /// Maximum initial particle rotation. + /// + [HideInInspector] public float initialRotationMax; + /// + /// Minimum amount to rotate a particle over time. + /// + [HideInInspector] public float rotationSpeedMin; + /// + /// Maximum amount to rotate a particle over time. + /// + [HideInInspector] public float rotationSpeedMax; + /// + /// Should the particles rotate towards their movement direction. The rotationNormal will determine from which angle the rotation is based on. + /// + [HideInInspector] public bool rotateTowardsDirection = false; + /// + /// The rotation direction normal when rotating towards direction (always normalized value). + /// + [HideInInspector] public Vector3 rotationNormal = -Vector3.forward; + /// + /// The method to apply lifetime values. + /// + [HideInInspector] public VALUEMETHOD lifetimeValueMethod; + /// + /// The maximum life of a particle in seconds. + /// + [HideInInspector] public float lifetime; + /// + /// The minimum life of a particle when using lifetimeValueMethod of RandomBetweenTwoValues. + /// + [HideInInspector] public float lifetimeMin = 0; + /// + /// The offset of lifetime in this particle system. + /// + [HideInInspector] public float lifetimeOffset; + /// + /// The emission during lifetime. This will compress the Lifetime Sorting pattern over the total lifetime. + /// This can be used to have particles live longer than the otherwise obvious repeating pattern. + /// + [HideInInspector] public float lifetimeEmission = 1f; + /// + /// The minimum Shuriken lifetime clamps the lifetime value for each particle. + /// When a Shuriken particle reaches 0 it will result in being removed from screen, where a noticable flicker will occur if the particle has the same birth as death position. + /// Upon using Texture Sheet Animation you may want this to be set to 0 if your particles has a short lifetime (below 1) to get all tiles into the animation. + /// + [HideInInspector] public float minShurikenLifetime = .08f; + /// + /// Should lifetime size affect each particle? + /// + [HideInInspector] public bool applyLifetimeSize = true; + /// + /// The size over lifetime of each particle. + /// + [HideInInspector] public AnimationCurve lifetimeSize; + /// + /// Should particle array size affect each particle? This will multiply the size of each particle depending on its position in the particle array. + /// + [HideInInspector] public bool applyParticleArraySize; + /// + /// The size over particle array of each particle. This will multiply the size of each particle depending on its position in the particle array. + /// + [HideInInspector] public AnimationCurve particleArraySize; + /// + /// Should the particles transition back to their source position during their lifetime? Use transitionBackToSourceAmount to set the strength by a normalized AnimationCurve. + /// + [HideInInspector] public bool transitionBackToSource = false; + /// + /// The amount to transition back to the source position by a normalized AnimationCurve. + /// + [HideInInspector] public AnimationCurve transitionBackToSourceAmount; + /// + /// Should the particles only position on their source (and not apply any forces)? + /// + [HideInInspector] public bool onlySourcePositioning = false; + /// + /// Should the particles only position by lifetime positioning Vector3AnimationCurves? + /// + [HideInInspector] public bool onlyLifetimePositioning = false; + /// + /// The lifetime positioning of particles using a Vector3AnimationCurveC. This will annihilate any forces and only move particles on the X, Y and Z Animation Curves. + /// + [HideInInspector] public Vector3AnimationCurveC lifetimePositioning; + /// + /// Should scale over time of lifetime positioning apply? + /// + [HideInInspector] public bool applyLifetimePositioningTimeScale = false; + /// + /// Should scale of position of lifetime positioning apply? + /// + [HideInInspector] public bool applyLifetimePositioningPositionScale = false; + /// + /// The scale of time for lifetime positioning. + /// + [HideInInspector] public AnimationCurve lifetimePositioningTimeScale; + /// + /// The scale of positioning for lifetime positioning. + /// + [HideInInspector] public AnimationCurve lifetimePositioningPositionScale; + /// + /// The overall scale of lifetime positioning. + /// + [HideInInspector] public float lifetimePositioningScale = 1f; + /// + /// Should lifetime positioning use the direction normal of the source? + /// + [HideInInspector] public bool lifetimePositioningUsesSourceDirection = false; + /// + /// Should lifetime velocity affect particles? + /// + [HideInInspector] public bool applyLifetimeVelocity = false; + /// + /// The velocity over lifetime of each particle. + /// + [HideInInspector] public Vector3AnimationCurveC lifetimeVelocity; + /// + /// The lifetime velocity scale. + /// + [HideInInspector] public float lifetimeVelocityScale = 1f; + /// + /// Should initial velocity affect particles? + /// + [HideInInspector] public bool applyInitialVelocity = false; + /// + /// The minimum starting velocity of each particle. + /// + [HideInInspector] public Vector3 initialVelocityMin; + /// + /// The maximum starting velocity of each particle. + /// + [HideInInspector] public Vector3 initialVelocityMax; + /// + /// Determines if the value of initial velocity should be rectangular or spherical. + /// + [HideInInspector] public MINMAXVECTOR3METHOD initialVelocityMethod; + /// + /// Should initial local velocity affect particles? + /// + [HideInInspector] public bool applyInitialLocalVelocity = false; + /// + /// The minimum starting velocity of each particle with normal or transform direction. + /// + [HideInInspector] public Vector3 initialLocalVelocityMin; + /// + /// The maximum starting velocity of each particle with normal or transform direction. + /// + [HideInInspector] public Vector3 initialLocalVelocityMax; + /// + /// Determines if the value of initial local velocity should be rectangular or spherical. + /// + [HideInInspector] public MINMAXVECTOR3METHOD initialLocalVelocityMethod; + /// + /// Should the initial velocity shape be applied on particle re/birth? + /// + [HideInInspector] public bool applyInitialVelocityShape = false; + /// + /// The amount of velocity to apply of the spawning particle's initial/local velocity in form of a Vector3AnimationCurve. + /// + [HideInInspector] public Vector3AnimationCurveC initialVelocityShape; + /// + /// The scale of initial velocity shape. + /// + [HideInInspector] public float initialVelocityShapeScale = 1f; + /// + /// Should bending affect particles velocity? + /// + [HideInInspector] public bool applyVelocityBending; + /// + /// The amount to bend velocity of each particle. + /// + [HideInInspector] public Vector3 velocityBending; + /// + /// The type of velocity bending. + /// + [HideInInspector] public VELOCITYBENDINGTYPEC velocityBendingType; + /// + /// The constant force towards gravitational vector. + /// + [HideInInspector] public Vector3 gravity; + /// + /// The maximum positive- and negative velocity of each particle. + /// + [HideInInspector] public float maxVelocity = 100f; + /// + /// The force axis constraints of each particle. + /// + [HideInInspector] public PlaygroundAxisConstraintsC axisConstraints = new PlaygroundAxisConstraintsC(); + /// + /// Particles inertia over time. + /// + [HideInInspector] public float damping; + /// + /// The overall scale of velocity. + /// + [HideInInspector] public float velocityScale = 1f; + /// + /// The color over lifetime. + /// + [HideInInspector] public Gradient lifetimeColor; + /// + /// The colors over lifetime (if Color Source is set to LifetimeColors). + /// + [HideInInspector] public List lifetimeColors = new List(); + /// + /// The source to read color from (fallback on Lifetime Color if no source color is available). + /// + [HideInInspector] public COLORSOURCEC colorSource = COLORSOURCEC.Source; + /// + /// Should the source color use alpha from Lifetime Color instead of the source's original alpha? + /// + [HideInInspector] public bool sourceUsesLifetimeAlpha; + /// + /// The method to color particles with. Either evaluated by their lifetime or by their position in the ParticleCache array. + /// + [HideInInspector] public COLORMETHOD colorMethod; + /// + /// Determines if particles should get a secondary alpha applied from the arrayColorAlpha gradient when using colorMethod of COLORMETHOD.ParticleArray. + /// + [HideInInspector] public bool arrayColorUsesAlpha; + /// + /// The array color alpha. + /// + [HideInInspector] public Gradient arrayColorAlpha; + /// + /// Should the movement of the particle system transform when in local simulation space be compensated for? + /// + [HideInInspector] public bool applyLocalSpaceMovementCompensation = true; + /// + /// Should particles get a new random size upon rebirth? + /// + [HideInInspector] public bool applyRandomSizeOnRebirth = true; + /// + /// Should particles get a new random velocity upon rebirth? + /// + [HideInInspector] public bool applyRandomInitialVelocityOnRebirth = true; + /// + /// Should particles get a new random rotation upon rebirth? + /// + [HideInInspector] public bool applyRandomRotationOnRebirth = true; + /// + /// Should particles get a new scatter position upon rebirth? + /// + [HideInInspector] public bool applyRandomScatterOnRebirth = false; + /// + /// Should particles get their initial calculated color upon rebirth? (Can resolve flickering upon rebirth.) + /// + [HideInInspector] public bool applyInitialColorOnRebirth = false; + /// + /// Should particles get a new random lifetime upon rebirth? + /// + [HideInInspector] public bool applyRandomLifetimeOnRebirth = true; + /// + /// Should particle birth position be adjusted with the delta time from birth to current? This will make the particles appear linearly. + /// + [HideInInspector] public bool applyDeltaOnRebirth = true; + /// + /// Should each birthing particle calculate the local manipulators immediately? + /// + [HideInInspector] public bool calculateManipulatorOnRebirth = false; + /// + /// Should the particle system pause calculation upon becoming invisible? + /// + [HideInInspector] public bool pauseCalculationWhenInvisible = false; + /// + /// Should the calculation trigger size gizmo be visible in Scene View? + /// + [HideInInspector] public bool calculationTriggerSizeGizmo = false; + /// + /// The calculation trigger transform determines the origin of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. + /// + [HideInInspector] public Transform calculationTriggerTransform; + /// + /// The calculation trigger size determines the size of the rendered particle area. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. + /// + [HideInInspector] public Vector3 calculationTriggerSize = new Vector3(1f,1f,1f); + /// + /// The calculation trigger offset determines the offset from the calculationTriggerTransform position. This will affect the calculation trigger when pauseCalculationWhenInvisible is set to true. + /// + [HideInInspector] public Vector3 calculationTriggerOffset = new Vector3(); + /// + /// Should the particle system force Play() when GameObject is outside of camera view? (Fix for Shuriken stop rendering.) + /// + [HideInInspector] public bool forceVisibilityWhenOutOfFrustrum = true; + /// + /// Should each particle's position be synced with main-threaad? Use this when dealing with moving source objects or if you experience a laggy particle movement. + /// + [HideInInspector] public bool syncPositionsOnMainThread = false; + /// + /// Should the particle system force itself to remain in lockPosition? + /// + [HideInInspector] public bool applyLockPosition = false; + /// + /// Should the particle system force itself to remain in lockRotation? + /// + [HideInInspector] public bool applyLockRotation = false; + /// + /// Should the particle system force itself to remain in lockScale? + /// + [HideInInspector] public bool applyLockScale = false; + /// + /// The locked position is considered local. + /// + [HideInInspector] public bool lockPositionIsLocal = false; + /// + /// The locked rotation is considered local. + /// + [HideInInspector] public bool lockRotationIsLocal = false; + /// + /// The locked position. + /// + [HideInInspector] public Vector3 lockPosition = Vector3.zero; + /// + /// The locked rotation. + /// + [HideInInspector] public Vector3 lockRotation = Vector3.zero; + /// + /// The locked scale. + /// + [HideInInspector] public Vector3 lockScale = new Vector3(1f,1f,1f); + /// + /// Should the movementCompensationLifetimeStrength affect local space movement compensation? + /// + [HideInInspector] public bool applyMovementCompensationLifetimeStrength = false; + /// + /// The strength of movement compensation over particles lifetime + /// + [HideInInspector] public AnimationCurve movementCompensationLifetimeStrength; + /// + /// Determines if masking should be applied to the particles. + /// + [HideInInspector] public bool applyParticleMask; + /// + /// The masked amount of particles. The particleMaskTime will determine if the particles should fade in/out. + /// + [HideInInspector] public int particleMask = 0; + /// + /// The time it takes to mask in/out particles when using particleMask. + /// + [HideInInspector] public float particleMaskTime = 0f; + /// + /// The method to distribute the sorting mask when particleMask is above 0. + /// + [HideInInspector] public MASKSORTINGC particleMaskSorting; + /// + /// The speed of stretching to reach full effect. + /// + [HideInInspector] public float stretchSpeed = 1f; + /// + /// Should the start direction of particle stretching be applied? + /// + [HideInInspector] public bool applyStretchStartDirection = false; + /// + /// The starting direction of stretching if all initial velocity is zero. + /// + [HideInInspector] public Vector3 stretchStartDirection = Vector3.zero; + /// + /// Should lifetime stretching be applied? + /// + [HideInInspector] public bool applyLifetimeStretching = false; + /// + /// The lifetime stretching of stretched particles. + /// + [HideInInspector] public AnimationCurve stretchLifetime; + /// + /// The multithreading method how this particle system should calculate. Use this to bypass the Playground Manager's threadMethod. + /// + [HideInInspector] public ThreadMethodLocal threadMethod; + /// + /// Determines if multithreading should be used to initialize all caches for the particle system. + /// The tradeoff of sparing the main thread from initializing all caches is that it can result in the particle system taking a couple of frames before it's ready to start emission. + /// + [HideInInspector] public bool multithreadedStartup = true; + + // Source Script variables + /// + /// When using Emit() the index will point to the next particle in pool to emit. + /// + [HideInInspector] public int scriptedEmissionIndex; + /// + /// When using Emit() the passed in position will determine the position for this particle. + /// + [HideInInspector] public Vector3 scriptedEmissionPosition; + /// + /// When using Emit() the passed in velocity will determine the speed and direction for this particle. + /// + [HideInInspector] public Vector3 scriptedEmissionVelocity; + /// + /// When using Emit() the passed in color will decide the color for this particle if colorSource is set to COLORSOURCEC.Source. + /// + [HideInInspector] public Color scriptedEmissionColor = Color.white; + /// + /// When using Emit() the passed in scriptedLifetime will determine the lifetime of the particle. + /// + [HideInInspector] float scriptedLifetime = 0; + + // Collision detection + /// + /// Determines if particles can collide. Enable this if you want particles to continuously look for colliders of type collisionType (2D/3D). Particle collision will run on main-thread. + /// + [HideInInspector] public bool collision = false; + /// + /// Should particles affect rigidbodies? The mass determines how much they will affect the rigidobdy. + /// + [HideInInspector] public bool affectRigidbodies = true; + [HideInInspector] public bool inverseRigidbodyCollision = false; + /// + /// The mass of a particle (calculated in collision with rigidbodies). + /// + [HideInInspector] public float mass = .01f; + /// + /// The spherical radius of a particle used upon collision. + /// + [HideInInspector] public float collisionRadius = 1f; + /// + /// The layers these particles will collide with. + /// + [HideInInspector] public LayerMask collisionMask; + [HideInInspector] public List collisionExclusion; + /// + /// The amount a particle will loose of its lifetime on collision. + /// + [HideInInspector] public float lifetimeLoss = 0f; + /// + /// The amount a particle will bounce on collision. + /// + [HideInInspector] public float bounciness = .5f; + /// + /// The minimum amount of random bounciness (seen as negative offset from the collided surface's normal direction). + /// + [HideInInspector] public Vector3 bounceRandomMin; + /// + /// The maximum amount of random bounciness (seen as positive offset from the collided surface's normal direction). + /// + [HideInInspector] public Vector3 bounceRandomMax; + /// + /// The Playground Colliders of this particle system. A Playground Collider is an infinite collision plane based on a Transform in the scene. + /// + [HideInInspector] public List colliders; + /// + /// The type of collision. This determines if 2D- or 3D raycasting should be used. + /// + [HideInInspector] public COLLISIONTYPEC collisionType; + /// + /// Minimum collision depth of Raycast2D. + /// + [HideInInspector] public float minCollisionDepth = 0f; + /// + /// Maximum collision depth of Raycast2D. + /// + [HideInInspector] public float maxCollisionDepth = 0f; + /// + /// Determines if particles should stick to their collided surface. + /// + [HideInInspector] public bool stickyCollisions = false; + /// + /// The sticky collisions offset from the collided surface normal. + /// + [HideInInspector] public float stickyCollisionsSurfaceOffset = 0; + [HideInInspector] public LayerMask stickyCollisionsMask = -1; + /// + /// Determines if collisions should be calculated using Vector3.Distance (if set to true) or Vector3.SqrMagnitude (if set to false). + /// + [HideInInspector] public bool collisionPrecision = false; + /// + /// Determines if collisions should be cached even if stickyCollisions isn't set to true. Enable this if you want to extend your scripts upon the collision information for the particles when not using sticky collisions. + /// Having this disabled will minimize transform component lookups during collisions. + /// + [HideInInspector] public bool forceCollisionCaching = false; + [HideInInspector] public bool maskedParticlesBypassCollision = true; + + // States (source) + /// + /// The list of States for this PlaygroundParticles. A State is Source data from a texture or mesh which determines where particles will be positioned upon birth. + /// + public List states = new List(); + + // Splines + /// + /// The splines used as Source. Particle birth positions will populate along the spline using the list of particles as normalized time on the curves of the spline. To offset the time use splineTimeOffset. + /// + [HideInInspector] public List splines; + [HideInInspector] public float splineTimeOffset; + [HideInInspector] public bool treatAsOneSpline; + int splineIndex = 0; + + // Scene objects (source) + /// + /// A mesh as source calculated within the scene. + /// + [HideInInspector] public WorldObject worldObject = new WorldObject(); + /// + /// A skinned mesh as source calculated within the scene. + /// + [HideInInspector] public SkinnedWorldObject skinnedWorldObject = new SkinnedWorldObject(); + [HideInInspector] public bool forceSkinnedMeshUpdateOnMainThread = false; + /// + /// A transform calculated within the scene. + /// + [HideInInspector] public Transform sourceTransform; + [HideInInspector] public List sourceTransforms; + [HideInInspector] public bool treatAsOneTransform; + int transformIndex = 0; + + [HideInInspector] public PlaygroundParticlesC otherParticleSource; + [HideInInspector] public SOURCEBIRTHMETHOD otherParticleSourceMethod; + + // Paint + /// + /// The paint source of this PlaygroundParticles. + /// + [HideInInspector] public PaintObjectC paint; + + // Projection + /// + /// The projection source of this PlaygroundParticles. + /// + [HideInInspector] public ParticleProjectionC projection; + + // Manipulators + /// + /// The list of Local Manipulator Objects handled by this PlaygroundParticlesC object. + /// + public List manipulators; + + // Events + /// + /// List of event objects handled by this PlaygroundParticlesC object. + /// + [HideInInspector] public List events; + + // Cache + /// + /// Data for each particle. + /// + [NonSerialized] public PlaygroundCache playgroundCache = new PlaygroundCache(); + /// + /// The particle pool. + /// + [NonSerialized] public ParticleSystem.Particle[] particleCache; + [NonSerialized] public CollisionCache collisionCache; + + // Snapshots + /// + /// Saved data of properties (positions, velocities, colors etc.). + /// + [HideInInspector] public List snapshots = new List(); + /// + /// Should the particle system load stored data from start? + /// + [HideInInspector] public bool loadFromStart = false; + /// + /// Which data should be loaded (if loadFromStart is true). + /// + [HideInInspector] public int loadFrom = 0; + /// + /// Should a transition occur whenever a Load is issued? + /// + [HideInInspector] public bool loadTransition = false; + /// + /// The type of transition to occur whenever a Load is issued. + /// + [HideInInspector] public TRANSITIONTYPEC loadTransitionType; + /// + /// The time for load transition in seconds. + /// + [HideInInspector] public float loadTransitionTime = 1f; + /// + /// The storage of position data if this is a snapshot. + /// + [HideInInspector] public PlaygroundCache snapshotData; + /// + /// The global time the snapshot was made. + /// + [HideInInspector] public float timeOfSnapshot = 0; + /// + /// Is this particle system a snapshot? + /// + public bool isSnapshot = false; + + // Components + /// + /// This ParticleSystem (Shuriken) component. + /// + [HideInInspector] public ParticleSystem shurikenParticleSystem; + /// + /// The id of this PlaygroundParticlesC object. + /// + [HideInInspector] public int particleSystemId; + /// + /// The GameObject of a PlaygroundParticlesC object. + /// + [HideInInspector] public GameObject particleSystemGameObject; + /// + /// The Transform of a PlaygroundParticlesC object. + /// + [HideInInspector] public Transform particleSystemTransform; + /// + /// The Renderer of a PlaygroundParticlesC object. + /// + [HideInInspector] public Renderer particleSystemRenderer; + /// + /// The ParticleSystemRenderer of a PlaygroundParticlesC object. + /// + [HideInInspector] public ParticleSystemRenderer particleSystemRenderer2; + /// + /// The PlaygroundParticlesC that is controlling this particle system. + /// + [HideInInspector] public List eventControlledBy = new List(); + + // Turbulence + /// + /// The Simplex Turbulence object. + /// + SimplexNoise turbulenceSimplex; + /// + /// The type of turbulence. + /// + [HideInInspector] public TURBULENCETYPE turbulenceType = TURBULENCETYPE.None; + /// + /// The turbulence strength. + /// + [HideInInspector] public float turbulenceStrength = 10f; + /// + /// The turbulence resolution scale. A higher value will generate a more dense grid. + /// + [HideInInspector] public float turbulenceScale = 1f; + /// + /// The turbulence time scale. + /// + [HideInInspector] public float turbulenceTimeScale = 1f; + /// + /// Should Turbulence Lifetime Strength apply? + /// + [HideInInspector] public bool turbulenceApplyLifetimeStrength = false; + /// + /// The Turbulence Lifetime Strength. Use this to control how much turbulence will affect the particle over its lifetime. + /// + [HideInInspector] public AnimationCurve turbulenceLifetimeStrength; + + [HideInInspector] public bool prewarm = false; + [HideInInspector] public float prewarmTime = 1f; + [HideInInspector] public int prewarmCycles = 16; + + /// + /// The simulation time scale for all particles within this system. Set time scale to 0 to pause a particle system. + /// + [HideInInspector] public float particleTimescale = 1f; + + + // Internally used variables + int thisLayer; + bool isPrewarming; + bool inTransition = false; + int previousParticleCount = -1; + float previousEmissionRate = 1f; + bool renderModeStretch = false; + float previousSizeMin; + float previousSizeMax; + float previousInitialRotationMin; + float previousInitialRotationMax; + float previousRotationSpeedMin; + float previousRotationSpeedMax; + Vector3 previousVelocityMin; + Vector3 previousVelocityMax; + Vector3 previousLocalVelocityMin; + Vector3 previousLocalVelocityMax; + MINMAXVECTOR3METHOD previousLocalVelocityMethod; + MINMAXVECTOR3METHOD previousVelocityMethod; + SORTINGC previousSorting; + int previousNearestNeighborOrigin; + NEARESTNEIGHBORORIGINMETHOD previousNearestNeighborOriginMethod; + Vector3 previousNearestNeighborOriginVector3; + Transform previousNearestNeighborOriginTransform; + Vector3 nearestNeighborOriginTransformPosition; + MASKSORTINGC previousMaskSorting; + VALUEMETHOD previousLifetimeValueMethod; + float previousLifetime; + float previousLifetimeMin; + float previousLifetimeEmission; + bool previousEmission = true; + bool previousLoop; + float emissionStopped = 0f; + bool queueEmissionHalt = false; + bool hasEmitted = false; + int lifetimeColorId = 0; + System.Random internalRandom01; + float lastTimeUpdated = 0f; + PlaygroundEventParticle eventParticle = new PlaygroundEventParticle(); + [NonSerialized] public bool cameFromNonCalculatedFrame = false; + [NonSerialized] public bool cameFromNonEmissionFrame = true; + [NonSerialized] public float localTime = 0f; + [NonSerialized] public float localDeltaTime = 0f; + [NonSerialized] public int previousActiveState; + [NonSerialized] public float simulationStarted; + [NonSerialized] public bool inPlayback = false; + [NonSerialized] public bool loopExceeded = false; + [NonSerialized] public int loopExceededOnParticle; + [NonSerialized] public bool isReadyForThreadedCalculations = false; + [NonSerialized] public bool hasActiveParticles = true; + [NonSerialized] public bool isDoneThread = true; + [NonSerialized] public bool threadHadNoActiveParticles = false; + bool hasEventManipulatorLocal = false; + bool hasEventManipulatorGlobal = false; + bool hasSeveralManipulatorEvents = false; + bool hasGlobalAffectingManipulators = false; + Quaternion particleSystemRotation; + Quaternion particleSystemInverseRotation; + + int psTransformNum = -1; + Vector3 manipulatorFix = new Vector3(0,.0001f,0); + + PlaygroundParticlesC thisInstance; + float t; + bool cancelDeltaPositioningOnSync; + Quaternion stCompensationRot; + Quaternion stCompensationRotPrev; + Quaternion stRot; + Vector3 stDir; + bool localSpace; + bool overflow; + bool skinnedWorldObjectReady; + bool stateReadyForTextureColor; + int manipulatorEventCount; + bool hasEvent; + bool hasTimerEvent; + bool hasCollisionCache = false; + + + /************************************************************************************************************************************************* + PlaygroundParticlesC functions + *************************************************************************************************************************************************/ + + /// + /// Clones the settings of this Particle Playground system into the passed reference. Note that you additionally need to use CopySaveDataTo() if you want to clone the Snapshots. + /// + /// Playground particles. + public void CopyTo (PlaygroundParticlesC playgroundParticles) { + + // Playground variables + playgroundParticles.source = source; + playgroundParticles.activeState = activeState; + playgroundParticles.emit = emit; + playgroundParticles.loop = loop; + playgroundParticles.clearParticlesOnEmissionStop = clearParticlesOnEmissionStop; + playgroundParticles.disableOnDone = disableOnDone; + playgroundParticles.disableOnDoneRoutine = disableOnDoneRoutine; + playgroundParticles.updateRate = updateRate; + playgroundParticles.calculate = calculate; + playgroundParticles.calculateDeltaMovement = calculateDeltaMovement; + playgroundParticles.deltaMovementStrength = deltaMovementStrength; + playgroundParticles.minDeltaMovementStrength = minDeltaMovementStrength; + playgroundParticles.deltaMovementStrengthValueMethod = deltaMovementStrengthValueMethod; + playgroundParticles.worldObjectUpdateVertices = worldObjectUpdateVertices; + playgroundParticles.worldObjectUpdateNormals = worldObjectUpdateNormals; + playgroundParticles.nearestNeighborOrigin = nearestNeighborOrigin; + playgroundParticles.nearestNeighborOriginMethod = nearestNeighborOriginMethod; + playgroundParticles.nearestNeighborOriginTransform = nearestNeighborOriginTransform; + playgroundParticles.nearestNeighborOriginVector3 = nearestNeighborOriginVector3; + playgroundParticles.particleCount = particleCount; + playgroundParticles.emissionRate = emissionRate; + playgroundParticles.overflowMode = overflowMode; + playgroundParticles.overflowOffset = overflowOffset; + playgroundParticles.applySourceScatter = applySourceScatter; + playgroundParticles.scatterScale = scatterScale; + playgroundParticles.sourceScatterMin = sourceScatterMin; + playgroundParticles.sourceScatterMax = sourceScatterMax; + playgroundParticles.sourceScatterMethod = sourceScatterMethod; + playgroundParticles.sorting = sorting; + playgroundParticles.lifetimeSorting = new AnimationCurve(lifetimeSorting.keys); + playgroundParticles.sizeMin = sizeMin; + playgroundParticles.sizeMax = sizeMax; + playgroundParticles.scale = scale; + playgroundParticles.initialRotationMin = initialRotationMin; + playgroundParticles.initialRotationMax = initialRotationMax; + playgroundParticles.rotationSpeedMin = rotationSpeedMin; + playgroundParticles.rotationSpeedMax = rotationSpeedMax; + playgroundParticles.rotateTowardsDirection = rotateTowardsDirection; + playgroundParticles.rotationNormal = rotationNormal; + playgroundParticles.lifetime = lifetime; + playgroundParticles.lifetimeValueMethod = lifetimeValueMethod; + playgroundParticles.lifetimeMin = lifetimeMin; + playgroundParticles.lifetimeEmission = lifetimeEmission; + playgroundParticles.lifetimeOffset = lifetimeOffset; + playgroundParticles.minShurikenLifetime = minShurikenLifetime; + playgroundParticles.applyLifetimeSize = applyLifetimeSize; + playgroundParticles.lifetimeSize = new AnimationCurve(lifetimeSize.keys); + playgroundParticles.applyParticleArraySize = applyParticleArraySize; + playgroundParticles.particleArraySize = new AnimationCurve(particleArraySize.keys); + playgroundParticles.transitionBackToSource = transitionBackToSource; + playgroundParticles.transitionBackToSourceAmount = new AnimationCurve(transitionBackToSourceAmount.keys); + playgroundParticles.onlySourcePositioning = onlySourcePositioning; + playgroundParticles.onlyLifetimePositioning = onlyLifetimePositioning; + playgroundParticles.lifetimePositioning = lifetimePositioning.Clone(); + playgroundParticles.lifetimePositioningScale = lifetimePositioningScale; + playgroundParticles.lifetimePositioningUsesSourceDirection = lifetimePositioningUsesSourceDirection; + playgroundParticles.lifetimePositioningTimeScale = new AnimationCurve(lifetimePositioningTimeScale.keys); + playgroundParticles.lifetimePositioningPositionScale = new AnimationCurve(lifetimePositioningPositionScale.keys); + playgroundParticles.applyLifetimePositioningTimeScale = applyLifetimePositioningTimeScale; + playgroundParticles.applyLifetimePositioningPositionScale = applyLifetimePositioningPositionScale; + playgroundParticles.axisConstraints = axisConstraints.Clone(); + playgroundParticles.applyLifetimeVelocity = applyLifetimeVelocity; + playgroundParticles.lifetimeVelocity = lifetimeVelocity.Clone(); + playgroundParticles.lifetimeVelocityScale = lifetimeVelocityScale; + playgroundParticles.applyInitialVelocity = applyInitialVelocity; + playgroundParticles.initialVelocityMin = initialVelocityMin; + playgroundParticles.initialVelocityMax = initialVelocityMax; + playgroundParticles.initialVelocityMethod = initialVelocityMethod; + playgroundParticles.applyInitialLocalVelocity = applyInitialLocalVelocity; + playgroundParticles.initialLocalVelocityMin = initialLocalVelocityMin; + playgroundParticles.initialLocalVelocityMax = initialLocalVelocityMax; + playgroundParticles.initialLocalVelocityMethod = initialLocalVelocityMethod; + playgroundParticles.applyVelocityBending = applyVelocityBending; + playgroundParticles.velocityBending = velocityBending; + playgroundParticles.velocityBendingType = velocityBendingType; + playgroundParticles.applyInitialVelocityShape = applyInitialVelocityShape; + playgroundParticles.initialVelocityShape = initialVelocityShape.Clone(); + playgroundParticles.initialVelocityShapeScale = initialVelocityShapeScale; + playgroundParticles.gravity = gravity; + playgroundParticles.damping = damping; + playgroundParticles.velocityScale = velocityScale; + playgroundParticles.maxVelocity = maxVelocity; + playgroundParticles.lifetimeColor.SetKeys (lifetimeColor.colorKeys, lifetimeColor.alphaKeys); + playgroundParticles.colorSource = colorSource; + playgroundParticles.sourceUsesLifetimeAlpha = sourceUsesLifetimeAlpha; + playgroundParticles.colorMethod = colorMethod; + playgroundParticles.arrayColorUsesAlpha = arrayColorUsesAlpha; + playgroundParticles.arrayColorAlpha.SetKeys (arrayColorAlpha.colorKeys, arrayColorAlpha.alphaKeys); + playgroundParticles.applyLocalSpaceMovementCompensation = applyLocalSpaceMovementCompensation; + playgroundParticles.applyRandomSizeOnRebirth = applyRandomSizeOnRebirth; + playgroundParticles.applyRandomInitialVelocityOnRebirth = applyRandomInitialVelocityOnRebirth; + playgroundParticles.applyRandomRotationOnRebirth = applyRandomRotationOnRebirth; + playgroundParticles.applyRandomScatterOnRebirth = applyRandomScatterOnRebirth; + playgroundParticles.applyInitialColorOnRebirth = applyInitialColorOnRebirth; + playgroundParticles.applyRandomLifetimeOnRebirth = applyRandomLifetimeOnRebirth; + playgroundParticles.applyDeltaOnRebirth = applyDeltaOnRebirth; + playgroundParticles.calculateManipulatorOnRebirth = calculateManipulatorOnRebirth; + playgroundParticles.pauseCalculationWhenInvisible = pauseCalculationWhenInvisible; + playgroundParticles.calculationTriggerSize = calculationTriggerSize; + playgroundParticles.calculationTriggerOffset = calculationTriggerOffset; + playgroundParticles.calculationTriggerTransform = calculationTriggerTransform; + playgroundParticles.calculationTriggerSizeGizmo = calculationTriggerSizeGizmo; + playgroundParticles.forceVisibilityWhenOutOfFrustrum = forceVisibilityWhenOutOfFrustrum; + playgroundParticles.syncPositionsOnMainThread = syncPositionsOnMainThread; + playgroundParticles.applyLockPosition = applyLockPosition; + playgroundParticles.applyLockRotation = applyLockRotation; + playgroundParticles.applyLockScale = applyLockScale; + playgroundParticles.lockPositionIsLocal = lockPositionIsLocal; + playgroundParticles.lockRotationIsLocal = lockRotationIsLocal; + playgroundParticles.lockPosition = lockPosition; + playgroundParticles.lockRotation = lockRotation; + playgroundParticles.lockScale = lockScale; + playgroundParticles.applyMovementCompensationLifetimeStrength = applyMovementCompensationLifetimeStrength; + playgroundParticles.movementCompensationLifetimeStrength = new AnimationCurve(movementCompensationLifetimeStrength.keys); + playgroundParticles.applyParticleMask = applyParticleMask; + playgroundParticles.particleMask = particleMask; + playgroundParticles.particleMaskTime = particleMaskTime; + playgroundParticles.particleMaskSorting = particleMaskSorting; + playgroundParticles.stretchSpeed = stretchSpeed; + playgroundParticles.applyStretchStartDirection = applyStretchStartDirection; + playgroundParticles.applyLifetimeStretching = applyLifetimeStretching; + playgroundParticles.stretchLifetime = new AnimationCurve(stretchLifetime.keys); + playgroundParticles.threadMethod = threadMethod; + playgroundParticles.multithreadedStartup = multithreadedStartup; + + // Scripted source variables + playgroundParticles.scriptedEmissionIndex = scriptedEmissionIndex; + playgroundParticles.scriptedEmissionPosition = scriptedEmissionPosition; + playgroundParticles.scriptedEmissionVelocity = scriptedEmissionVelocity; + playgroundParticles.scriptedEmissionColor = scriptedEmissionColor; + + // Collision detection + playgroundParticles.collision = collision; + playgroundParticles.affectRigidbodies = affectRigidbodies; + playgroundParticles.inverseRigidbodyCollision = inverseRigidbodyCollision; + playgroundParticles.mass = mass; + playgroundParticles.collisionRadius = collisionRadius; + playgroundParticles.collisionMask = collisionMask; + playgroundParticles.bounciness = bounciness; + playgroundParticles.lifetimeLoss = lifetimeLoss; + playgroundParticles.bounceRandomMin = bounceRandomMin; + playgroundParticles.bounceRandomMax = bounceRandomMax; + playgroundParticles.collisionType = collisionType; + playgroundParticles.minCollisionDepth = minCollisionDepth; + playgroundParticles.maxCollisionDepth = maxCollisionDepth; + playgroundParticles.stickyCollisions = stickyCollisions; + playgroundParticles.stickyCollisionsSurfaceOffset = stickyCollisionsSurfaceOffset; + playgroundParticles.stickyCollisionsMask = stickyCollisionsMask; + playgroundParticles.collisionPrecision = collisionPrecision; + playgroundParticles.forceCollisionCaching = forceCollisionCaching; + playgroundParticles.maskedParticlesBypassCollision = maskedParticlesBypassCollision; + playgroundParticles.collisionExclusion = new List(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i(); + for (int i = 0; i + /// Copies stored data of Snapshots into a particle system (separated from CopyTo() to solve Save/Load overwrite paradox). + /// + /// Playground particles. + public void CopySaveDataTo (PlaygroundParticlesC playgroundParticles) { + playgroundParticles.snapshots = new List(); + for (int i = 0; i + /// Sets emission On or Off. + /// + /// If set to true then emit particles. + public void Emit (bool setEmission) { + emit = setEmission; + if (emit) { + simulationStarted = localTime; + calculate = true; + hasActiveParticles = true; + threadHadNoActiveParticles = false; + loopExceeded = false; + loopExceededOnParticle = -1; + if (thisInstance==null) + thisInstance = this; + particleSystemGameObject.SetActive(true); + Emission(thisInstance, true, true); + } else { + emissionStopped = localTime; + if (clearParticlesOnEmissionStop) + InactivateParticles(); + } + previousEmission = setEmission; + } + + /// + /// Emits a single particle at previously set scripted emission position, velocity and color. + /// + public int Emit () { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + EmitProcedure(scriptedEmissionPosition, scriptedEmissionVelocity, scriptedEmissionColor); + return returnIndex; + } + + /// + /// Emits a single particle at position with previously set scripted emission velocity and color. + /// + /// Position. + public int Emit (Vector3 givePosition) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + EmitProcedure(givePosition, scriptedEmissionVelocity, scriptedEmissionColor); + return returnIndex; + } + + /// + /// Emits a single particle at position with velocity, the color will be set from the previous scripted emission color. + /// + /// Position. + /// Velocity. + public int Emit (Vector3 givePosition, Vector3 giveVelocity) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + EmitProcedure(givePosition, giveVelocity, scriptedEmissionColor); + return returnIndex; + } + + /// + /// Emits a single particle at position with velocity and color (Source Mode SOURCEC.Script will be automatically set). + /// + /// Position. + /// Velocity. + /// Color. + public int Emit (Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + EmitProcedure(givePosition, giveVelocity, giveColor); + return returnIndex; + } + + /// + /// Emits number of particles set by quantity. All other values will be set from the previous scripted emission call (or as set in Inspector). + /// + /// Quantity. + public void Emit (int quantity) { + source = SOURCEC.Script; + for (int i = 0; i + /// Emits number of particles set by quantity, position and minimum - maximum random velocity. + /// + /// Quantity. + /// Position. + /// Random minimum velocity. + /// Random maximum velocity. + /// Color. + public void Emit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) { + source = SOURCEC.Script; + for (int i = 0; i + /// Emits number of particles set by quantity, minimum - maximum random position and velocity. + /// + /// Quantity. + /// Random position minimum. + /// Random position max. + /// Random velocity minimum. + /// Random velocity max. + /// Color. + public void Emit (int quantity, Vector3 randomPositionMin, Vector3 randomPositionMax, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) { + source = SOURCEC.Script; + for (int i = 0; i + /// Emits a single particle with specified lifetime. This will set particle position, velocity and color from previously called emission (as set in the Source tab). + /// + /// Lifetime. + public int Emit (float giveLifetime) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + scriptedLifetime = giveLifetime; + EmitProcedure(scriptedEmissionPosition, scriptedEmissionVelocity, scriptedEmissionColor); + scriptedLifetime = 0; + return returnIndex; + } + + /// + /// Emits a single particle with specified lifetime. This will set particle velocity and color from previously called emission (as set in the Source tab). + /// + /// Position. + /// Lifetime. + public int Emit (Vector3 givePosition, float giveLifetime) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + scriptedLifetime = giveLifetime; + EmitProcedure(givePosition, scriptedEmissionVelocity, scriptedEmissionColor); + scriptedLifetime = 0; + return returnIndex; + } + + /// + /// Emits a single particle with specified lifetime. This will set particle color from previously called emission (as set in the Source tab). + /// + /// Position. + /// Velocity. + /// Lifetime. + public int Emit (Vector3 givePosition, Vector3 giveVelocity, float giveLifetime) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + scriptedLifetime = giveLifetime; + EmitProcedure(givePosition, giveVelocity, scriptedEmissionColor); + scriptedLifetime = 0; + return returnIndex; + } + + /// + /// Emits a single particle with specified position, velocity, lifetime and color. + /// + /// Position. + /// Velocity. + /// Lifetime. + /// Color. + public int Emit (Vector3 givePosition, Vector3 giveVelocity, float giveLifetime, Color32 giveColor) { + source = SOURCEC.Script; + int returnIndex = scriptedEmissionIndex; + scriptedLifetime = giveLifetime; + EmitProcedure(givePosition, giveVelocity, giveColor); + scriptedLifetime = 0; + return returnIndex; + } + + /// + /// Thread-safe version of Emit(). + /// + /// Position. + /// Velocity. + /// Color. + public void ThreadSafeEmit (Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) { + EmitProcedure(givePosition, giveVelocity, giveColor); + } + public void ThreadSafeEmit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor) { + for (int i = 0; i + /// Internal emission procedure called upon Emit(). + /// + /// Give position. + /// Give velocity. + /// Give color. + void EmitProcedure (Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) { + scriptedEmissionIndex=scriptedEmissionIndex%particleCount; + scriptedEmissionPosition = givePosition; + scriptedEmissionVelocity = giveVelocity; + scriptedEmissionColor = giveColor; + hasActiveParticles = true; + threadHadNoActiveParticles = false; + cameFromNonCalculatedFrame = false; + cameFromNonEmissionFrame = false; + + playgroundCache.simulate[scriptedEmissionIndex] = true; + + Rebirth(thisInstance, scriptedEmissionIndex, internalRandom01); + + if (playgroundCache.lifetimeOffset.Length!=particleCount) return; + + playgroundCache.initialColor[scriptedEmissionIndex] = scriptedEmissionColor; + playgroundCache.lifetimeOffset[scriptedEmissionIndex] = 0; + playgroundCache.life[scriptedEmissionIndex] = 0; + playgroundCache.birth[scriptedEmissionIndex] = PlaygroundC.globalTime; + if (scriptedLifetime==0) { + playgroundCache.death[scriptedEmissionIndex] = playgroundCache.birth[scriptedEmissionIndex]+lifetime; + } else { + playgroundCache.death[scriptedEmissionIndex] = playgroundCache.birth[scriptedEmissionIndex]+scriptedLifetime; + } + playgroundCache.emission[scriptedEmissionIndex] = true; + playgroundCache.scriptedColor[scriptedEmissionIndex] = giveColor; + playgroundCache.isFirstLoop[scriptedEmissionIndex] = true; + + emit = true; + previousEmission = true; + simulationStarted = localTime; + loopExceeded = false; + loopExceededOnParticle = -1; + scriptedEmissionIndex++;scriptedEmissionIndex=scriptedEmissionIndex%particleCount; + } + + /// + /// Checks if particles are still in simulation. + /// + /// true if this particle system is alive; otherwise, false. + public bool IsAlive () { + return calculate && hasActiveParticles; + } + + /// + /// Determines whether this particle system is simulated in local space. + /// + /// true if this particle system is simulated in local space; otherwise, false. + public bool IsLocalSpace () { + return localSpace; + } + + /// + /// Determines if this particle system is in a transition. + /// + /// true, if transition is active, false otherwise. + public bool InTransition () { + return inTransition; + } + + /// + /// Determines whether this particle system is loading a snapshot. + /// + /// true if this particle system is loading a snapshot; otherwise, false. + public bool IsLoading () { + return isLoading; + } + + /// + /// Determines whether this particle system is saving a snapshot. + /// + /// true if this particle system is saving a snapshot; otherwise, false. + public bool IsSaving () { + return isSaving; + } + + /// + /// Check if the particle system is ready. You should wait for IsReady() to become true before calling any scripted emission. This returns the same result as calling Initialized(). + /// + /// true if the particle system is ready; otherwise, false. + public bool IsReady () { + return initialized&&!isPrewarming; + } + + /// + /// Check if the particle system is ready. You should wait for Initialized() to become true before calling any scripted emission. + /// + /// true if the particle system is ready; otherwise, false. + public bool Initialized () { + return initialized&&!isPrewarming; + } + + /// + /// Determines whether this particle system is yield refreshing. + /// + /// true if this particle system is yield refreshing; otherwise, false. + public bool IsYieldRefreshing () { + return isYieldRefreshing; + } + + public bool IsSettingParticleTime () { + return isSettingParticleTime; + } + + public bool IsDoneThread { + get {return isDoneThread;} + set {isDoneThread = value;} + } + + /// + /// Determines whether the skinned world object is ready. + /// + /// true if this skinned world object is ready; otherwise, false. + public bool IsSkinnedWorldObjectReady () { + return source==SOURCEC.SkinnedWorldObject&&skinnedWorldObjectReady; + } + + /// + /// Determines whether this particle system has turbulence active. + /// + /// true if this particle system has turbulence; otherwise, false. + public bool HasTurbulence () { + return calculate && !onlySourcePositioning && !onlyLifetimePositioning && turbulenceStrength>0 && turbulenceType!=TURBULENCETYPE.None; + } + + /// + /// Determines whether this particle system has overflow set by Overflow Offset. + /// + /// true if this particle system has overflow; otherwise, false. + public bool HasOverflow () { + return overflow; + } + + /// + /// Determines whether this particle system may be affected by one or more available Global Manipulators. + /// + /// true if this particle system will be affected by one or more Global Manipulators; otherwise, false. + public bool HasGlobalManipulator () { + return hasGlobalAffectingManipulators; + } + + /// + /// Determines whether this particle system has an initialized collision cache. + /// + /// true if this particle system has a collision cache; otherwise, false. + public bool HasCollisionCache () { + return hasCollisionCache; + } + + /// + /// Determines if a particle at specified index has collided during its lifetime. + /// + /// true if the particle at index has collided during its lifetime; otherwise, false. + /// Index. + public bool HasCollided (int index) { + if (index<0||index>particleCount-1) + return false; + if (hasCollisionCache) + return collisionCache.hasCollided[index]; + return false; + } + + /// + /// Gets the particle collision position at index. + /// + /// The particle collision position. + /// Index. + public Vector3 GetCollisionPosition (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return Vector3.zero; + return collisionCache.collisionPosition[index]; + } + + /// + /// Gets the particle collision normal at index. + /// + /// The particle collision normal. + /// Index. + public Vector3 GetCollisionNormal (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return Vector3.zero; + return collisionCache.collisionNormal[index]; + } + + /// + /// Gets the particle sticky position at index. Note that stickyCollisions must be enabled to return expected values. + /// + /// The particle sticky position. + /// Index. + public Vector3 GetStickyPosition (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return Vector3.zero; + return collisionCache.stickyPosition[index]; + } + + /// + /// Sets the particle at index to stick onto a parent transform. + /// + /// Index. + /// Position. + /// Normal. + /// Parent. + public void SetSticky (int index, Vector3 position, Vector3 normal, float offset, Transform parent) { + if (index<0||index>particleCount-1) + return; + if (!hasCollisionCache) { + collisionCache = new CollisionCache(particleCount); + hasCollisionCache = true; + } + collisionCache.SetSticky(index, position, normal, stickyCollisionsSurfaceOffset, parent); + } + + /// + /// Updates the sticky particle position. + /// + /// Index. + public void UpdateSticky (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return; + collisionCache.hasCollided[index] = true; + collisionCache.UpdateStickyPosition(index); + playgroundCache.position[index] = collisionCache.stickyPosition[index]; + particleCache[index].position = playgroundCache.position[index]; + } + + /// + /// Clears the collisions. Use this if you for example want to toggle between sticky and non-sticky particle behaviors. + /// + public void ClearCollisions () { + if (!hasCollisionCache) + return; + collisionCache.ClearCollisions(); + } + + /// + /// Clears the collisions at index. Use this if you for example want to toggle between sticky and non-sticky particle behaviors. + /// + public void ClearCollisions (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return; + collisionCache.Reset(index); + } + + /// + /// Gets the particle collision transform at index. + /// + /// The particle collision transform. + /// Index. + public Transform GetCollisionTransform (int index) { + if (!hasCollisionCache || index<0||index>particleCount-1) + return null; + return collisionCache.collisionTransform[index]; + } + + /// + /// Gets the layer this particle system is within. This is safe to call from another thread. + /// + /// The layer. + public int GetLayer () { + return thisLayer; + } + + /// + /// Sets the random seed for the internal System.Random. + /// + /// Seed. + public void SetRandomSeed (int seed) { + internalRandom01 = new System.Random(seed); + } + + int reportUpdateStepper = 100; + bool isReportingBadUpdateRate = false; + /// + /// Determines whether this particle system is reporting bad update rate. You will also see the "P" icon indicator in the Hierarchy turn red in Play Mode whenever this returns true. + /// + /// true if this particle system is reporting bad update rate; otherwise, false. + public bool IsReportingBadUpdateRate () { + if (isPrewarming||inTransition) return false; + reportUpdateStepper--; + if (reportUpdateStepper==0) { + reportUpdateStepper = 100; + isReportingBadUpdateRate = localTime>1f && localDeltaTime>.04f; + } + return isReportingBadUpdateRate; + } + + /// + /// Gets the current delta time of a particle system's update loop. + /// + /// The delta time. + public float GetDeltaTime () { + return t; + } + + /// + /// Gets or sets when this particle system was last time updated. This is done automatically while the particle system is simulated. + /// + /// The last time updated. + public float LastTimeUpdated { + get {return lastTimeUpdated;} + set {lastTimeUpdated = value;} + } + + /// + /// Gets or sets the local delta time of this particle system. This is done automatically while the particle system is simulated. + /// + /// The local delta time. + public float LocalDeltaTime { + get {return localDeltaTime;} + set { + localDeltaTime = value; + t = value; + } + } + + /// + /// Gets the running simplex algorithm. + /// + /// The running simplex algorithm. + public SimplexNoise GetSimplex () { + if (turbulenceSimplex==null) + turbulenceSimplex = new SimplexNoise(); + return turbulenceSimplex; + } + + /// + /// Kill the specified particle. + /// + /// Index of particle. + public void Kill (int p) { + if (p>=particleCount || p<0) return; + playgroundCache.changedByPropertyDeath[p] = true; + playgroundCache.life[p] = lifetime; + playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + particleCache[p].position = playgroundCache.position[p]; + playgroundCache.manipulatorId[p] = 0; + } + + /// + /// Kill the specified particle and send death events to all Manipulators tracking particles. + /// + /// Index of particle. + public void KillAndSendManipulatorDeathEvents (int p) { + if (p>=particleCount || p<0) return; + playgroundCache.changedByPropertyDeath[p] = true; + playgroundCache.life[p] = lifetime; + playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + particleCache[p].position = playgroundCache.position[p]; + + // Check if particle has a connection to a local manipulator to send death event + if (playgroundCache.manipulatorId[p]!=0) { + for (int m = 0; m + /// Sets a particle to no longer respond to forces. + /// + /// Index of particle. + /// If set to true then disable force for the particle at index. + public void SetNoForce (int p, bool noForce) { + playgroundCache.noForce[p] = noForce; + } + + /// + /// Determines if the particle have noForce set to true + /// + /// true, if force is disabled, false otherwise. + /// Index of particle. + public bool NoForce (int p) { + return playgroundCache.noForce[p]; + } + + /// + /// Translate the specified particle + /// + /// Particle index. + /// Translation. + public void Translate (int p, Vector3 translation) { + p = Mathf.Clamp (p, 0, playgroundCache.position.Length); + playgroundCache.position[p] += translation; + particleCache[p].position = playgroundCache.position[p]; + playgroundCache.isCalculatedThisFrame[p] = true; + } + + /// + /// Positions the specified particle. + /// + /// Particle index. + /// Position. + public void ParticlePosition (int p, Vector3 position) { + p = Mathf.Clamp (p, 0, playgroundCache.position.Length); + playgroundCache.position[p] = position; + particleCache[p].position = position; + playgroundCache.previousParticlePosition[p] = position; + playgroundCache.isCalculatedThisFrame[p] = true; + } + + /// + /// Sets the color of the specified particle. + /// + /// Particle index. + /// Color. + public void ParticleColor (int p, Color32 color) { + p = Mathf.Clamp (p, 0, playgroundCache.color.Length); + playgroundCache.changedByPropertyColor[p] = true; + playgroundCache.color[p] = color; + SetParticleColorInternal(p, playgroundCache.color[p]); + } + + void SetParticleColorInternal (int index, Color32 color) + { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + particleCache[index].color = color; +#else + particleCache[index].startColor = color; +#endif + } + + Color32 GetParticleColorInternal (int index) + { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + return particleCache[index].color; +#else + return particleCache[index].startColor; +#endif + } + + /// + /// Sets the size of the specified particle. + /// + /// Particle index. + /// Size. + public void ParticleSize (int p, float size) { + p = Mathf.Clamp (p, 0, playgroundCache.size.Length); + playgroundCache.changedByPropertySize[p] = true; + playgroundCache.size[p] = size; +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + particleCache[p].size = size; +#else + particleCache[p].startSize = size; +#endif + } + + /// + /// Sets the velocity of the specified particle. + /// + /// Particle index. + /// Velocity. + public void ParticleVelocity (int p, Vector3 velocity) { + p = Mathf.Clamp (p, 0, playgroundCache.velocity.Length); + playgroundCache.velocity[p] = velocity; + } + + /// + /// Positions to transform point. + /// + /// Particle index. + /// Position. + /// Target transform. + public void PositionToTransformPoint (int p, Vector3 position, Transform targetTransform) { + playgroundCache.position[p] = targetTransform.TransformPoint (position); + } + + /// + /// Positions to inverse transform point. + /// + /// Particle index. + /// Position. + /// Target transform. + public void PositionToInverseTransformPoint (int p, Vector3 position, Transform targetTransform) { + playgroundCache.position[p] = targetTransform.InverseTransformPoint (position); + } + + /// + /// Gets the particle position. + /// + /// The particle position. + /// Particle index. + public Vector3 GetParticlePosition (int p) { + return playgroundCache.position[p]; + } + + public Vector3 GetSourcePosition (int p) { + return playgroundCache.targetPosition[p]; + } + + public void SetHasActiveParticles () { + hasActiveParticles = true; + threadHadNoActiveParticles = false; + + } + + /// + /// Determines whether this particle system has several manipulator events. + /// + /// true if this particle system has several manipulator events; otherwise, false. + public bool HasSeveralManipulatorEvents () { + return hasSeveralManipulatorEvents; + } + + /// + /// Protects the particle from specified manipulator. + /// + /// Particle index. + /// Manipulator. + public void ProtectParticleFromManipulator (int particle, ManipulatorObjectC manipulator) { + if (manipulator.transform.Update()) + playgroundCache.excludeFromManipulatorId[particle] = manipulator.transform.instanceID; + } + + /// + /// Removes the particle protection. + /// + /// Particle index. + public void RemoveParticleProtection (int particle) { + playgroundCache.excludeFromManipulatorId[particle] = 0; + } + + /// + /// Determines whether this particle system is currently setting the lifetime. + /// As the particle system may run on a second thread this can be used to wait until it is ready to simulate. + /// + /// true if this particle system is setting the lifetime; otherwise, false. + public bool IsSettingLifetime () { + return isSettingLifetime; + } + + /// + /// Determines whether this particle system is currently prewarming. + /// + /// true if this particle system is prewarming; otherwise, false. + public bool IsPrewarming () { + return isPrewarming; + } + + /// + /// Determines whether a particle is inside the area of a Manipulator. + /// + /// true if this particle is inside manipulator; otherwise, false. + public bool IsParticleInsideManipulator (int particleId, ManipulatorObjectC manipulator) { + return (manipulator.Contains (playgroundCache.position[particleId], (localSpace?manipulator.transform.localPosition:manipulator.transform.position))); + } + + /// + /// Gets the index of the source spline which currently is read in simulation. + /// + /// The spline index. + public int GetSplineIndex () { + return splineIndex; + } + + /// + /// Gets the index of the source transform which currently is read in simulation. + /// + /// The transform index. + public int GetTransformIndex () { + return transformIndex; + } + + /// + /// Refreshes the mask sorting. If you're using a particleMaskSorting of MASKSORTINGC.Scrambled you can use this to randomize new mask positions. + /// + public void RefreshMaskSorting () { + playgroundCache.maskSorting = new int[particleCount]; + switch (particleMaskSorting) { + case MASKSORTINGC.Linear: + for (int i = 0; i + /// Refresh the mask sorting by sending in a custom int[] array. + /// The passed in maskSortingArray should contain all numbers from 0 to particleCount-1, it will then apply non-linear masking depending on the order of the numbers in releation to the actual particle array. + /// + /// Mask sorting array. + public void RefreshMaskSorting (int[] maskSortingArray) { + playgroundCache.maskSorting = new int[particleCount]; + for (int i = 0; i + /// Creates a new PlaygroundParticlesC object. + /// + /// The playground particles. + /// Images. + /// Name. + /// Position. + /// Rotation. + /// Offset. + /// Particle size. + /// Scale. + /// Material. + public static PlaygroundParticlesC CreatePlaygroundParticles (Texture2D[] images, string name, Vector3 position, Quaternion rotation, Vector3 offset, float particleSize, float scale, Material material) { + PlaygroundParticlesC playgroundParticles = CreateParticleObject(name,position,rotation,particleSize,material); + + int[] quantityList = new int[images.Length]; + int i = 0; + for (; i + /// Sets default settings for a PlaygroundParticlesC object. + /// + /// Playground particles. + public static void OnCreatePlaygroundParticles (PlaygroundParticlesC playgroundParticles) { + playgroundParticles.playgroundCache = new PlaygroundCache(); + playgroundParticles.paint = new PaintObjectC(); + playgroundParticles.states = new List(); + playgroundParticles.projection = new ParticleProjectionC(); + playgroundParticles.colliders = new List(); + playgroundParticles.particleSystemId = PlaygroundC.particlesQuantity-1; + playgroundParticles.projection.projectionTransform = playgroundParticles.particleSystemTransform; + + playgroundParticles.playgroundCache.initialSize = new float[playgroundParticles.particleCount]; + playgroundParticles.playgroundCache.initialSize = RandomFloat(playgroundParticles.playgroundCache.initialSize.Length, playgroundParticles.sizeMin, playgroundParticles.sizeMax, playgroundParticles.internalRandom01); + + playgroundParticles.previousParticleCount = playgroundParticles.particleCount; + playgroundParticles.lifetimeSize = new AnimationCurve(new Keyframe(0,1), new Keyframe(1,1)); + + playgroundParticles.shurikenParticleSystem.Emit(playgroundParticles.particleCount); + playgroundParticles.shurikenParticleSystem.GetParticles(playgroundParticles.particleCache); + for (int p = 0; p + /// Creates a Shuriken Particle System. + /// + /// The particle object. + /// Name. + /// Position. + /// Rotation. + /// Particle size. + /// Material. + public static PlaygroundParticlesC CreateParticleObject (string name, Vector3 position, Quaternion rotation, float particleSize, Material material) { + GameObject go = PlaygroundC.ResourceInstantiate("Particle Playground System"); + PlaygroundParticlesC playgroundParticles = go.GetComponent(); + playgroundParticles.particleSystemGameObject = go; + playgroundParticles.particleSystemGameObject.name = name; + playgroundParticles.shurikenParticleSystem = playgroundParticles.particleSystemGameObject.GetComponent(); + playgroundParticles.particleSystemRenderer = playgroundParticles.shurikenParticleSystem.GetComponent(); + playgroundParticles.particleSystemRenderer2 = playgroundParticles.shurikenParticleSystem.GetComponent() as ParticleSystemRenderer; + playgroundParticles.particleSystemTransform = playgroundParticles.particleSystemGameObject.transform; + playgroundParticles.sourceTransform = playgroundParticles.particleSystemTransform; + playgroundParticles.source = SOURCEC.Transform; + playgroundParticles.particleSystemTransform.position = position; + playgroundParticles.particleSystemTransform.rotation = rotation; + + if (PlaygroundC.reference.autoGroup && playgroundParticles.particleSystemTransform.parent==null) + playgroundParticles.particleSystemTransform.parent = PlaygroundC.referenceTransform; + + if (playgroundParticles.particleSystemRenderer.sharedMaterial==null) + playgroundParticles.particleSystemRenderer.sharedMaterial = material; + + return playgroundParticles; + } + + /// + /// Creates a new WorldObject. + /// + /// The world object. + /// Mesh transform. + public static WorldObject NewWorldObject (Transform meshTransform) { + WorldObject worldObject = new WorldObject(); + if (meshTransform.GetComponentInChildren()) { + worldObject.transform = meshTransform; + worldObject.Initialize (); + } else Debug.Log("Could not find a mesh in "+meshTransform.name+"."); + return worldObject; + } + + /// + /// Creates a new SkinnedWorldObject. + /// + /// The skinned world object. + /// Mesh transform. + public static SkinnedWorldObject NewSkinnedWorldObject (Transform meshTransform) { + SkinnedWorldObject skinnedWorldObject = new SkinnedWorldObject(); + if (meshTransform.GetComponentInChildren()) { + skinnedWorldObject.transform = meshTransform; + skinnedWorldObject.Initialize (); + } else Debug.Log("Could not find a skinned mesh in "+meshTransform.name+"."); + return skinnedWorldObject; + } + + /// + /// Creates a new SkinnedWorldObject with pre-set down resolution. + /// + /// The skinned world object. + /// Mesh transform. + /// Down resolution. + public static SkinnedWorldObject NewSkinnedWorldObject (Transform meshTransform, int downResolution) { + SkinnedWorldObject skinnedWorldObject = NewSkinnedWorldObject(meshTransform); + skinnedWorldObject.downResolution = downResolution; + return skinnedWorldObject; + } + + /// + /// Creates a new PaintObject. + /// + /// The paint object. + /// Playground particles. + public static PaintObjectC NewPaintObject (PlaygroundParticlesC playgroundParticles) { + PaintObjectC paintObject = new PaintObjectC(); + playgroundParticles.paint = paintObject; + playgroundParticles.paint.Initialize(); + return paintObject; + } + + /// + /// Creates a new ParticleProjection object. + /// + /// The projection object. + /// Playground particles. + public static ParticleProjectionC NewProjectionObject (PlaygroundParticlesC playgroundParticles) { + ParticleProjectionC projectionObject = new ParticleProjectionC(); + playgroundParticles.projection = projectionObject; + playgroundParticles.projection.Initialize(); + return projectionObject; + } + + /// + /// Creates a new ManipulatorObject and attach to the Playground Manager. + /// + /// The manipulator object. + /// Type. + /// Affects. + /// Manipulator transform. + /// Size. + /// Strength. + /// Playground particles. + public static ManipulatorObjectC NewManipulatorObject (MANIPULATORTYPEC type, LayerMask affects, Transform manipulatorTransform, float size, float strength, PlaygroundParticlesC playgroundParticles) { + ManipulatorObjectC manipulatorObject = new ManipulatorObjectC(); + manipulatorObject.type = type; + manipulatorObject.affects = affects; + manipulatorObject.transform.transform = manipulatorTransform; + manipulatorObject.size = size; + manipulatorObject.strength = strength; + manipulatorObject.bounds = new Bounds(Vector3.zero, new Vector3(size, size, size)); + manipulatorObject.property = new ManipulatorPropertyC(); + manipulatorObject.Update(); + + // Add this to Playground Manager or the passed in playgroundParticles + if (playgroundParticles==null) + PlaygroundC.reference.manipulators.Add(manipulatorObject); + else + playgroundParticles.manipulators.Add(manipulatorObject); + + return manipulatorObject; + } + + // Get vertices from a skinned world object in a Vector3-array + public static void GetPosition (SkinnedWorldObject particleStateWorldObject, bool updateNormals) { + if (updateNormals) + particleStateWorldObject.normals = particleStateWorldObject.mesh.normals; + Vector3[] vertices = particleStateWorldObject.mesh.vertices; + BoneWeight[] weights = particleStateWorldObject.mesh.boneWeights; + Matrix4x4[] bindPoses = particleStateWorldObject.mesh.bindposes; + Matrix4x4[] boneMatrices = new Matrix4x4[particleStateWorldObject.renderer.bones.Length]; + + int i = 0; + for (; i{ + Matrix4x4 vertexMatrix = new Matrix4x4(); + for (i = 0; i{ + SetLifetimeAsyncFriendly (playgroundParticles, sorting, time); + }); + } + else + { + SetLifetimeAsyncFriendly (playgroundParticles, sorting, time); + } + } + + public static void SetLifetimeAsyncFriendly (PlaygroundParticlesC playgroundParticles, SORTINGC sorting, float time) { + + playgroundParticles.lifetime = time; + SetLifetimeSubtraction(playgroundParticles); + playgroundParticles.playgroundCache.lifetimeOffset = new float[playgroundParticles.particleCount]; + int pCount = playgroundParticles.playgroundCache.lifetimeOffset.Length; + if (playgroundParticles.source!=SOURCEC.Script) { + float lifetimeEmission = playgroundParticles.lifetimeEmission; + if (!playgroundParticles.loop) + lifetimeEmission*=.95f; + switch (sorting) { + case SORTINGC.Scrambled: + for (int r = 0; r0; i--) { + if (pCount!=playgroundParticles.playgroundCache.lifetimeOffset.Length) {playgroundParticles.isSettingLifetime = false; return;} + int r = playgroundParticles.internalRandom01.Next(0,i); + float tmp = playgroundParticles.playgroundCache.lifetimeOffset[i]; + playgroundParticles.playgroundCache.lifetimeOffset[i] = playgroundParticles.playgroundCache.lifetimeOffset[r]; + playgroundParticles.playgroundCache.lifetimeOffset[r] = tmp; + } + break; + case SORTINGC.Burst: + // No action needed for spawning all particles at once + break; + case SORTINGC.Linear: + float lPerc; + for (int l = 0; l=0; r--) { + if (pCount!=playgroundParticles.playgroundCache.lifetimeOffset.Length) {playgroundParticles.isSettingLifetime = false; return;} + rPerc = (rInc*1f)/(playgroundParticles.particleCount*1f); + rInc++; + playgroundParticles.playgroundCache.lifetimeOffset[r] = playgroundParticles.lifetime*lifetimeEmission*rPerc; + } + break; + case SORTINGC.NearestNeighborReversed: + playgroundParticles.nearestNeighborOrigin = Mathf.Clamp(playgroundParticles.nearestNeighborOrigin, 0, playgroundParticles.particleCount-1); + float[] nnDist = new float[playgroundParticles.particleCount]; + float nnHighest = 0; + Vector3 nnrOrigin = Vector3.zero; + switch (playgroundParticles.nearestNeighborOriginMethod) { + case NEARESTNEIGHBORORIGINMETHOD.SourcePoint: nnrOrigin = playgroundParticles.playgroundCache.targetPosition[playgroundParticles.nearestNeighborOrigin%playgroundParticles.particleCount]; break; + case NEARESTNEIGHBORORIGINMETHOD.Vector3: nnrOrigin = playgroundParticles.nearestNeighborOriginVector3; break; + case NEARESTNEIGHBORORIGINMETHOD.Transform: nnrOrigin = playgroundParticles.nearestNeighborOriginTransformPosition; break; + } + for (int nn = 0; nnnnHighest) + nnHighest = nnDist[nn%playgroundParticles.particleCount]; + } + if (nnHighest>0) { + for (int nn = 0; nnnnrHighest) + nnrHighest = nnrDist[nnr%playgroundParticles.particleCount]; + } + if (nnrHighest>0) { + for (int nnr = 0; nnr=0; cs--) { + if (pCount!=playgroundParticles.playgroundCache.lifetimeOffset.Length) {playgroundParticles.isSettingLifetime = false; return;} + playgroundParticles.playgroundCache.lifetimeOffset[cs] = playgroundParticles.lifetime*playgroundParticles.lifetimeEmission*playgroundParticles.lifetimeSorting.Evaluate(cs*1f/playgroundParticles.particleCount*1f); + } + break; + } + } + + SetParticleTimeNow(playgroundParticles); + SetEmissionRate(playgroundParticles); + playgroundParticles.previousLifetime = playgroundParticles.lifetime; + playgroundParticles.previousLifetimeEmission = playgroundParticles.lifetimeEmission; + playgroundParticles.previousNearestNeighborOrigin = playgroundParticles.nearestNeighborOrigin; + playgroundParticles.previousNearestNeighborOriginMethod = playgroundParticles.nearestNeighborOriginMethod; + playgroundParticles.previousNearestNeighborOriginVector3 = playgroundParticles.nearestNeighborOriginVector3; + playgroundParticles.previousNearestNeighborOriginTransform = playgroundParticles.nearestNeighborOriginTransform; + playgroundParticles.previousSorting = playgroundParticles.sorting; + playgroundParticles.isDoneThread = true; + playgroundParticles.localDeltaTime = 0f; + playgroundParticles.localTime = PlaygroundC.globalTime; + playgroundParticles.lastTimeUpdated = PlaygroundC.globalTime; + playgroundParticles.isSettingLifetime = false; + + } + + public static void SetLifetimeSubtraction (PlaygroundParticlesC playgroundParticles) { + playgroundParticles.playgroundCache.lifetimeSubtraction = new float[playgroundParticles.particleCount]; + System.Random random = new System.Random(); + for (int p = 0; p=playgroundParticles.lifetime-rateCount && playgroundParticles.emit); + } else { + playgroundParticles.playgroundCache.emission[p] = (playgroundParticles.emit && playgroundParticles.emissionRate>((p*1f)/(currentCount*1f))); + } + } else playgroundParticles.playgroundCache.emission[p] = false; + if (playgroundParticles.playgroundCache.emission[p]) { + playgroundParticles.playgroundCache.rebirth[p] = true; + playgroundParticles.playgroundCache.simulate[p] = true; + } else if (playgroundParticles.source==SOURCEC.Script) + playgroundParticles.playgroundCache.rebirth[p] = false; + } + playgroundParticles.previousEmissionRate = playgroundParticles.emissionRate; + playgroundParticles.hasActiveParticles = true; + playgroundParticles.threadHadNoActiveParticles = false; + } + + // Set time of particles with current time + public static void SetParticleTimeNow (PlaygroundParticlesC playgroundParticles) { + if (playgroundParticles.playgroundCache == null || playgroundParticles.playgroundCache.lifetimeOffset==null || playgroundParticles.playgroundCache.lifetimeOffset.Length!=playgroundParticles.particleCount) return; + if (playgroundParticles.playgroundCache.life==null || playgroundParticles.playgroundCache.life.Length!=playgroundParticles.particleCount) return; + playgroundParticles.isSettingParticleTime = true; + if (playgroundParticles.source!=SOURCEC.Script) { + float currentTime = PlaygroundC.globalTime+playgroundParticles.lifetimeOffset; + if (currentTime<=0) currentTime = playgroundParticles.localTime+.1f; + + for (int p = 0; p0) { + playgroundParticles.cameFromNonEmissionFrame = true; + } else { + SetParticleTimeNow(playgroundParticles); + return; + } + + for (int p = 0; p{ + SetParticleCountAsyncFriendly(playgroundParticles, amount); + }, ThreadPoolMethod.ThreadPool); + } + else SetParticleCountAsyncFriendly(playgroundParticles, amount); + + } + + static void SetParticleCountAsyncFriendly (PlaygroundParticlesC playgroundParticles, int amount) + { + + if (!playgroundParticles.isSettingParticleCount) return; + if (playgroundParticles.playgroundCache==null) + playgroundParticles.playgroundCache = new PlaygroundCache(); + + // Rebuild Cache + playgroundParticles.playgroundCache.size = new float[amount]; + playgroundParticles.playgroundCache.birth = new float[amount]; + playgroundParticles.playgroundCache.death = new float[amount]; + playgroundParticles.playgroundCache.rebirth = new bool[amount]; + playgroundParticles.playgroundCache.birthDelay = new float[amount]; + playgroundParticles.playgroundCache.life = new float[amount]; + playgroundParticles.playgroundCache.lifetimeSubtraction = new float[amount]; + playgroundParticles.playgroundCache.rotation = new float[amount]; + playgroundParticles.playgroundCache.lifetimeOffset = new float[amount]; + playgroundParticles.playgroundCache.emission = new bool[amount]; + playgroundParticles.playgroundCache.changedByProperty = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertyColor = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertyColorLerp = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertyColorKeepAlpha = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertySize = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertyTarget = new bool[amount]; + playgroundParticles.playgroundCache.changedByPropertyDeath = new bool[amount]; + playgroundParticles.playgroundCache.propertyTarget = new int[amount]; + playgroundParticles.playgroundCache.propertyId = new int[amount]; + playgroundParticles.playgroundCache.excludeFromManipulatorId = new int[amount]; + playgroundParticles.playgroundCache.propertyColorId = new int[amount]; + playgroundParticles.playgroundCache.manipulatorId = new int[amount]; + playgroundParticles.playgroundCache.color = new Color32[amount]; + playgroundParticles.playgroundCache.scriptedColor = new Color32[amount]; + playgroundParticles.playgroundCache.initialColor = new Color32[amount]; + playgroundParticles.playgroundCache.lifetimeColorId = new int[amount]; + playgroundParticles.playgroundCache.noForce = new bool[amount]; + playgroundParticles.playgroundCache.position = new Vector3[amount]; + playgroundParticles.playgroundCache.targetPosition = new Vector3[amount]; + playgroundParticles.playgroundCache.targetDirection = new Vector3[amount]; + playgroundParticles.playgroundCache.previousTargetPosition = new Vector3[amount]; + playgroundParticles.playgroundCache.previousParticlePosition = new Vector3[amount]; + playgroundParticles.playgroundCache.collisionParticlePosition = new Vector3[amount]; + playgroundParticles.playgroundCache.localSpaceMovementCompensation = new Vector3[amount]; + playgroundParticles.playgroundCache.scatterPosition = new Vector3[amount]; + playgroundParticles.playgroundCache.velocity = new Vector3[amount]; + playgroundParticles.playgroundCache.isMasked = new bool[amount]; + playgroundParticles.playgroundCache.maskAlpha = new float[amount]; + playgroundParticles.playgroundCache.isNonBirthed = new bool[amount]; + playgroundParticles.playgroundCache.isFirstLoop = new bool[amount]; + playgroundParticles.playgroundCache.simulate = new bool[amount]; + playgroundParticles.playgroundCache.isCalculatedThisFrame = new bool[amount]; + playgroundParticles.playgroundCache.maskSorting = null; + + for (int i = 0; i0) { + playgroundParticles.lifetimeColorId++;playgroundParticles.lifetimeColorId=playgroundParticles.lifetimeColorId%playgroundParticles.lifetimeColors.Count; + playgroundParticles.playgroundCache.lifetimeColorId[i] = playgroundParticles.lifetimeColorId; + } + } + + // Set sizes + SetSizeRandom(playgroundParticles, playgroundParticles.sizeMin, playgroundParticles.sizeMax); + playgroundParticles.previousSizeMin = playgroundParticles.sizeMin; + playgroundParticles.previousSizeMax = playgroundParticles.sizeMax; + + // Set rotations + playgroundParticles.playgroundCache.initialRotation = RandomFloat(amount, playgroundParticles.initialRotationMin, playgroundParticles.initialRotationMax, playgroundParticles.internalRandom01); + playgroundParticles.playgroundCache.rotationSpeed = RandomFloat(amount, playgroundParticles.rotationSpeedMin, playgroundParticles.rotationSpeedMax, playgroundParticles.internalRandom01); + playgroundParticles.previousInitialRotationMin = playgroundParticles.initialRotationMin; + playgroundParticles.previousInitialRotationMax = playgroundParticles.initialRotationMax; + playgroundParticles.previousRotationSpeedMin = playgroundParticles.rotationSpeedMin; + playgroundParticles.previousRotationSpeedMax = playgroundParticles.rotationSpeedMax; + + // Set velocities + SetVelocityRandom(playgroundParticles, playgroundParticles.initialVelocityMin, playgroundParticles.initialVelocityMax); + SetLocalVelocityRandom(playgroundParticles, playgroundParticles.initialLocalVelocityMin, playgroundParticles.initialLocalVelocityMax); + + // Set Emission + Emission(playgroundParticles, playgroundParticles.emit, false); + + // Make sure scatter is available first lifetime cycle + if (playgroundParticles.applySourceScatter) + playgroundParticles.RefreshScatter(); + playgroundParticles.isDoneThread = true; + playgroundParticles.isSettingParticleCount = false; + } + + bool prevLoop; + SOURCEC prevSource; + /// + /// Updates a PlaygroundParticlesC object (called each calculation step from PlaygroundC). + /// + public bool UpdateSystem () { + if (isYieldRefreshing || isLoading || playgroundCache==null || thisInstance==null || !particleSystemGameObject.activeInHierarchy || !particleSystemGameObject.activeSelf || !enabled || isSettingLifetime || isSettingParticleCount || isPrewarming || inPlayback) + return false; + + // Emission halt for disabling called from calculation thread + if (Application.isPlaying && queueEmissionHalt && !IsAlive() && !loop && loopExceeded && hasEmitted) { + if (disableOnDoneRoutine==ONDONE.Inactivate) { + particleSystemGameObject.SetActive(false); + return false; + } else { + DestroyImmediate(particleSystemGameObject); + return false; + } + } + + // Check that particle system has emitted (used for Disable On Done routines) + if (emit) + hasEmitted = true; + + // Source + if (source!=prevSource) { + prevSource=source; + return false; + } + + // Particle count + if (particleCount!=previousParticleCount) { + SetParticleCount(thisInstance, particleCount); + isDoneThread = true; + if (particleCount>0) + StartCoroutine(Boot()); + return false; + } + + // Particle emission + if (emit!=previousEmission) { + Emit(emit); + return false; + } + + // Particle loop enabled again + if (loop!=previousLoop) { + if (emit && loop) + Emit(true); + previousLoop = loop; + return false; + } + + // Particle size + if (sizeMin!=previousSizeMin || sizeMax!=previousSizeMax) + SetSizeRandom(thisInstance, sizeMin, sizeMax); + + // Particle rotation + if (initialRotationMin!=previousInitialRotationMin || initialRotationMax!=previousInitialRotationMax) + SetInitialRotationRandom(thisInstance, initialRotationMin, initialRotationMax); + if (rotationSpeedMin!=previousRotationSpeedMin || rotationSpeedMax!=previousRotationSpeedMax) + SetRotationRandom(thisInstance, rotationSpeedMin, rotationSpeedMax); + + // Particle velocity + if (applyInitialVelocity) { + if (initialVelocityMin!=previousVelocityMin || initialVelocityMax!=previousVelocityMax || initialVelocityMethod!=previousVelocityMethod || playgroundCache.initialVelocity==null || playgroundCache.initialVelocity.Length!=particleCount) { + SetVelocityRandom(thisInstance, initialVelocityMin, initialVelocityMax); + return false; + } + } + + // Particle local velocity + if (applyInitialLocalVelocity) { + if (initialLocalVelocityMin!=previousLocalVelocityMin || initialLocalVelocityMax!=previousLocalVelocityMax || initialLocalVelocityMethod!=previousLocalVelocityMethod || playgroundCache.initialLocalVelocity==null || playgroundCache.initialLocalVelocity.Length!=particleCount) { + SetLocalVelocityRandom(thisInstance, initialLocalVelocityMin, initialLocalVelocityMax); + return false; + } + } + + // Particle life + if (previousLifetime!=lifetime || + lifetimeValueMethod==VALUEMETHOD.Constant && previousLifetimeValueMethod!=lifetimeValueMethod) { + Start(); + return false; + } + + // Lifetime sorting + if (previousNearestNeighborOriginMethod!=nearestNeighborOriginMethod || + (sorting==SORTINGC.NearestNeighbor||sorting==SORTINGC.NearestNeighborReversed)&& + (nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.SourcePoint && previousNearestNeighborOrigin!=nearestNeighborOrigin || + nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Vector3 && previousNearestNeighborOriginVector3!=nearestNeighborOriginVector3 || + nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Transform && previousNearestNeighborOriginTransform!=nearestNeighborOriginTransform) || + previousSorting!=sorting || previousLifetimeEmission!=lifetimeEmission) { + Start(); + return false; + } + + // Particle total lifetime + if (lifetimeValueMethod==VALUEMETHOD.RandomBetweenTwoValues) { + if (previousLifetimeMin!=lifetimeMin || + previousLifetime!=lifetime || + previousLifetimeValueMethod!=lifetimeValueMethod) { + SetLifetimeSubtraction(thisInstance); + previousLifetimeMin=lifetimeMin; + } + } + + // Particle emission rate + if (previousEmissionRate!=emissionRate && source!=SOURCEC.Script) { + SetEmissionRate(thisInstance); + } + + // Particle state change + if (source==SOURCEC.State && activeState!=previousActiveState) { + if (states[activeState].positionLength>particleCount) + SetParticleCount(thisInstance, states[activeState].positionLength); + previousActiveState = activeState; + } + + + // All good! + return true; + } + + /// + /// Updates the Shuriken component. This sets all particles previously calculated and syncs particle positioning if syncPositionsOnMainThread is true. + /// + public void UpdateShuriken () { + + // Early out if no update should occur + if (!isReadyForThreadedCalculations || !calculate || inPlayback || source==SOURCEC.Spline&&splines.Count==0) return; + + // Collision detection (runs on main-thread) + if (collision) + Collisions(thisInstance); + + if (!particleSystemRenderer.enabled) + return; + + // Sync positions to main-thread + if (syncPositionsOnMainThread || collision || (forceSkinnedMeshUpdateOnMainThread && source==SOURCEC.SkinnedWorldObject && (onlySourcePositioning||onlyLifetimePositioning))) { + if (particleCache.Length!=playgroundCache.position.Length || particleCount != playgroundCache.isCalculatedThisFrame.Length) + return; + if (playgroundCache.life.Length == particleCount && playgroundCache.simulate.Length == particleCount) { + bool setSource = onlySourcePositioning && !cancelDeltaPositioningOnSync; + float mslt = minShurikenLifetime<.00001f? 0.00001f : minShurikenLifetime; + float initYpos = PlaygroundC.initialTargetPosition.y; + for (int p = 0; p0&&particleCache[p].position.y!=initYpos)?playgroundCache.size[p]:0; +#else + particleCache[p].startSize = (playgroundCache.maskAlpha[p]>0&&particleCache[p].position.y!=initYpos)?playgroundCache.size[p]:0; +#endif + + // Rotation + particleCache[p].rotation = playgroundCache.rotation[p]; + } + } + } + + // Assign all particles into the particle system + if (!inTransition && particleCache!=null && particleCache.Length>0 && calculate && hasActiveParticles && !isPrewarming) { + shurikenParticleSystem.SetParticles(particleCache, particleCache.Length); + } else if (particleCache.Length==0 && hasActiveParticles) { + shurikenParticleSystem.Clear(); + shurikenParticleSystem.Stop(); + hasActiveParticles = false; + isDoneThread = true; + } + + // Make sure this particle system is playing + if (hasActiveParticles && calculate) + if (shurikenParticleSystem.isPaused || shurikenParticleSystem.isStopped) + shurikenParticleSystem.Play(); + } + + // Initial target position + public static void SetInitialTargetPosition (PlaygroundParticlesC playgroundParticles, Vector3 position, bool refreshParticleSystem) { + for (int p = 0; p().SetParticles(playgroundParticles.particleCache, playgroundParticles.particleCache.Length); + } + + // Set emission of PlaygroundParticlesC object + public static void Emission (PlaygroundParticlesC playgroundParticles, bool emission, bool callRestEmission) { + playgroundParticles.previousEmission = emission; + if (emission) { + PlaygroundC.RunAsync(()=>{ + for (int p = 0; p + /// Prepares all values for calculation which is not thread-safe. + /// + /// true, if threaded calculations was prepared, false otherwise. + public bool PrepareThreadedCalculations () { + + // Component disabled? + if (!enabled) return false; + + // In playback? + if (inPlayback) return false; + + // Auto-Pause (start/stop calculation when particle system is out of view. + if (pauseCalculationWhenInvisible) { + bool skipFrustumCheck = false; + #if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlaying) { + calculate = true; + skipFrustumCheck = true; + } + #endif + if (!skipFrustumCheck && Camera.main!=null && PlaygroundC.frustumPlanes!=null) { + bool shouldRender = GeometryUtility.TestPlanesAABB(PlaygroundC.frustumPlanes, new Bounds(calculationTriggerTransform==null?particleSystemTransform.position+calculationTriggerOffset:calculationTriggerTransform.position+calculationTriggerOffset, calculationTriggerSize)); + if (!shouldRender && calculate && !particleSystemRenderer.isVisible) { + calculate = false; + #if UNITY_EDITOR + if (!didHierarchyRepaint) + UnityEditor.EditorApplication.RepaintHierarchyWindow(); + didHierarchyRepaint = true; + #endif + return false; + } else if (shouldRender && !calculate) { + calculate = true; + #if UNITY_EDITOR + if (!didHierarchyRepaint) + UnityEditor.EditorApplication.RepaintHierarchyWindow(); + didHierarchyRepaint = true; + #endif + if (prewarm) {Start(); return false;} else SetParticleTimeNow (thisInstance); + } + } + } else if (!calculate) { + calculate = true; + #if UNITY_EDITOR + if (!didHierarchyRepaint) + UnityEditor.EditorApplication.RepaintHierarchyWindow(); + didHierarchyRepaint = true; + #endif + if (prewarm) {Start(); return false;} else SetParticleTimeNow (thisInstance); + } + if (!calculate) return false; + + // Has the calculation been paused previously? + if (cameFromNonCalculatedFrame && hasActiveParticles) { + StartCoroutine(Boot()); + cameFromNonCalculatedFrame = false; + return false; + } + + // Apply locked position + if (applyLockPosition) { + if (lockPositionIsLocal) + particleSystemTransform.localPosition = lockPosition; + else + particleSystemTransform.position = lockPosition; + } + + // Apply locked rotation + if (applyLockRotation) { + if (lockRotationIsLocal) + particleSystemTransform.localRotation = Quaternion.Euler(lockRotation); + else + particleSystemTransform.rotation = Quaternion.Euler(lockRotation); + } + + // Apply locked scale + if (applyLockScale) + particleSystemTransform.localScale = lockScale; + + // Update active particle check + hasActiveParticles = !threadHadNoActiveParticles || emit&&loop&&particleCount>0; + if (!hasActiveParticles) { + loopExceeded = true; + if (disableOnDone) + queueEmissionHalt = true; + } + + realSimulationTime = particleTimescale*Time.timeScale; + cancelDeltaPositioningOnSync = false; + + // Prepare Source positions + if (PlaygroundC.reference.IsDoneThread() && isDoneThread) { + stRot = Quaternion.identity; + stDir = new Vector3(); + } + localSpace = (shurikenParticleSystem.simulationSpace == ParticleSystemSimulationSpace.Local); + overflow = (overflowOffset!=Vector3.zero); + skinnedWorldObjectReady = false; + renderModeStretch = particleSystemRenderer2.renderMode==ParticleSystemRenderMode.Stretch; + particleSystemRotation = particleSystemTransform.rotation; + particleSystemInverseRotation = particleSystemRotation; + particleSystemInverseRotation.x = -particleSystemInverseRotation.x; + particleSystemInverseRotation.y = -particleSystemInverseRotation.y; + particleSystemInverseRotation.z = -particleSystemInverseRotation.z; + particleSystemInverseRotation.w = -particleSystemInverseRotation.w; + + // Prepare turbulence + if (!onlySourcePositioning && !onlyLifetimePositioning && turbulenceType!=TURBULENCETYPE.None) { + if (turbulenceType==TURBULENCETYPE.Simplex && turbulenceSimplex==null) + turbulenceSimplex = new SimplexNoise(); + } + + if (emit) { + switch (source) { + case SOURCEC.Script: + + break; + case SOURCEC.State: + if (states.Count>0) { + if (activeState>states.Count-1) activeState = states.Count-1; + if (activeState<0) activeState = 0; + if (states[activeState].stateTransform!=null) { + if (isDoneThread) { + if (!states[activeState].initialized) + states[activeState].Initialize(); + + stRot = states[activeState].stateTransform.rotation; + + states[activeState].UpdateMatrix(localSpace); + } + if (localSpace && (states[activeState].stateTransform.parent==particleSystemTransform || states[activeState].stateTransform==particleSystemTransform) && isDoneThread) { + cancelDeltaPositioningOnSync = true; + stRot = Quaternion.Euler (Vector3.zero); + } + } + } else return false; + break; + case SOURCEC.Transform: + + // Handle the availability of Playground Transforms (list of transform wrapper classes). + // The single sourceTransform is an old method which needs to be copied over if available. + if (sourceTransforms==null) { + sourceTransforms = new List(); + } + if (sourceTransforms.Count==0) { + sourceTransforms.Add(new PlaygroundTransformC()); + sourceTransforms[0].transform = sourceTransform!=null?sourceTransform:particleSystemTransform; + } + + if (isDoneThread) { + for (int i = 0; i0) { + for (int p = 0; p0) { + for (int i = 0; i0); + + hasEventManipulatorLocal = false; + hasEventManipulatorGlobal = false; + hasGlobalAffectingManipulators = false; + manipulatorEventCount = 0; + thisLayer = particleSystemGameObject.layer; + + // Prepare Local Manipulators + for (int m = 0; m1); + + // Prepare events + hasEvent = events.Count>0; + hasTimerEvent = false; + if (hasEvent) { + for (int i = 0; i { + if (playgroundParticles.isDoneThread || !playgroundParticles.isReadyForThreadedCalculations) return; + ThreadedCalculations(playgroundParticles); + }); + } + } + + public static void NewCalculatedThread (PlaygroundParticlesC[] playgroundParticles) { + for (int i = 0; i { + for (int i = 0; i0) + currentColor = lifetimeColors[playgroundCache.lifetimeColorId[p]%lifetimeColors.Count].gradient.Evaluate(colorMethod==COLORMETHOD.Lifetime?normalizedLife:normalizedP); + else + currentColor = lifetimeColor.Evaluate(colorMethod==COLORMETHOD.Lifetime?normalizedLife:normalizedP); + break; + } + + } else { + currentColor = GetParticleColorInternal(p); + if (playgroundCache.changedByPropertyColorKeepAlpha[p]) + currentColor.a = (byte)(255*Mathf.Clamp(lifetimeColor.Evaluate(colorMethod==COLORMETHOD.Lifetime?normalizedLife:normalizedP).a, 0, currentColor.a)); + } + + if (colorMethod==COLORMETHOD.ParticleArray && arrayColorUsesAlpha) { + Color arrayAlphaColor; + arrayAlphaColor = arrayColorAlpha.Evaluate(normalizedLife); + currentColor.a = (byte)(255*arrayAlphaColor.a); + } + + // Assign mask alpha + if (applyParticleMask) { + currentColor.a = (byte)Mathf.Lerp (0, currentColor.a, playgroundCache.maskAlpha[p]); + } + + return currentColor; + } + + /// + /// Sets the source position for a particle from the selected source method in the particle system. + /// + /// Particle Index. + void SetSourcePosition (int p) { + switch (source) { + case SOURCEC.State: + if (!overflow) { + playgroundCache.targetPosition[p] = states[activeState].GetLocalPosition(p); + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = states[activeState].GetLocalPosition(p)+GetOverflow2(overflowOffset, p, states[activeState].positionLength); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = states[activeState].GetLocalPosition(p)+GetOverflow2(overflowOffset, p, states[activeState].positionLength); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = states[activeState].GetLocalPosition(p)+GetOverflow2(overflowOffset, states[activeState].GetLocalNormal(p), p, states[activeState].positionLength); + break; + } + } + break; + case SOURCEC.Transform: + if (sourceTransforms.Count>0) { + if (treatAsOneTransform) + transformIndex = (int)((((p*1f)/(particleCount*1f))*sourceTransforms.Count))%sourceTransforms.Count; + else + transformIndex = p%sourceTransforms.Count; + if (transformIndex>=sourceTransforms.Count) { + transformIndex=sourceTransforms.Count-1; + } + if (!overflow) { + playgroundCache.targetPosition[p] = sourceTransforms[transformIndex].position; + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = sourceTransforms[transformIndex].transformMatrix.MultiplyPoint3x4(GetOverflow2(overflowOffset, treatAsOneTransform? p%(particleCount/sourceTransforms.Count) : p/sourceTransforms.Count, 1)); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = sourceTransforms[transformIndex].position+GetOverflow2(overflowOffset, treatAsOneTransform? p%(particleCount/sourceTransforms.Count) : p/sourceTransforms.Count, 1); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = sourceTransforms[transformIndex].transformMatrix.MultiplyPoint3x4(GetOverflow2(overflowOffset, treatAsOneTransform? p%(particleCount/sourceTransforms.Count) : p/sourceTransforms.Count, 1)); + break; + } + } + } + break; + case SOURCEC.WorldObject: + if (!overflow) { + playgroundCache.targetPosition[p] = worldObject.transformMatrix.MultiplyPoint3x4( + worldObject.vertexPositions[p%worldObject.vertexPositions.Length] + ); + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = worldObject.transformMatrix.MultiplyPoint3x4( + worldObject.vertexPositions[p%worldObject.vertexPositions.Length]+GetOverflow2(overflowOffset, p, worldObject.vertexPositions.Length) + ); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = worldObject.transformMatrix.MultiplyPoint3x4( + worldObject.vertexPositions[p%worldObject.vertexPositions.Length] + )+GetOverflow2(overflowOffset, p, worldObject.vertexPositions.Length); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = worldObject.transformMatrix.MultiplyPoint3x4( + worldObject.vertexPositions[p%worldObject.vertexPositions.Length]+GetOverflow2(overflowOffset, worldObject.normals[p%worldObject.normals.Length], p, worldObject.vertexPositions.Length) + ); + break; + } + } + break; + case SOURCEC.SkinnedWorldObject: + int downResolution = skinnedWorldObject.downResolution; + int downResolutionP = Mathf.RoundToInt(p*downResolution)%skinnedWorldObject.vertexPositions.Length; + if (!overflow) { + playgroundCache.targetPosition[p] = skinnedWorldObject.vertexPositions[downResolutionP]; + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = skinnedWorldObject.vertexPositions[downResolutionP]+ + GetOverflow2( + stDir, + p, + skinnedWorldObject.vertexPositions.Length/downResolution + ); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = skinnedWorldObject.vertexPositions[downResolutionP]+ + GetOverflow2( + overflowOffset, + p, + skinnedWorldObject.vertexPositions.Length/downResolution + ); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = skinnedWorldObject.vertexPositions[downResolutionP]+ + GetOverflow2( + overflowOffset, + skinnedWorldObject.normals[downResolutionP], + p, + skinnedWorldObject.vertexPositions.Length/downResolution + ); + break; + } + } + break; + case SOURCEC.Projection: + if (!overflow) { + playgroundCache.targetPosition[p] = projection.GetPosition(p); + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = projection.GetPosition(p)+GetOverflow2(stDir, p, projection.positionLength); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = projection.GetPosition(p)+GetOverflow2(overflowOffset, p, projection.positionLength); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = projection.GetPosition(p)+GetOverflow2(Vector3Scale(stDir, projection.GetNormal(p)), p, projection.positionLength); + break; + } + } + break; + case SOURCEC.Paint: + if (!overflow) { + playgroundCache.targetPosition[p] = paint.GetPosition(p); + } else { + switch (overflowMode) { + case OVERFLOWMODEC.SourceTransform: + playgroundCache.targetPosition[p] = paint.GetPosition(p)+GetOverflow2(paint.GetRotation(p)*overflowOffset, p, paint.positionLength); + break; + case OVERFLOWMODEC.World: + playgroundCache.targetPosition[p] = paint.GetPosition(p)+GetOverflow2(overflowOffset, p, paint.positionLength); + break; + case OVERFLOWMODEC.SourcePoint: + playgroundCache.targetPosition[p] = paint.GetPosition(p)+paint.GetRotation(p)*GetOverflow2(overflowOffset, paint.GetNormal(p), p, paint.positionLength); + break; + } + } + break; + case SOURCEC.Spline: + int sIndex; + if (treatAsOneSpline) + sIndex = (int)((((p*1f)/(particleCount*1f))*splines.Count)+splineTimeOffset)%splines.Count; + else + sIndex = p%splines.Count; + float pSplineTime; + if (treatAsOneSpline) + pSplineTime = ((p*splines.Count*1f) / (particleCount*1f))+splineTimeOffset; + else + pSplineTime = ((p*1f) / (particleCount*1f)) + splineTimeOffset; + playgroundCache.targetPosition[p] = splines[sIndex].GetPoint(pSplineTime); + break; + } + + if (applySourceScatter) + playgroundCache.targetPosition[p] += Vector3.Scale (playgroundCache.scatterPosition[p], scatterScale); + } + + /// + /// Asynchronous-friendly particle calculation routine. + /// + public static void ThreadedCalculations (PlaygroundParticlesC playgroundParticles) { + + if (playgroundParticles.inPlayback) + { + playgroundParticles.isDoneThread = true; + playgroundParticles.threadHadNoActiveParticles = false; + return; + } + + // Refresh delta time + if (!playgroundParticles.isPrewarming) { + playgroundParticles.localDeltaTime = (PlaygroundC.globalTime-playgroundParticles.lastTimeUpdated)*playgroundParticles.particleTimescale; + playgroundParticles.localTime += playgroundParticles.localDeltaTime; + playgroundParticles.lastTimeUpdated = PlaygroundC.globalTime; + } + + // Set delta time + playgroundParticles.t = playgroundParticles.localDeltaTime; + + if (playgroundParticles.particleCount<=0 || + playgroundParticles.playgroundCache.color.Length!=playgroundParticles.particleCount || + playgroundParticles.playgroundCache.targetPosition.Length!=playgroundParticles.particleCount || + playgroundParticles.playgroundCache.targetDirection.Length!=playgroundParticles.particleCount || + playgroundParticles.source==SOURCEC.State && playgroundParticles.states[playgroundParticles.activeState].IsInitializing() || + playgroundParticles.isYieldRefreshing || !PlaygroundC.IsReady() || playgroundParticles.isSettingParticleTime) { + playgroundParticles.isDoneThread = true; + playgroundParticles.threadHadNoActiveParticles = false; + return; + } + if (PlaygroundC.reference.calculate && playgroundParticles.calculate && !playgroundParticles.inTransition && playgroundParticles.hasActiveParticles) {} + else if (playgroundParticles.source!=SOURCEC.Script) { + playgroundParticles.isDoneThread = true; + playgroundParticles.cameFromNonCalculatedFrame = true; + return; + } else { + playgroundParticles.isDoneThread = true; + return; + } + + // Check that simplex turbulence is available (will be next frame in case not) + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.onlyLifetimePositioning && playgroundParticles.turbulenceStrength>0 && playgroundParticles.turbulenceType!=TURBULENCETYPE.None) { + if (playgroundParticles.turbulenceType==TURBULENCETYPE.Simplex && playgroundParticles.turbulenceSimplex==null) { + playgroundParticles.isDoneThread = true; + playgroundParticles.threadHadNoActiveParticles = false; + return; + } + } + + float t = playgroundParticles.t; + + // Prepare variables for particle source positions + Matrix4x4 fMx = new Matrix4x4(); + if (playgroundParticles.source==SOURCEC.State || playgroundParticles.source==SOURCEC.WorldObject || playgroundParticles.source==SOURCEC.SkinnedWorldObject) { + fMx.SetTRS(Vector3.zero, playgroundParticles.stRot, new Vector3(1f,1f,1f)); + } + + bool noActiveParticles = true; + if (playgroundParticles.source==SOURCEC.Transform) + for (int i = 0; i 0; + if (hasLifetimeLoss && (playgroundParticles.playgroundCache.lifetimeLoss==null || playgroundParticles.playgroundCache.lifetimeLoss.Length!=pCount)) + playgroundParticles.playgroundCache.lifetimeLoss = new float[pCount]; + + if (playgroundParticles.applyParticleMask && (playgroundParticles.playgroundCache.maskSorting==null || playgroundParticles.playgroundCache.maskSorting.Length!=pCount || playgroundParticles.particleMaskSorting!=playgroundParticles.previousMaskSorting)) + playgroundParticles.RefreshMaskSorting(); + + Vector3 zero = Vector3.zero; + Vector3 up = Vector3.up; + float initYpos = PlaygroundC.initialTargetPosition.y; + + + // Calculation loop + for (int p = 0; p=0 && maskedP=1f || playgroundParticles.particleMaskTime<=0) { + playgroundParticles.playgroundCache.isMasked[maskedP] = false; + playgroundParticles.playgroundCache.maskAlpha[maskedP] = 1f; + } else { + playgroundParticles.playgroundCache.maskAlpha[maskedP] += (1f/playgroundParticles.particleMaskTime)*playgroundParticles.localDeltaTime; + } + } + } + } else { + playgroundParticles.playgroundCache.isMasked[p] = false; + playgroundParticles.playgroundCache.maskAlpha[p] = 1f; + } + + Color32 lifetimeColor = playgroundParticles.GetParticleColor(p, normalizedLife, normalizedP); + + // Assign color to particle + playgroundParticles.SetParticleColorInternal(p, lifetimeColor); + + // Give Playground Cache its color value + playgroundParticles.playgroundCache.color[p] = lifetimeColor; + + // Source positions + if (playgroundParticles.emit) { + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.playgroundCache.previousTargetPosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + switch (playgroundParticles.source) { + case SOURCEC.State: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.playgroundCache.initialLocalVelocity[p], playgroundParticles.states[playgroundParticles.activeState].GetNormal(p))); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale), playgroundParticles.states[playgroundParticles.activeState].GetNormal(p))); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife); + } + + playgroundParticles.SetSourcePosition(p); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + } + break; + case SOURCEC.Transform: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + if (playgroundParticles.localSpace && playgroundParticles.transformIndex!=playgroundParticles.psTransformNum) + playgroundParticles.playgroundCache.targetDirection[p] = playgroundParticles.particleSystemInverseRotation*playgroundParticles.sourceTransforms[playgroundParticles.transformIndex].rotation*playgroundParticles.playgroundCache.initialLocalVelocity[p]; + else + playgroundParticles.playgroundCache.targetDirection[p] = playgroundParticles.sourceTransforms[playgroundParticles.transformIndex].rotation*playgroundParticles.playgroundCache.initialLocalVelocity[p]; + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = playgroundParticles.sourceTransforms[playgroundParticles.transformIndex].rotation*playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife*lifetimePositioningTimeScale); + } + + playgroundParticles.SetSourcePosition(p); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + } + break; + case SOURCEC.WorldObject: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.playgroundCache.initialLocalVelocity[p], playgroundParticles.worldObject.normals[p%playgroundParticles.worldObject.normals.Length])); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale), playgroundParticles.worldObject.normals[p%playgroundParticles.worldObject.normals.Length])); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife); + } + playgroundParticles.SetSourcePosition(p); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = (playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]); + } + break; + case SOURCEC.SkinnedWorldObject: + if (playgroundParticles.skinnedWorldObjectReady) { + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.playgroundCache.initialLocalVelocity[p], playgroundParticles.skinnedWorldObject.normals[p%playgroundParticles.skinnedWorldObject.normals.Length])); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = fMx.MultiplyPoint3x4(Vector3Scale(playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale), playgroundParticles.skinnedWorldObject.normals[p%playgroundParticles.skinnedWorldObject.normals.Length])); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife); + } + + playgroundParticles.SetSourcePosition(p); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + } + } + + break; + case SOURCEC.Projection: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = Vector3Scale(playgroundParticles.projection.GetNormal(p), playgroundParticles.playgroundCache.initialLocalVelocity[p]); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = Vector3Scale(playgroundParticles.projection.GetNormal(p), playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale)); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife); + } + + playgroundParticles.SetSourcePosition(p); + } + + break; + case SOURCEC.Paint: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = playgroundParticles.paint.GetRotation(p)*Vector3Scale(playgroundParticles.playgroundCache.initialLocalVelocity[p], playgroundParticles.paint.GetNormal(p)); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = playgroundParticles.paint.GetRotation(p)*Vector3Scale(playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale), playgroundParticles.paint.GetNormal(p)); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife); + } + + playgroundParticles.SetSourcePosition(p); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + } + break; + case SOURCEC.Spline: + if (playgroundParticles.playgroundCache.rebirth[p] || playgroundParticles.onlySourcePositioning || playgroundParticles.onlyLifetimePositioning) { + if (playgroundParticles.treatAsOneSpline) + playgroundParticles.splineIndex = (int)((((p*1f)/(pCount*1f))*playgroundParticles.splines.Count)+playgroundParticles.splineTimeOffset)%playgroundParticles.splines.Count; + else + playgroundParticles.splineIndex = p%playgroundParticles.splines.Count; + + float pSplineTime; + if (playgroundParticles.treatAsOneSpline) + pSplineTime = ((p*playgroundParticles.splines.Count*1f) / (pCount*1f))+playgroundParticles.splineTimeOffset; + else + pSplineTime = ((p*1f) / (pCount*1f)) + playgroundParticles.splineTimeOffset; + + if (playgroundParticles.applyInitialLocalVelocity && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.targetDirection[p] = Vector3Scale(playgroundParticles.splines[playgroundParticles.splineIndex].GetDirection(pSplineTime), playgroundParticles.playgroundCache.initialLocalVelocity[p]); + if (playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.targetDirection[p] = Vector3Scale(playgroundParticles.splines[playgroundParticles.splineIndex].GetDirection(pSplineTime), playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale)); + if (playgroundParticles.applyLifetimePositioningPositionScale) + playgroundParticles.playgroundCache.targetDirection[p] *= playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife*lifetimePositioningTimeScale); + } + + playgroundParticles.playgroundCache.targetPosition[p] = playgroundParticles.splines[playgroundParticles.splineIndex].GetPoint(pSplineTime); + if (playgroundParticles.applySourceScatter) + playgroundParticles.playgroundCache.targetPosition[p] += Vector3.Scale (playgroundParticles.playgroundCache.scatterPosition[p],playgroundParticles.scatterScale); + + // Local space compensation calculation + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) + playgroundParticles.playgroundCache.localSpaceMovementCompensation[p] = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + } + break; + } + } + + // Set initial particle values if life is 0 + if (playgroundParticles.playgroundCache.life[p]==0) { + if (!playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.targetPosition[p]; + + // Apply birth position delta + if (playgroundParticles.applyDeltaOnRebirth && !playgroundParticles.cameFromNonEmissionFrame && playgroundParticles.localTime-playgroundParticles.emissionStopped > playgroundParticles.lifetime && playgroundParticles.playgroundCache.birthDelay[p]==0 && !playgroundParticles.onlySourcePositioning) { + float timeDelta = playgroundParticles.localTime-playgroundParticles.playgroundCache.birth[p]; + if (playgroundParticles.isPrewarming) timeDelta *=.5f; + playgroundParticles.playgroundCache.position[p] += playgroundParticles.playgroundCache.velocity[p]*playgroundParticles.velocityScale*timeDelta; + } + } + playgroundParticles.playgroundCache.initialColor[p] = lifetimeColor; + + // Delta movement velocity + if (!playgroundParticles.cameFromNonEmissionFrame && playgroundParticles.calculateDeltaMovement && !playgroundParticles.isPrewarming && playgroundParticles.source!=SOURCEC.Script) { + Vector3 deltaVelocity = playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.previousTargetPosition[p]; + if (playgroundParticles.deltaMovementStrengthValueMethod == VALUEMETHOD.Constant) + playgroundParticles.playgroundCache.velocity[p] += (deltaVelocity*playgroundParticles.deltaMovementStrength)/playgroundParticles.realSimulationTime; + else + playgroundParticles.playgroundCache.velocity[p] += (deltaVelocity*RandomRange(playgroundParticles.internalRandom01, playgroundParticles.deltaMovementStrength, playgroundParticles.minDeltaMovementStrength))/playgroundParticles.realSimulationTime; + } + + playgroundParticles.playgroundCache.birthDelay[p] = 0; + } + + if (playgroundParticles.playgroundCache.birth[p]>playgroundParticles.localTime) { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.particleCache[p].size = 0; +#else + playgroundParticles.particleCache[p].startSize = 0; +#endif + playgroundParticles.playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + } + + // Particle lifetime, velocity and manipulators + if (playgroundParticles.playgroundCache.rebirth[p]) { + + // Particle is alive + if (playgroundParticles.playgroundCache.birth[p]+playgroundParticles.playgroundCache.life[p]<=playgroundParticles.localTime+lifeInSeconds && (!playgroundParticles.playgroundCache.isNonBirthed[p] || playgroundParticles.onlyLifetimePositioning || playgroundParticles.onlySourcePositioning)) { + + // Lifetime size + if (!playgroundParticles.playgroundCache.changedByPropertySize[p]) { + if (playgroundParticles.applyLifetimeSize && !playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.lifetimeSize.Evaluate(normalizedLife)*playgroundParticles.scale; + else if (playgroundParticles.applyLifetimeSize && playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.lifetimeSize.Evaluate(normalizedLife)*playgroundParticles.particleArraySize.Evaluate((p*1f)/(playgroundParticles.particleCount*1f))*playgroundParticles.scale; + else if (playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.particleArraySize.Evaluate((p*1f)/(playgroundParticles.particleCount*1f))*playgroundParticles.scale; + else playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.scale; + } + + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.onlyLifetimePositioning) { + + // Check if particle has sticky collision + if (playgroundParticles.hasCollisionCache && playgroundParticles.stickyCollisions && playgroundParticles.collisionCache.hasCollided[p] && !playgroundParticles.playgroundCache.isNonBirthed[p]) { + if (playgroundParticles.stickyCollisionsSurfaceOffset==0) + playgroundParticles.playgroundCache.position[p] = playgroundParticles.collisionCache.stickyPosition[p]; + else + playgroundParticles.playgroundCache.position[p] = playgroundParticles.collisionCache.stickyPosition[p] + (playgroundParticles.collisionCache.collisionNormal[p]*playgroundParticles.stickyCollisionsSurfaceOffset); + } else { + + if (!playgroundParticles.playgroundCache.noForce[p] && playgroundParticles.playgroundCache.life[p]>0) { + + // Velocity bending + if (playgroundParticles.applyVelocityBending) { + if (playgroundParticles.velocityBendingType==VELOCITYBENDINGTYPEC.SourcePosition) { + playgroundParticles.playgroundCache.velocity[p] += Vector3.Reflect( + new Vector3( + playgroundParticles.playgroundCache.velocity[p].x*playgroundParticles.velocityBending.x, + playgroundParticles.playgroundCache.velocity[p].y*playgroundParticles.velocityBending.y, + playgroundParticles.playgroundCache.velocity[p].z*playgroundParticles.velocityBending.z + ), + (playgroundParticles.playgroundCache.targetPosition[p]-playgroundParticles.playgroundCache.position[p]).normalized + )*t; + } else { + playgroundParticles.playgroundCache.velocity[p] += Vector3.Reflect( + new Vector3( + playgroundParticles.playgroundCache.velocity[p].x*playgroundParticles.velocityBending.x, + playgroundParticles.playgroundCache.velocity[p].y*playgroundParticles.velocityBending.y, + playgroundParticles.playgroundCache.velocity[p].z*playgroundParticles.velocityBending.z + ), + (playgroundParticles.playgroundCache.previousParticlePosition[p]-playgroundParticles.playgroundCache.position[p]).normalized + )*t; + } + } + + // Set previous target position (used by delta velocity & local space movement compensation) + playgroundParticles.playgroundCache.previousTargetPosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + + // Gravity + if (playgroundParticles.localSpace && playgroundParticles.source==SOURCEC.Transform && playgroundParticles.transformIndex!=playgroundParticles.psTransformNum) + playgroundParticles.playgroundCache.velocity[p] -= playgroundParticles.sourceTransforms[playgroundParticles.transformIndex].rotation*playgroundParticles.gravity*t; + else + playgroundParticles.playgroundCache.velocity[p] -= playgroundParticles.gravity*t; + + // Lifetime additive velocity + if (playgroundParticles.applyLifetimeVelocity) + playgroundParticles.playgroundCache.velocity[p] += playgroundParticles.lifetimeVelocity.Evaluate(normalizedLife, playgroundParticles.lifetimeVelocityScale)*t; + + // Turbulence inside the calculation loop + if (playgroundParticles.HasTurbulence() && PlaygroundC.reference.turbulenceThreadMethod==ThreadMethodComponent.InsideParticleCalculation) { + if (!playgroundParticles.playgroundCache.noForce[p]) + Turbulence(playgroundParticles, playgroundParticles.turbulenceSimplex, p, playgroundParticles.t, playgroundParticles.turbulenceType, playgroundParticles.turbulenceTimeScale, playgroundParticles.turbulenceScale/playgroundParticles.velocityScale, playgroundParticles.turbulenceStrength, playgroundParticles.turbulenceApplyLifetimeStrength, playgroundParticles.turbulenceLifetimeStrength); + } + + // Damping, max velocity, constraints and final positioning + + // Max velocity + if (playgroundParticles.playgroundCache.velocity[p].sqrMagnitude>playgroundParticles.maxVelocity) + playgroundParticles.playgroundCache.velocity[p] = Vector3.ClampMagnitude(playgroundParticles.playgroundCache.velocity[p], playgroundParticles.maxVelocity); + + // Damping + if (playgroundParticles.damping>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], zero, playgroundParticles.damping*t); + + // Transition back to source + if (playgroundParticles.transitionBackToSource) { + float transitionAmount = playgroundParticles.transitionBackToSourceAmount.Evaluate(normalizedLife)*playgroundParticles.particleTimescale; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(playgroundParticles.playgroundCache.position[p], playgroundParticles.playgroundCache.targetPosition[p], transitionAmount); + playgroundParticles.playgroundCache.velocity[p] *= 1f-transitionAmount; + } + + // Axis constraints + if (playgroundParticles.axisConstraints.x) + playgroundParticles.playgroundCache.velocity[p].x = 0; + if (playgroundParticles.axisConstraints.y) + playgroundParticles.playgroundCache.velocity[p].y = 0; + if (playgroundParticles.axisConstraints.z) + playgroundParticles.playgroundCache.velocity[p].z = 0; + + + // Set calculated collision position + playgroundParticles.playgroundCache.collisionParticlePosition[p] = playgroundParticles.playgroundCache.position[p]; + + + // Relocate + playgroundParticles.playgroundCache.position[p] += (playgroundParticles.playgroundCache.velocity[p]*playgroundParticles.velocityScale)*t; + if (playgroundParticles.localSpace && playgroundParticles.applyLocalSpaceMovementCompensation) { + if (!playgroundParticles.applyMovementCompensationLifetimeStrength) + playgroundParticles.playgroundCache.position[p] += playgroundParticles.playgroundCache.localSpaceMovementCompensation[p]; + else + playgroundParticles.playgroundCache.position[p] += playgroundParticles.playgroundCache.localSpaceMovementCompensation[p]*playgroundParticles.movementCompensationLifetimeStrength.Evaluate(normalizedLife); + } + + // Set particle velocity to be able to stretch towards movement + if (playgroundParticles.renderModeStretch && playgroundParticles.realSimulationTime>0) { + if (playgroundParticles.applyLifetimeStretching) { + playgroundParticles.particleCache[p].velocity = Vector3.Slerp (playgroundParticles.particleCache[p].velocity, ((playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p])*playgroundParticles.stretchLifetime.Evaluate(playgroundParticles.playgroundCache.life[p]/lifeInSeconds))/playgroundParticles.realSimulationTime, t*playgroundParticles.stretchSpeed * playgroundParticles.realSimulationTime); + } else { + if (playgroundParticles.stretchSpeed>0) + playgroundParticles.particleCache[p].velocity = Vector3.Slerp (playgroundParticles.particleCache[p].velocity, (playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p])/playgroundParticles.realSimulationTime, t*playgroundParticles.stretchSpeed * playgroundParticles.realSimulationTime); + else playgroundParticles.particleCache[p].velocity = playgroundParticles.stretchStartDirection; + } + } + + } + } + } else { + + // Only Source Positioning / Lifetime Positioning + + if (playgroundParticles.onlyLifetimePositioning && !playgroundParticles.onlySourcePositioning) { + if (!playgroundParticles.playgroundCache.changedByPropertyTarget[p]) { + + // Lifetime Positioning by Vector3 Animation Curve + if (playgroundParticles.lifetimePositioningUsesSourceDirection && playgroundParticles.source!=SOURCEC.Script) { + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.targetPosition[p]+(playgroundParticles.playgroundCache.targetDirection[p]); + } else { + if (!playgroundParticles.applyLifetimePositioningPositionScale) { + playgroundParticles.playgroundCache.position[p] = + playgroundParticles.playgroundCache.targetPosition[p]+ + playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale); + } else { + playgroundParticles.playgroundCache.position[p] = + playgroundParticles.playgroundCache.targetPosition[p]+ + playgroundParticles.lifetimePositioning.Evaluate(normalizedLife*lifetimePositioningTimeScale, playgroundParticles.lifetimePositioningScale)* + playgroundParticles.lifetimePositioningPositionScale.Evaluate(normalizedLife*lifetimePositioningTimeScale); + } + } + } + } else if (playgroundParticles.source!=SOURCEC.Script && !playgroundParticles.playgroundCache.isNonBirthed[p]) { + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.targetPosition[p]; + } + + // Set particle velocity to be able to stretch towards movement + if (playgroundParticles.renderModeStretch && playgroundParticles.realSimulationTime>0) { + if (playgroundParticles.applyLifetimeStretching) { + playgroundParticles.particleCache[p].velocity = Vector3.Slerp (playgroundParticles.particleCache[p].velocity, (playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p])/playgroundParticles.realSimulationTime, t*playgroundParticles.stretchSpeed)*playgroundParticles.stretchLifetime.Evaluate(playgroundParticles.playgroundCache.life[p]/lifeInSeconds); + } else { + if (playgroundParticles.stretchSpeed>0) + playgroundParticles.particleCache[p].velocity = Vector3.Slerp (playgroundParticles.particleCache[p].velocity, (playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p])/playgroundParticles.realSimulationTime, t*playgroundParticles.stretchSpeed); + else playgroundParticles.particleCache[p].velocity = playgroundParticles.stretchStartDirection; + } + } + + playgroundParticles.playgroundCache.previousTargetPosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + + } + + // Rotation + if (t!=0) { + if (!playgroundParticles.rotateTowardsDirection) + playgroundParticles.playgroundCache.rotation[p] += playgroundParticles.playgroundCache.rotationSpeed[p]*t; + else if (playgroundParticles.playgroundCache.life[p]!=0 && playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p]!=Vector3.zero) { + playgroundParticles.playgroundCache.rotation[p] = playgroundParticles.playgroundCache.initialRotation[p]+SignedAngle( + up, + playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.previousParticlePosition[p], + playgroundParticles.rotationNormal + ); + } + } + + if (!playgroundParticles.syncPositionsOnMainThread && playgroundParticles.playgroundCache.life[p]>0) + playgroundParticles.particleCache[p].rotation = playgroundParticles.playgroundCache.rotation[p]; + + // Set previous particle position + playgroundParticles.playgroundCache.previousParticlePosition[p] = playgroundParticles.playgroundCache.position[p]; + + + // Send timed event + if (playgroundParticles.hasTimerEvent) + playgroundParticles.SendEvent(EVENTTYPEC.Time, p); + } else { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.particleCache[p].size = 0; +#else + playgroundParticles.particleCache[p].startSize = 0; +#endif + playgroundParticles.playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + } + + // Calculate lifetime + float evaluatedLife = (playgroundParticles.localTime-playgroundParticles.playgroundCache.birth[p])/lifeInSeconds; + + // Lifetime + if (playgroundParticles.playgroundCache.life[p]lifeInSeconds) { + + // Send death event for particles with lifetime subtraction + if ((playgroundParticles.hasEvent||playgroundParticles.hasEventManipulatorGlobal||playgroundParticles.hasEventManipulatorLocal) && !playgroundParticles.playgroundCache.isNonBirthed[p]) + SendDeathEvents(playgroundParticles, p); + +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.particleCache[p].size = 0; +#else + playgroundParticles.particleCache[p].startSize = 0; +#endif + playgroundParticles.particleCache[p].velocity = zero; + playgroundParticles.playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + + } + } else { + + // Particle exceeded with death property + if (!playgroundParticles.loop && !playgroundParticles.playgroundCache.isNonBirthed[p]) { + + // Send death event for particles which died of unnatural cause such as property death, the worst type of death + if (playgroundParticles.hasEvent||playgroundParticles.hasEventManipulatorGlobal||playgroundParticles.hasEventManipulatorLocal) + SendDeathEvents(playgroundParticles, p); + + playgroundParticles.InactivateParticle(p); + continue; + } + + // Loop exceeded normally + if (!playgroundParticles.loop && playgroundParticles.localTime>playgroundParticles.simulationStarted+(playgroundParticles.playgroundCache.death[p]-playgroundParticles.playgroundCache.birth[p])-.01f) { + playgroundParticles.loopExceeded = true; + if (playgroundParticles.loopExceededOnParticle==p && evaluatedLife>2f) { + if (playgroundParticles.disableOnDone) + playgroundParticles.queueEmissionHalt = true; + playgroundParticles.threadHadNoActiveParticles = true; + playgroundParticles.hasActiveParticles = false; + } + if (playgroundParticles.loopExceededOnParticle==-1) + playgroundParticles.loopExceededOnParticle = p; + } + + playgroundParticles.particleCache[p].velocity = zero; + + // Send death event for particles with full lifetime length + if ((playgroundParticles.hasEvent||playgroundParticles.hasEventManipulatorGlobal||playgroundParticles.hasEventManipulatorLocal) && !playgroundParticles.playgroundCache.isNonBirthed[p]) + SendDeathEvents(playgroundParticles, p); + + // New cycle begins + if (playgroundParticles.localTime>=playgroundParticles.playgroundCache.birth[p]+playgroundParticles.playgroundCache.birthDelay[p] && !playgroundParticles.loopExceeded && playgroundParticles.source!=SOURCEC.Script && playgroundParticles.emit) { + if (!playgroundParticles.playgroundCache.changedByPropertyDeath[p] || playgroundParticles.playgroundCache.changedByPropertyDeath[p] && playgroundParticles.localTime>playgroundParticles.playgroundCache.death[p]) { + Rebirth(playgroundParticles, p, playgroundParticles.internalRandom01); + } else { + playgroundParticles.particleCache[p].velocity = zero; +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.particleCache[p].size = 0; +#else + playgroundParticles.particleCache[p].startSize = 0; +#endif + playgroundParticles.playgroundCache.position[p] = PlaygroundC.initialTargetPosition; + } + } else { + playgroundParticles.InactivateParticle(p); + continue; + } + + } + + // Local Manipulators + for (int m = 0; m0&&playgroundParticles.particleCache[p].position.y!=initYpos)?playgroundParticles.playgroundCache.size[p]:0; +#else + playgroundParticles.particleCache[p].startSize = (playgroundParticles.playgroundCache.maskAlpha[p]>0&&playgroundParticles.particleCache[p].position.y!=initYpos)?playgroundParticles.playgroundCache.size[p]:0; +#endif + } + } else { + + // Particle is set to not rebirth + playgroundParticles.InactivateParticle(p); + } + + // Set particle position if no sync + if (!playgroundParticles.syncPositionsOnMainThread) { + playgroundParticles.particleCache[p].position = playgroundParticles.playgroundCache.position[p]; + } + + // Particle got calculated + playgroundParticles.playgroundCache.isCalculatedThisFrame[p] = true; + + }// <- Particle loop ends here + + // Reset for next frame + if (playgroundParticles.isSettingParticleTime) playgroundParticles.threadHadNoActiveParticles = false; + else playgroundParticles.threadHadNoActiveParticles = noActiveParticles && !playgroundParticles.emit || noActiveParticles && !playgroundParticles.loop; + playgroundParticles.cameFromNonEmissionFrame = false; + playgroundParticles.isDoneThread = true; + + // Turbulence calculated here when using PlaygroundC.turbulenceThreadMethod of ThreadMethodComponent.OnePerSystem + if (playgroundParticles.HasTurbulence() && PlaygroundC.reference.turbulenceThreadMethod==ThreadMethodComponent.OnePerSystem) { + PlaygroundC.RunAsync(()=>{ + for (int p = 0; p + /// Sends the death events. + /// + /// Playground particles. + /// Particle index. + public static void SendDeathEvents (PlaygroundParticlesC playgroundParticles, int p) { + if ((playgroundParticles.playgroundCache.life[p]>0||playgroundParticles.playgroundCache.changedByPropertyDeath[p]) && !playgroundParticles.playgroundCache.isNonBirthed[p]) { + if (playgroundParticles.loop || (!playgroundParticles.loop && playgroundParticles.playgroundCache.isFirstLoop[p])) { + playgroundParticles.SendEvent(EVENTTYPEC.Death, p); + } + } + if (playgroundParticles.hasEventManipulatorLocal) { + for (int i = 0; i0) { + if (playgroundParticles.turbulenceApplyLifetimeStrength) + turbulenceStrengthMultiplier = playgroundParticles.turbulenceLifetimeStrength.Evaluate (Mathf.Clamp01(playgroundParticles.playgroundCache.life[p]/((playgroundParticles.playgroundCache.death[p]-playgroundParticles.playgroundCache.birth[p])-playgroundParticles.playgroundCache.lifetimeSubtraction[p]))); + if (turbulenceStrengthMultiplier>0) { + if (!playgroundParticles.axisConstraints.x) + playgroundParticles.playgroundCache.velocity[p].x += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale, + playgroundParticles.localTime*turbulenceTimeScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.y) + playgroundParticles.playgroundCache.velocity[p].y += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale, + playgroundParticles.localTime*turbulenceTimeScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.z) + playgroundParticles.playgroundCache.velocity[p].z += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale, + playgroundParticles.localTime*turbulenceTimeScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + } + } else { + if (turbulenceStrengthMultiplier>0) { + if (!playgroundParticles.axisConstraints.x) + playgroundParticles.playgroundCache.velocity[p].x += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.y) + playgroundParticles.playgroundCache.velocity[p].y += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.z) + playgroundParticles.playgroundCache.velocity[p].z += (float)turbulenceSimplex.noise( + (playgroundParticles.playgroundCache.position[p].z+zeroFixZ)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].x+zeroFixX)*turbulenceScale, + (playgroundParticles.playgroundCache.position[p].y+zeroFixY)*turbulenceScale + )*turbulenceStrength*t*turbulenceStrengthMultiplier; + } + } + } else { + + // Perlin Noise + if (playgroundParticles.turbulenceStrength>0) { + if (playgroundParticles.turbulenceApplyLifetimeStrength) + turbulenceStrengthMultiplier = playgroundParticles.turbulenceLifetimeStrength.Evaluate (Mathf.Clamp01(playgroundParticles.playgroundCache.life[p]/((playgroundParticles.playgroundCache.death[p]-playgroundParticles.playgroundCache.birth[p])-playgroundParticles.playgroundCache.lifetimeSubtraction[p]))); + if (turbulenceStrengthMultiplier>0) { + if (!playgroundParticles.axisConstraints.x) + playgroundParticles.playgroundCache.velocity[p].x += (Mathf.PerlinNoise ( + playgroundParticles.localTime*turbulenceTimeScale, + playgroundParticles.playgroundCache.position[p].z*turbulenceScale + )-.5f)*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.y) + playgroundParticles.playgroundCache.velocity[p].y += (Mathf.PerlinNoise ( + playgroundParticles.localTime*turbulenceTimeScale, + playgroundParticles.playgroundCache.position[p].x*turbulenceScale + + )-.5f)*turbulenceStrength*t*turbulenceStrengthMultiplier; + if (!playgroundParticles.axisConstraints.z) + playgroundParticles.playgroundCache.velocity[p].z += (Mathf.PerlinNoise ( + playgroundParticles.localTime*turbulenceTimeScale, + playgroundParticles.playgroundCache.position[p].y*turbulenceScale + + )-.5f)*turbulenceStrength*t*turbulenceStrengthMultiplier; + } + } + } + } + } + + public void CalculateCollisions () { + Collisions (thisInstance); + } + + /// + /// Calculates particle collisions, this runs automatically if collision is set to true. (Must currently run on main-thread due to the Physics.Raycast dependency.) + /// + /// Particle Playground system. + public static void Collisions (PlaygroundParticlesC playgroundParticles) { + + if (!playgroundParticles.calculate || playgroundParticles.inPlayback) + return; + + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.onlyLifetimePositioning && playgroundParticles.collisionRadius>0 && playgroundParticles.hasEmitted) { + Ray ray = new Ray(); + float distance; + bool is3d = playgroundParticles.collisionType==COLLISIONTYPEC.Physics3D; + bool hasCollisionExclusion = playgroundParticles.collisionExclusion!=null && playgroundParticles.collisionExclusion.Count>0; + bool hasRandomBounce = playgroundParticles.bounceRandomMin!=Vector3.zero||playgroundParticles.bounceRandomMax!=Vector3.zero; + RaycastHit hitInfo; + RaycastHit2D hitInfo2D; + bool hasEvents = playgroundParticles.events.Count>0; + + // Prepare the collision cache + if ((playgroundParticles.stickyCollisions || playgroundParticles.forceCollisionCaching) && playgroundParticles.collisionCache==null) + playgroundParticles.collisionCache = new CollisionCache(playgroundParticles.particleCount); + + // Prepare the infinite collision planes + if (playgroundParticles.collision && playgroundParticles.colliders.Count>0) { + for (int c = 0; c=(playgroundParticles.playgroundCache.death[p]-playgroundParticles.playgroundCache.birth[p])-playgroundParticles.playgroundCache.lifetimeSubtraction[p] || + playgroundParticles.playgroundCache.noForce[p] || + playgroundParticles.maskedParticlesBypassCollision && playgroundParticles.playgroundCache.isMasked[p]) + continue; + + // Sticky? Do a sticky update then continue + if (playgroundParticles.stickyCollisions && playgroundParticles.collisionCache.hasCollided[p]) { + playgroundParticles.collisionCache.UpdateStickyPosition(p); + playgroundParticles.playgroundCache.position[p] = playgroundParticles.collisionCache.stickyPosition[p]; + continue; + } + + // Playground Plane colliders (never exceed these) + for (int c = 0; c0) { + playgroundParticles.playgroundCache.lifetimeLoss[p] = playgroundParticles.lifetime * playgroundParticles.lifetimeLoss; + playgroundParticles.playgroundCache.changedByPropertyDeath[p] = true; + } + + // Send event + if (hasEvents) + playgroundParticles.SendEvent(EVENTTYPEC.Collision, p, preCollisionVelocity, playgroundParticles.colliders[c].transform); + } + } + + // Colliders in scene + if (playgroundParticles.playgroundCache.velocity[p].magnitude>PlaygroundC.collisionSleepVelocity) { + + // Collide by checking for potential passed collider in the direction of this particle's velocity from the previous frame + if (is3d) { + if (Physics.Raycast( + playgroundParticles.playgroundCache.collisionParticlePosition[p], + (playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.collisionParticlePosition[p]), + out hitInfo, + playgroundParticles.collisionPrecision? (Vector3.Distance (playgroundParticles.playgroundCache.position[p], playgroundParticles.playgroundCache.collisionParticlePosition[p])+playgroundParticles.collisionRadius)*2f : (Vector3.SqrMagnitude(playgroundParticles.playgroundCache.position[p]-playgroundParticles.playgroundCache.collisionParticlePosition[p])+playgroundParticles.collisionRadius)*2f, + playgroundParticles.collisionMask)) + { + + // Check that this object isn't excluded + if (hasCollisionExclusion) { + if (playgroundParticles.collisionExclusion.Contains(hitInfo.transform)) + continue; + } + + // Set particle to location + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.collisionParticlePosition[p]; + + // Update collision cache + if (!playgroundParticles.stickyCollisions) { + if (playgroundParticles.forceCollisionCaching) + playgroundParticles.collisionCache.Set (p, hitInfo.point, hitInfo.normal, hitInfo.transform); + } else if ((playgroundParticles.stickyCollisionsMask.value & 1<0) { + playgroundParticles.playgroundCache.lifetimeLoss[p] = playgroundParticles.lifetime * playgroundParticles.lifetimeLoss; + playgroundParticles.playgroundCache.changedByPropertyDeath[p] = true; + } + + // Add force to rigidbody + if (playgroundParticles.affectRigidbodies && hitInfo.rigidbody) + hitInfo.rigidbody.AddForceAtPosition((playgroundParticles.inverseRigidbodyCollision?-preCollisionVelocity:preCollisionVelocity)*playgroundParticles.mass, playgroundParticles.playgroundCache.position[p]); + + // Send event + if (hasEvents) + playgroundParticles.SendEvent(EVENTTYPEC.Collision, p, preCollisionVelocity, hitInfo.transform, hitInfo.collider); + if (playgroundParticles.hasEventManipulatorLocal) { + for (int i = 0; i0) { + playgroundParticles.playgroundCache.lifetimeLoss[p] = playgroundParticles.lifetime * playgroundParticles.lifetimeLoss; + playgroundParticles.playgroundCache.changedByPropertyDeath[p] = true; + } + + // Add force to rigidbody + if (playgroundParticles.affectRigidbodies && hitInfo2D.rigidbody) + hitInfo2D.rigidbody.AddForceAtPosition((playgroundParticles.inverseRigidbodyCollision?-preCollisionVelocity:preCollisionVelocity)*playgroundParticles.mass, playgroundParticles.playgroundCache.position[p]); + + // Send event + if (hasEvents) + playgroundParticles.SendEvent(EVENTTYPEC.Collision, p, preCollisionVelocity, hitInfo2D.transform, hitInfo2D.collider); + if (playgroundParticles.hasEventManipulatorLocal) { + for (int i = 0; i + /// Returns the offset as a remainder from a point, constructed for multithreading. + /// + /// The overflow position. + /// Overflow by Vector3. + /// Current value. + /// Max value. + public static Vector3 GetOverflow2 (Vector3 overflow, int currentVal, int maxVal) { + float iteration = (currentVal/maxVal); + return new Vector3( + overflow.x*iteration, + overflow.y*iteration, + overflow.z*iteration + ); + } + + /// + /// Returns the offset with direction as a remainder from a point, constructed for multithreading. + /// + /// The overflow position in direction. + /// Overflow by Vector3. + /// Direction. + /// Current value. + /// Max value. + public static Vector3 GetOverflow2 (Vector3 overflow, Vector3 direction, int currentVal, int maxVal) { + float iteration = (currentVal/maxVal); + return new Vector3( + direction.x*overflow.x*iteration, + direction.y*overflow.y*iteration, + direction.z*overflow.z*iteration + ); + } + + /// + /// Multiplies two Vector3. + /// + /// The scale of two Vector3. + /// First Vector3. + /// Second Vector3. + public static Vector3 Vector3Scale (Vector3 v1, Vector3 v2) { + return new Vector3(v1.x*v2.x,v1.y*v2.y,v1.z*v2.z); + } + + /// + /// Calculates the effect from a Manipulator. + /// + /// Playground particles. + /// This manipulator. + /// Particle index. + /// Delta time. + /// Lifetime. + /// Particle position. + /// Manipulator position. + /// Manipulator distance. + /// Is calculation in local space? + public static void CalculateManipulator (PlaygroundParticlesC playgroundParticles, ManipulatorObjectC thisManipulator, int p, float t, float life, Vector3 particlePosition, Vector3 manipulatorPosition, bool localSpace) { + if (thisManipulator.enabled && thisManipulator.transform.available && thisManipulator.strength!=0 && thisManipulator.LifetimeFilter(life, playgroundParticles.lifetime) && thisManipulator.ParticleFilter (p, playgroundParticles.particleCount)) { + + bool contains = thisManipulator.Contains(localSpace?(playgroundParticles.particleSystemRotation*particlePosition):particlePosition, localSpace?(playgroundParticles.particleSystemRotation*manipulatorPosition):manipulatorPosition); + + // Is this a particle which shouldn't be affected by this manipulator? + if (contains && (playgroundParticles.playgroundCache.excludeFromManipulatorId[p]==thisManipulator.manipulatorId || thisManipulator.nonAffectedParticles.Count>0 && thisManipulator.ContainsNonAffectedParticle(playgroundParticles.particleSystemId, p))) { + return; + } + + // Manipulator events + if (thisManipulator.trackParticles) { + + // Particle entering + if (contains) { + if ((thisManipulator.trackingMethod==TrackingMethod.ManipulatorId && !thisManipulator.IsSameId(playgroundParticles.playgroundCache.manipulatorId[p])) || (thisManipulator.trackingMethod==TrackingMethod.ParticleId && !thisManipulator.ContainsParticle(playgroundParticles.particleSystemId, p))) { + playgroundParticles.playgroundCache.manipulatorId[p] = thisManipulator.manipulatorId; + thisManipulator.AddParticle(playgroundParticles.particleSystemId, p); + if (thisManipulator.sendEventEnter) { + playgroundParticles.UpdateEventParticle(thisManipulator.manipulatorEventParticle, p); + thisManipulator.SendParticleEventEnter(); + } + } + } else { + + // Particle exiting + if ((thisManipulator.trackingMethod==TrackingMethod.ManipulatorId && thisManipulator.IsSameId(playgroundParticles.playgroundCache.manipulatorId[p])) || (thisManipulator.trackingMethod==TrackingMethod.ParticleId && thisManipulator.ContainsParticle(playgroundParticles.particleSystemId, p))) { + playgroundParticles.playgroundCache.manipulatorId[p] = 0; + thisManipulator.RemoveParticle(playgroundParticles.particleSystemId, p); + if (thisManipulator.sendEventExit) { + playgroundParticles.UpdateEventParticle(thisManipulator.manipulatorEventParticle, p); + thisManipulator.SendParticleEventExit(); + } + } + } + } + + float manipulatorDistance = 0; + float manipulatorStrength = thisManipulator.applyParticleLifetimeStrength? thisManipulator.strength * thisManipulator.particleLifetimeStrength.Evaluate((life-playgroundParticles.playgroundCache.lifetimeSubtraction[p]) / playgroundParticles.lifetime) : thisManipulator.strength; + bool hasConstraints = thisManipulator.axisConstraints.HasConstraints(); + Vector3 constrainedVelocity = playgroundParticles.playgroundCache.velocity[p]; + + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.playgroundCache.noForce[p]) { + // Attractors + if (thisManipulator.type==MANIPULATORTYPEC.Attractor) { + if (contains) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (manipulatorPosition-particlePosition)*(manipulatorStrength/manipulatorDistance), t*(manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + } else + + // Attractors Gravitational + if (thisManipulator.type==MANIPULATORTYPEC.AttractorGravitational) { + if (contains) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (manipulatorPosition-particlePosition)*manipulatorStrength/manipulatorDistance, t/thisManipulator.strengthSmoothing); + } + } else + + // Repellents + if (thisManipulator.type==MANIPULATORTYPEC.Repellent) { + if (contains) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (particlePosition-manipulatorPosition)*(manipulatorStrength/manipulatorDistance), t*(manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + } else + + // Vortex + if (thisManipulator.type==MANIPULATORTYPEC.Vortex) { + if (contains) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], ((manipulatorPosition-particlePosition)*manipulatorStrength/manipulatorDistance)-Vector3.Cross(thisManipulator.transform.up, (manipulatorPosition-particlePosition))*manipulatorStrength/manipulatorDistance, (t*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + } + } + + // Properties + if (thisManipulator.type==MANIPULATORTYPEC.Property) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + PropertyManipulator(playgroundParticles, thisManipulator, thisManipulator.property, manipulatorStrength, p, t, particlePosition, manipulatorPosition, manipulatorDistance, localSpace, contains); + } else + + // Combined + if (thisManipulator.type==MANIPULATORTYPEC.Combined) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + for (int i = 0; i + /// Calculates the effect from Manipulator's properties. + /// + /// Playground particles. + /// This manipulator. + /// This manipulator property. + /// Particle index. + /// Delta time. + /// Particle position. + /// Manipulator position. + /// Is calculation in local space? + /// Does the Manipulator contain the particle at index? + public static void PropertyManipulator (PlaygroundParticlesC playgroundParticles, ManipulatorObjectC thisManipulator, ManipulatorPropertyC thisManipulatorProperty, float manipulatorStrength, int p, float t, Vector3 particlePosition, Vector3 manipulatorPosition, float manipulatorDistance, bool localSpace, bool contains) { + if (contains) { + switch (thisManipulatorProperty.type) { + + // Math Property + case MANIPULATORPROPERTYTYPEC.Math: + if (thisManipulatorProperty.mathProperty.type == MATHMANIPULATORTYPE.Sin || thisManipulatorProperty.mathProperty.type == MATHMANIPULATORTYPE.Cos) + t = playgroundParticles.localTime; + switch (thisManipulatorProperty.mathProperty.property) { + case MATHMANIPULATORPROPERTY.Position: + playgroundParticles.playgroundCache.position[p] = thisManipulatorProperty.mathProperty.EvaluatePosition(playgroundParticles.playgroundCache.position[p], t); + break; + case MATHMANIPULATORPROPERTY.Velocity: + playgroundParticles.playgroundCache.velocity[p] = thisManipulatorProperty.mathProperty.Evaluate(playgroundParticles.playgroundCache.velocity[p], t); + break; + case MATHMANIPULATORPROPERTY.Rotation: + if (!playgroundParticles.rotateTowardsDirection) + playgroundParticles.playgroundCache.rotation[p] = thisManipulatorProperty.mathProperty.Evaluate(playgroundParticles.playgroundCache.rotation[p], t)%360f; + break; + case MATHMANIPULATORPROPERTY.Size: + playgroundParticles.playgroundCache.size[p] = thisManipulatorProperty.mathProperty.Evaluate(playgroundParticles.playgroundCache.size[p], t); + playgroundParticles.playgroundCache.changedByPropertySize[p] = true; + break; + } + break; + + // Velocity Property + case MANIPULATORPROPERTYTYPEC.Velocity: + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) + playgroundParticles.playgroundCache.velocity[p] = thisManipulatorProperty.useLocalRotation? + thisManipulatorProperty.localVelocity + : + thisManipulatorProperty.velocity; + else { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], thisManipulatorProperty.useLocalRotation? + thisManipulatorProperty.localVelocity + : + thisManipulatorProperty.velocity, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + break; + + // Additive Velocity Property + case MANIPULATORPROPERTYTYPEC.AdditiveVelocity: + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] += thisManipulatorProperty.useLocalRotation? + thisManipulatorProperty.localVelocity*((t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing) + : + thisManipulatorProperty.velocity*((t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + break; + + // Color Property + case MANIPULATORPROPERTYTYPEC.Color: + Color staticColor; + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + if (thisManipulatorProperty.keepColorAlphas) { + staticColor = thisManipulatorProperty.color; + staticColor.a = Mathf.Clamp(playgroundParticles.lifetimeColor.Evaluate(playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime).a, 0, staticColor.a); + playgroundParticles.SetParticleColorInternal(p, staticColor); + } else playgroundParticles.SetParticleColorInternal(p, thisManipulatorProperty.color); + } else { + if (thisManipulatorProperty.keepColorAlphas) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + staticColor = thisManipulatorProperty.color; + staticColor.a = Mathf.Clamp(playgroundParticles.lifetimeColor.Evaluate(playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime).a, 0, staticColor.a); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].color, staticColor, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#else + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].startColor, staticColor, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#endif + } + else + { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].color, thisManipulatorProperty.color, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#else + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].startColor, thisManipulatorProperty.color, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#endif + } + playgroundParticles.playgroundCache.changedByPropertyColorLerp[p] = true; + } + + // Only color in range of manipulator boundaries + playgroundParticles.playgroundCache.changedByPropertyColor[p] = true; + + + // Keep alpha of original color + if (thisManipulatorProperty.keepColorAlphas) + playgroundParticles.playgroundCache.changedByPropertyColorKeepAlpha[p] = true; + + // Set color pairing key + if (playgroundParticles.playgroundCache.propertyColorId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyColorId[p] = thisManipulator.manipulatorId; + } + break; + + // Lifetime Color Property + case MANIPULATORPROPERTYTYPEC.LifetimeColor: + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.SetParticleColorInternal(p, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0)); + } else { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].color, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#else + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].startColor, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#endif + playgroundParticles.playgroundCache.changedByPropertyColorLerp[p] = true; + } + + // Only color in range of manipulator boundaries + playgroundParticles.playgroundCache.changedByPropertyColor[p] = true; + + // Set color pairing key + if (playgroundParticles.playgroundCache.propertyColorId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyColorId[p] = thisManipulator.manipulatorId; + } + break; + + // Size Property + case MANIPULATORPROPERTYTYPEC.Size: + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0f?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:0; + if (manipulatorDistance==0) + playgroundParticles.playgroundCache.size[p] = thisManipulatorProperty.size; + else + playgroundParticles.playgroundCache.size[p] = thisManipulatorProperty.size+(thisManipulatorProperty.size/(1f+(manipulatorDistance/thisManipulator.strengthSmoothing))*(thisManipulator.strength*thisManipulatorProperty.strength)); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.size[p] = Mathf.Lerp(playgroundParticles.playgroundCache.size[p], thisManipulatorProperty.size, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.size[p] = Mathf.MoveTowards(playgroundParticles.playgroundCache.size[p], thisManipulatorProperty.size, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + + playgroundParticles.playgroundCache.changedByPropertySize[p] = true; + break; + + // Target Property + case MANIPULATORPROPERTYTYPEC.Target: + if (thisManipulatorProperty.targets.Count>0 && thisManipulatorProperty.targets[thisManipulatorProperty.targetPointer].available) { + + + // Set target pointer + if (playgroundParticles.playgroundCache.propertyId[p] != thisManipulator.manipulatorId) { + + playgroundParticles.playgroundCache.propertyTarget[p] = thisManipulatorProperty.targetPointer; + thisManipulatorProperty.targetPointer++; thisManipulatorProperty.targetPointer=thisManipulatorProperty.targetPointer%thisManipulatorProperty.targets.Count; + playgroundParticles.playgroundCache.propertyId[p] = thisManipulator.manipulatorId; + } + + // Teleport or lerp to position based on transition type + if (playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId && thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].available) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) + playgroundParticles.playgroundCache.position[p] = localSpace? + thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].localPosition + : + thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].position; + else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = localSpace? + Vector3.Lerp(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].localPosition, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing) + : + Vector3.Lerp(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].position, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = localSpace? + Vector3.MoveTowards(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].localPosition, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing) + : + Vector3.MoveTowards(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].position, (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + + // This particle was changed by a target property + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = true; + } + } + break; + + // Death Property + case MANIPULATORPROPERTYTYPEC.Death: + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) + playgroundParticles.playgroundCache.life[p] = playgroundParticles.lifetime; + else { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.birth[p] -= (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing; + } + + // This particle was changed by a death property + playgroundParticles.playgroundCache.changedByPropertyDeath[p] = true; + break; + + + // Attractors + case MANIPULATORPROPERTYTYPEC.Attractor: + if (!playgroundParticles.onlySourcePositioning) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (manipulatorPosition-particlePosition)*((thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance), t*((thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + break; + + // Attractors Gravitational + case MANIPULATORPROPERTYTYPEC.Gravitational: + if (!playgroundParticles.onlySourcePositioning) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (manipulatorPosition-particlePosition)*(thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance, t/thisManipulator.strengthSmoothing); + } + break; + + // Repellents + case MANIPULATORPROPERTYTYPEC.Repellent: + if (!playgroundParticles.onlySourcePositioning) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], (particlePosition-manipulatorPosition)*((thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance), t*((thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + break; + + // Vortex + case MANIPULATORPROPERTYTYPEC.Vortex: + if (!playgroundParticles.onlySourcePositioning) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, playgroundParticles.playgroundCache.position[p])/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], ((manipulatorPosition-particlePosition)*(manipulatorStrength*thisManipulatorProperty.strength)/manipulatorDistance)-Vector3.Cross(thisManipulator.transform.up, (manipulatorPosition-particlePosition))*(manipulatorStrength*thisManipulatorProperty.strength)/manipulatorDistance, (t*(manipulatorStrength*thisManipulatorProperty.strength)/manipulatorDistance)/thisManipulator.strengthSmoothing); + } + break; + + // Turbulence + case MANIPULATORPROPERTYTYPEC.Turbulence: + if (!playgroundParticles.onlySourcePositioning && thisManipulatorProperty.turbulenceType!=TURBULENCETYPE.None) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.Distance (manipulatorPosition, particlePosition)/thisManipulator.strengthDistanceEffect:10f; + Turbulence ( + playgroundParticles, + thisManipulatorProperty.turbulenceSimplex, + p, + t/thisManipulator.strengthSmoothing, + thisManipulatorProperty.turbulenceType, + thisManipulatorProperty.turbulenceTimeScale, + thisManipulatorProperty.turbulenceScale, + ((thisManipulatorProperty.strength*manipulatorStrength)/manipulatorDistance), + thisManipulatorProperty.turbulenceApplyLifetimeStrength, + thisManipulatorProperty.turbulenceLifetimeStrength + ); + } + break; + + // Mesh Target + case MANIPULATORPROPERTYTYPEC.MeshTarget: + if (!playgroundParticles.onlySourcePositioning && thisManipulatorProperty.meshTarget.initialized) { + + // Set target pointer + if (playgroundParticles.playgroundCache.propertyId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyTarget[p] = thisManipulatorProperty.targetSortingList[thisManipulatorProperty.targetPointer]; + thisManipulatorProperty.targetPointer++; thisManipulatorProperty.targetPointer=thisManipulatorProperty.targetPointer%thisManipulatorProperty.meshTarget.vertexPositions.Length; + playgroundParticles.playgroundCache.propertyId[p] = thisManipulator.manipulatorId; + } + + // Teleport or lerp to position based on transition type + if (playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.playgroundCache.position[p] = thisManipulatorProperty.meshTargetMatrix.MultiplyPoint3x4(thisManipulatorProperty.meshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.meshTarget.vertexPositions.Length]); + playgroundParticles.playgroundCache.velocity[p] = Vector3.zero; + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, thisManipulatorProperty.meshTargetMatrix.MultiplyPoint3x4(thisManipulatorProperty.meshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.meshTarget.vertexPositions.Length]), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, thisManipulatorProperty.meshTargetMatrix.MultiplyPoint3x4(thisManipulatorProperty.meshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.meshTarget.vertexPositions.Length]), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + + // This particle was changed by a target property + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = true; + } + + } + break; + + // Skinned Mesh Target + case MANIPULATORPROPERTYTYPEC.SkinnedMeshTarget: + if (!playgroundParticles.onlySourcePositioning && thisManipulatorProperty.skinnedMeshTarget.initialized) { + + // Set target pointer + if (playgroundParticles.playgroundCache.propertyId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyTarget[p] = thisManipulatorProperty.targetSortingList[thisManipulatorProperty.targetPointer]; + thisManipulatorProperty.targetPointer++; thisManipulatorProperty.targetPointer=thisManipulatorProperty.targetPointer%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length; + playgroundParticles.playgroundCache.propertyId[p] = thisManipulator.manipulatorId; + } + + // Teleport or lerp to position based on transition type + if (playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.playgroundCache.position[p] = thisManipulatorProperty.skinnedMeshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length]; + playgroundParticles.playgroundCache.velocity[p] = Vector3.zero; + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, thisManipulatorProperty.skinnedMeshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length], t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, thisManipulatorProperty.skinnedMeshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length], t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + + // This particle was changed by a target property + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = true; + } + } + break; + + // State Target + case MANIPULATORPROPERTYTYPEC.StateTarget: + if (!playgroundParticles.onlySourcePositioning && thisManipulatorProperty.stateTarget.initialized && !thisManipulatorProperty.stateTarget.IsInitializing()) { + + // Set target pointer + if (playgroundParticles.playgroundCache.propertyId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyTarget[p] = thisManipulatorProperty.targetSortingList[thisManipulatorProperty.targetPointer%thisManipulatorProperty.targetSortingList.Length]; + thisManipulatorProperty.targetPointer++; thisManipulatorProperty.targetPointer=thisManipulatorProperty.targetPointer%thisManipulatorProperty.stateTarget.positionLength; + playgroundParticles.playgroundCache.propertyId[p] = thisManipulator.manipulatorId; + } + + // Teleport or lerp to position based on transition type + if (playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + Vector3 newPos = thisManipulatorProperty.stateTarget.stateTransformMx.MultiplyPoint3x4(thisManipulatorProperty.stateTarget.GetPosition(playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.stateTarget.positionLength)); + if (!thisManipulatorProperty.onlyPositionInRange || thisManipulator.shape == MANIPULATORSHAPEC.Infinite || thisManipulatorProperty.onlyPositionInRange && thisManipulator.Contains (newPos, manipulatorPosition)) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.playgroundCache.position[p] = newPos; + playgroundParticles.playgroundCache.velocity[p] = Vector3.zero; + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, newPos, t*(thisManipulatorProperty.strength*thisManipulator.strength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, newPos, t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + + // This particle was changed by a target property + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = true; + } + + + } + + } + break; + + // Spline Target + case MANIPULATORPROPERTYTYPEC.SplineTarget: + if (!playgroundParticles.onlySourcePositioning && thisManipulatorProperty.SplineTargetIsReady()) { + + // Set target pointer + if (playgroundParticles.playgroundCache.propertyId[p] != thisManipulator.manipulatorId) { + playgroundParticles.playgroundCache.propertyId[p] = thisManipulator.manipulatorId; + } + + // Teleport or lerp to position based on transition type + if (playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + float timePos; + if (thisManipulatorProperty.splineTargetMethod==SPLINETARGETMETHOD.SplineTime) + timePos = ((p*1f)/(playgroundParticles.particleCount*1f))+thisManipulatorProperty.splineTimeOffset; + else + timePos = Mathf.Clamp01((playgroundParticles.playgroundCache.life[p] / ((playgroundParticles.playgroundCache.death[p]-playgroundParticles.playgroundCache.birth[p])-playgroundParticles.playgroundCache.lifetimeSubtraction[p]))+thisManipulatorProperty.splineTimeOffset); + + if (Mathf.Approximately(thisManipulatorProperty.splineTimeOffset, 0) && Mathf.Approximately(timePos, 1f)) + timePos = .9999f; + Vector3 newPos = thisManipulatorProperty.splineTarget.GetPoint(timePos); + if (!thisManipulatorProperty.onlyPositionInRange || thisManipulator.shape == MANIPULATORSHAPEC.Infinite || thisManipulatorProperty.onlyPositionInRange && thisManipulator.Contains (newPos, manipulatorPosition)) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.playgroundCache.position[p] = newPos; + playgroundParticles.playgroundCache.velocity[p] = Vector3.zero; + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, newPos, t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, newPos, t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + + // This particle was changed by a target property + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = true; + } + + + } + + } + break; + } + + playgroundParticles.playgroundCache.changedByProperty[p] = true; + + } else { + + // Handle size outside + if (thisManipulatorProperty.onlySizeInRange) + playgroundParticles.playgroundCache.changedByPropertySize[p] = false; + + // Handle colors outside of property manipulator range + if (playgroundParticles.playgroundCache.propertyColorId[p] == thisManipulator.manipulatorId && (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.Color || thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.LifetimeColor)) { + + // Lerp back color with previous set key + if (playgroundParticles.playgroundCache.changedByPropertyColorLerp[p] && thisManipulatorProperty.transition != MANIPULATORPROPERTYTRANSITIONC.None && thisManipulatorProperty.onlyColorInRange) { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].color, playgroundParticles.lifetimeColor.Evaluate(playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime), t*thisManipulatorProperty.strength*manipulatorStrength)); +#else + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].startColor, playgroundParticles.lifetimeColor.Evaluate(playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime), t*thisManipulatorProperty.strength*manipulatorStrength)); +#endif + } + + if (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.LifetimeColor && !thisManipulatorProperty.onlyColorInRange) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.None) { + playgroundParticles.SetParticleColorInternal(p, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0)); + } else { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].color, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#else + playgroundParticles.SetParticleColorInternal(p, Color.Lerp(playgroundParticles.particleCache[p].startColor, thisManipulatorProperty.lifetimeColor.Evaluate(playgroundParticles.lifetime>0?playgroundParticles.playgroundCache.life[p]/playgroundParticles.lifetime:0), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing)); +#endif + } + } + + if (thisManipulatorProperty.onlyColorInRange) + playgroundParticles.playgroundCache.changedByPropertyColor[p] = false; + } + + // Position onto targets when outside of range + if (!playgroundParticles.onlySourcePositioning && !(thisManipulatorProperty.onlyPositionInRange || thisManipulator.shape == MANIPULATORSHAPEC.Infinite) && thisManipulatorProperty.transition != MANIPULATORPROPERTYTRANSITIONC.None) { + + // Target (Transform) positioning outside of range + if (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.Target) { + if (thisManipulatorProperty.targets.Count>0 && thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count]!=null) { + if (playgroundParticles.playgroundCache.changedByPropertyTarget[p] && thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].available && playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.transform.GetInstanceID()) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) + playgroundParticles.playgroundCache.position[p] = localSpace? + Vector3.Lerp(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].localPosition, t*(thisManipulatorProperty.strength*manipulatorStrength)/thisManipulator.strengthSmoothing) + : + Vector3.Lerp(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].position, t*(thisManipulatorProperty.strength*manipulatorStrength)/thisManipulator.strengthSmoothing); + else + playgroundParticles.playgroundCache.position[p] = localSpace? + Vector3.MoveTowards(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].localPosition, t*(thisManipulatorProperty.strength*manipulatorStrength)/thisManipulator.strengthSmoothing) + : + Vector3.MoveTowards(particlePosition, thisManipulatorProperty.targets[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.targets.Count].position, t*(thisManipulatorProperty.strength*manipulatorStrength)/thisManipulator.strengthSmoothing); + + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + } + } + + // Mesh Target positioning outside of range + if (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.MeshTarget && thisManipulatorProperty.meshTarget.initialized && playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, thisManipulatorProperty.meshTargetMatrix.MultiplyPoint3x4(thisManipulatorProperty.meshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.meshTarget.vertexPositions.Length]), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, thisManipulatorProperty.meshTargetMatrix.MultiplyPoint3x4(thisManipulatorProperty.meshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.meshTarget.vertexPositions.Length]), (t*thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + } + + // Skinned Mesh Target positioning outside of range + if (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.SkinnedMeshTarget && thisManipulatorProperty.skinnedMeshTarget.initialized && playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, thisManipulatorProperty.skinnedMeshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length], t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, thisManipulatorProperty.skinnedMeshTarget.vertexPositions[playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.skinnedMeshTarget.vertexPositions.Length], t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + } + + // State Target positioning outside of range + if (thisManipulatorProperty.type == MANIPULATORPROPERTYTYPEC.StateTarget && thisManipulatorProperty.stateTarget.initialized && !thisManipulatorProperty.stateTarget.IsInitializing() && playgroundParticles.playgroundCache.propertyId[p] == thisManipulator.manipulatorId) { + if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Lerp) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.Lerp(particlePosition, thisManipulatorProperty.stateTarget.stateTransformMx.MultiplyPoint3x4(thisManipulatorProperty.stateTarget.GetPosition(playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.stateTarget.positionLength)), t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } else if (thisManipulatorProperty.transition == MANIPULATORPROPERTYTRANSITIONC.Linear) { + manipulatorDistance = thisManipulator.strengthDistanceEffect>0?Vector3.SqrMagnitude (manipulatorPosition - particlePosition)/thisManipulator.strengthDistanceEffect:10f; + playgroundParticles.playgroundCache.position[p] = Vector3.MoveTowards(particlePosition, thisManipulatorProperty.stateTarget.stateTransformMx.MultiplyPoint3x4(thisManipulatorProperty.stateTarget.GetPosition(playgroundParticles.playgroundCache.propertyTarget[p]%thisManipulatorProperty.stateTarget.positionLength)), t*(thisManipulatorProperty.strength*manipulatorStrength/manipulatorDistance)/thisManipulator.strengthSmoothing); + if (thisManipulatorProperty.zeroVelocityStrength>0) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Lerp(playgroundParticles.playgroundCache.velocity[p], Vector3.zero, t*thisManipulatorProperty.zeroVelocityStrength); + } + } + } + } + } + + // Update the source scatter + public void RefreshScatter () { + System.Random random = new System.Random(); + for (int p = 0; p + /// Returns a random range float, adapted for threading. + /// + /// The range. + /// Random. + /// Minimum. + /// Max. + public static float RandomRange (System.Random random, float min, float max) { + return min+((float)random.NextDouble())*(max-min); + } + + /// + /// Random range Vector3 adapted for threading. This produces a rectangular random position inside min to max. Should you want spherical distribution use RandomRangeSpherical instead. + /// + /// The range. + /// Random. + /// Minimum. + /// Max. + public static Vector3 RandomRange (System.Random random, Vector3 min, Vector3 max) { + return new Vector3 ( + RandomRange(random, min.x, max.x), + RandomRange(random, min.y, max.y), + RandomRange(random, min.z, max.z) + ); + } + + /// + /// Spherical random range Vector3, adapted for threading. + /// + /// The spherical random range. + /// Random. + /// Minimum. + /// Max. + public static Vector3 RandomRangeSpherical (System.Random random, float min, float max) { + float a = 2f*Mathf.PI*(RandomRange(random, 0f, 1f)); + float b = Mathf.Asin (2f*(RandomRange(random, 0f, 1f))-1f); + float r = RandomRange(random, min, max); + return new Vector3 ( + Mathf.Cos(b)*Mathf.Sin(a)*r, + Mathf.Cos(b)*Mathf.Cos(a)*r, + Mathf.Sin(b)*r + ); + } + + // Spherical random range Vector3 adapted for threading + public static Vector3 RandomRangeSpherical (System.Random random, float min, float max, float step) { + float a = 2f*Mathf.PI*(RandomRange(random, 0f, 1f)); + float b = Mathf.Asin (2f*(RandomRange(random, 0f, 1f))-1f); + float r = Mathf.Lerp (min, max, step); + return new Vector3 ( + Mathf.Cos(b)*Mathf.Sin(a)*r, + Mathf.Cos(b)*Mathf.Cos(a)*r, + Mathf.Sin(b)*r + ); + } + + // Spherical random range Vector3 with partial sector option adapted for threading + public static Vector3 RandomRangeSpherical (System.Random random, float min, float max, float sectorA, float sectorB) { + if (sectorB<0) sectorB = 0; + float a = (2f*sectorA)*Mathf.PI*(RandomRange(random, 0f, 1f)); + float b = Mathf.Asin ((2f*sectorB)*(RandomRange(random, 0f, 1f))-1f); + float r = RandomRange(random, min, max); + return new Vector3 ( + Mathf.Cos(b)*Mathf.Sin(a)*r, + Mathf.Cos(b)*Mathf.Cos(a)*r, + Mathf.Sin(b)*r + ); + } + + // Spherical random range Vector3 with partial sector option adapted for threading + public static Vector3 RandomRangeSpherical (System.Random random, float min, float max, float sectorA, float sectorB, float step) { + if (sectorB<0) sectorB = 0; + float a = (2f*sectorA)*Mathf.PI*(RandomRange(random, 0f, 1f)); + float b = Mathf.Asin ((2f*sectorB)*(RandomRange(random, 0f, 1f))-1f); + float r = Mathf.Lerp (min, max, step); + return new Vector3 ( + Mathf.Cos(b)*Mathf.Sin(a)*r, + Mathf.Cos(b)*Mathf.Cos(a)*r, + Mathf.Sin(b)*r + ); + } + + // Return a random float array + public static float[] RandomFloat (int length, float min, float max, System.Random random) { + float[] f = new float[length]; + for (int i = 0; i0) + shurikenParticleSystem.SetParticles(particleCache, particleCache.Length); + } + + // Rebirth of a specified particle + public static void Rebirth (PlaygroundParticlesC playgroundParticles, int p, System.Random random) { + if (!playgroundParticles.hasActiveParticles) return; + + // Set initial values + playgroundParticles.playgroundCache.rebirth[p] = playgroundParticles.source==SOURCEC.Script?true:(playgroundParticles.emit && (playgroundParticles.loop || playgroundParticles.playgroundCache.isNonBirthed[p]) && playgroundParticles.playgroundCache.emission[p]); + playgroundParticles.playgroundCache.isFirstLoop[p] = playgroundParticles.playgroundCache.isNonBirthed[p]; + playgroundParticles.playgroundCache.isNonBirthed[p] = false; + playgroundParticles.playgroundCache.life[p] = 0f; + playgroundParticles.playgroundCache.birth[p] = playgroundParticles.playgroundCache.death[p]; + playgroundParticles.playgroundCache.death[p] += playgroundParticles.lifetime; + playgroundParticles.playgroundCache.velocity[p] = Vector3.zero; + playgroundParticles.playgroundCache.noForce[p] = false; + + if (playgroundParticles.hasCollisionCache) + playgroundParticles.collisionCache.Reset(p); + + // Reset manipulators influence + playgroundParticles.playgroundCache.changedByProperty[p] = false; + playgroundParticles.playgroundCache.changedByPropertyColor[p] = false; + playgroundParticles.playgroundCache.changedByPropertyColorLerp[p] = false; + playgroundParticles.playgroundCache.changedByPropertyColorKeepAlpha[p] = false; + playgroundParticles.playgroundCache.changedByPropertySize[p] = false; + playgroundParticles.playgroundCache.changedByPropertyTarget[p] = false; + playgroundParticles.playgroundCache.changedByPropertyDeath[p] = false; + playgroundParticles.playgroundCache.propertyTarget[p] = 0; + playgroundParticles.playgroundCache.propertyId[p] = 0; + playgroundParticles.playgroundCache.propertyColorId[p] = 0; + playgroundParticles.playgroundCache.manipulatorId[p] = 0; + + // Set new random size + if (playgroundParticles.applyRandomSizeOnRebirth) + playgroundParticles.playgroundCache.initialSize[p] = RandomRange(random, playgroundParticles.sizeMin, playgroundParticles.sizeMax); + + // Initial velocity + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.onlyLifetimePositioning) { + + // Initial global velocity + if (playgroundParticles.applyInitialVelocity) { + if (playgroundParticles.applyRandomInitialVelocityOnRebirth) { + if (playgroundParticles.initialVelocityMethod==MINMAXVECTOR3METHOD.Spherical) + playgroundParticles.playgroundCache.initialVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialVelocityMin.x, playgroundParticles.initialVelocityMax.x); + else if (playgroundParticles.initialVelocityMethod==MINMAXVECTOR3METHOD.SphericalLinear) + playgroundParticles.playgroundCache.initialVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialVelocityMin.x, playgroundParticles.initialVelocityMax.x, (p*1f)/(playgroundParticles.particleCount*1f)); + else if (playgroundParticles.initialVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear) + playgroundParticles.playgroundCache.initialVelocity[p] = Vector3.Lerp (playgroundParticles.initialVelocityMin, playgroundParticles.initialVelocityMax, (p*1f)/(playgroundParticles.particleCount*1f)); + //else if (playgroundParticles.initialVelocityMethod==MINMAXVECTOR3METHOD.SphericalSector) + // playgroundParticles.playgroundCache.initialVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialVelocityMin.x, playgroundParticles.initialVelocityMax.x, playgroundParticles.initialVelocityMin.y, playgroundParticles.initialVelocityMax.y); + //else if (playgroundParticles.initialVelocityMethod==MINMAXVECTOR3METHOD.SphericalSectorLinear) + // playgroundParticles.playgroundCache.initialVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialVelocityMin.x, playgroundParticles.initialVelocityMax.x, playgroundParticles.initialVelocityMin.y, playgroundParticles.initialVelocityMax.y, (p*1f)/(playgroundParticles.particleCount*1f)); + else playgroundParticles.playgroundCache.initialVelocity[p] = RandomRange(random, playgroundParticles.initialVelocityMin, playgroundParticles.initialVelocityMax); + } + playgroundParticles.playgroundCache.velocity[p] = playgroundParticles.playgroundCache.initialVelocity[p]; + + // Give this spawning particle its velocity shape + if (playgroundParticles.applyInitialVelocityShape) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Scale(playgroundParticles.playgroundCache.velocity[p], playgroundParticles.initialVelocityShape.Evaluate((p*1f)/(playgroundParticles.particleCount*1f), playgroundParticles.initialVelocityShapeScale)); + } + + // Initial local velocity + if (playgroundParticles.applyInitialLocalVelocity && playgroundParticles.source!=SOURCEC.Script) { + if (playgroundParticles.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.Spherical) + playgroundParticles.playgroundCache.initialLocalVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialLocalVelocityMin.x, playgroundParticles.initialLocalVelocityMax.x); + else if (playgroundParticles.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.SphericalLinear) + playgroundParticles.playgroundCache.initialLocalVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialLocalVelocityMin.x, playgroundParticles.initialLocalVelocityMax.x, (p*1f)/(playgroundParticles.particleCount*1f)); + else if (playgroundParticles.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.RectangularLinear) + playgroundParticles.playgroundCache.initialLocalVelocity[p] = Vector3.Lerp (playgroundParticles.initialLocalVelocityMin, playgroundParticles.initialLocalVelocityMax, (p*1f)/(playgroundParticles.particleCount*1f)); + //else if (playgroundParticles.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.SphericalSector) + // playgroundParticles.playgroundCache.initialLocalVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialLocalVelocityMin.x, playgroundParticles.initialLocalVelocityMax.x, playgroundParticles.initialLocalVelocityMin.y, playgroundParticles.initialLocalVelocityMax.y); + //else if (playgroundParticles.initialLocalVelocityMethod==MINMAXVECTOR3METHOD.SphericalSectorLinear) + // playgroundParticles.playgroundCache.initialLocalVelocity[p] = RandomRangeSpherical(random, playgroundParticles.initialLocalVelocityMin.x, playgroundParticles.initialLocalVelocityMax.x, playgroundParticles.initialLocalVelocityMin.y, playgroundParticles.initialLocalVelocityMax.y, (p*1f)/(playgroundParticles.particleCount*1f)); + else playgroundParticles.playgroundCache.initialLocalVelocity[p] = RandomRange(random, playgroundParticles.initialLocalVelocityMin, playgroundParticles.initialLocalVelocityMax); + + playgroundParticles.playgroundCache.velocity[p] += playgroundParticles.playgroundCache.targetDirection[p]; + + // Give this spawning particle its local velocity shape + if (playgroundParticles.applyInitialVelocityShape) + playgroundParticles.playgroundCache.velocity[p] = Vector3.Scale(playgroundParticles.playgroundCache.velocity[p], playgroundParticles.initialVelocityShape.Evaluate((p*1f)/(playgroundParticles.particleCount*1f), playgroundParticles.initialVelocityShapeScale)); + } + + // Initial stretch + playgroundParticles.particleCache[p].velocity = playgroundParticles.renderModeStretch&&playgroundParticles.applyStretchStartDirection?playgroundParticles.stretchStartDirection:Vector3.zero; + } + if (playgroundParticles.source==SOURCEC.Script) { + // Velocity for script mode + if (!playgroundParticles.onlySourcePositioning && !playgroundParticles.onlyLifetimePositioning) + playgroundParticles.playgroundCache.velocity[p] += playgroundParticles.scriptedEmissionVelocity; + playgroundParticles.playgroundCache.targetPosition[p] = playgroundParticles.scriptedEmissionPosition; + playgroundParticles.particleCache[p].velocity = playgroundParticles.renderModeStretch&&playgroundParticles.applyStretchStartDirection?playgroundParticles.stretchStartDirection:Vector3.zero; + } + + // Set new random lifetime + if (playgroundParticles.scriptedLifetime==0) { + if (playgroundParticles.applyRandomLifetimeOnRebirth) { + if (playgroundParticles.lifetimeValueMethod==VALUEMETHOD.Constant) { + playgroundParticles.playgroundCache.lifetimeSubtraction[p] = 0; + } else { + playgroundParticles.playgroundCache.lifetimeSubtraction[p] = playgroundParticles.lifetime-RandomRange (random, playgroundParticles.lifetimeMin, playgroundParticles.lifetime); + } + } + + // Set shuriken particles lifetime + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.particleCache[p].lifetime = playgroundParticles.lifetime; + playgroundParticles.particleCache[p].startLifetime = playgroundParticles.lifetime-playgroundParticles.playgroundCache.lifetimeSubtraction[p]; + } else { + + playgroundParticles.playgroundCache.lifetimeSubtraction[p] = 0; + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.particleCache[p].lifetime = playgroundParticles.scriptedLifetime; + playgroundParticles.particleCache[p].startLifetime = playgroundParticles.scriptedLifetime; + } + + if (playgroundParticles.playgroundCache.rebirth[p]) { + + playgroundParticles.SetParticleColorInternal(p, playgroundParticles.GetParticleColor(p, 0f, (p*1f)/(playgroundParticles.particleCount*1f))); + + // Source Scattering + if (playgroundParticles.applySourceScatter && playgroundParticles.source!=SOURCEC.Script) { + if (playgroundParticles.playgroundCache.scatterPosition[p]==Vector3.zero || playgroundParticles.applyRandomScatterOnRebirth) { + if (playgroundParticles.sourceScatterMethod==MINMAXVECTOR3METHOD.Rectangular) + playgroundParticles.playgroundCache.scatterPosition[p] = RandomRange(random, playgroundParticles.sourceScatterMin, playgroundParticles.sourceScatterMax); + else if (playgroundParticles.sourceScatterMethod==MINMAXVECTOR3METHOD.RectangularLinear) + playgroundParticles.playgroundCache.scatterPosition[p] = Vector3.Lerp (playgroundParticles.sourceScatterMin, playgroundParticles.sourceScatterMax, (p*1f)/(playgroundParticles.particleCount*1f)); + else if (playgroundParticles.sourceScatterMethod==MINMAXVECTOR3METHOD.SphericalLinear) + playgroundParticles.playgroundCache.scatterPosition[p] = RandomRangeSpherical(random, playgroundParticles.sourceScatterMin.x, playgroundParticles.sourceScatterMax.x, (p*1f)/(playgroundParticles.particleCount*1f)); + //else if (playgroundParticles.sourceScatterMethod==MINMAXVECTOR3METHOD.SphericalSector) + // playgroundParticles.playgroundCache.scatterPosition[p] = RandomRangeSpherical(random, playgroundParticles.sourceScatterMin.x, playgroundParticles.sourceScatterMax.x, playgroundParticles.sourceScatterMin.y, playgroundParticles.sourceScatterMax.y); + //else if (playgroundParticles.sourceScatterMethod==MINMAXVECTOR3METHOD.SphericalSectorLinear) + // playgroundParticles.playgroundCache.scatterPosition[p] = RandomRangeSpherical(random, playgroundParticles.sourceScatterMin.x, playgroundParticles.sourceScatterMax.x, playgroundParticles.sourceScatterMin.y, playgroundParticles.sourceScatterMax.y, (p*1f)/(playgroundParticles.particleCount*1f)); + else playgroundParticles.playgroundCache.scatterPosition[p] = RandomRangeSpherical(random, playgroundParticles.sourceScatterMin.x, playgroundParticles.sourceScatterMax.x); + } + } else playgroundParticles.playgroundCache.scatterPosition[p] = Vector3.zero; + + if (!playgroundParticles.onlyLifetimePositioning) { + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.targetPosition[p]; + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.particleCache[p].position = playgroundParticles.playgroundCache.targetPosition[p]; + playgroundParticles.playgroundCache.previousParticlePosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + playgroundParticles.playgroundCache.collisionParticlePosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + } else if (!playgroundParticles.onlySourcePositioning) { + + // Lifetime Positioning by Vector3 Animation Curve + if (playgroundParticles.lifetimePositioningUsesSourceDirection && playgroundParticles.source!=SOURCEC.Script) { + playgroundParticles.playgroundCache.position[p] = playgroundParticles.playgroundCache.targetPosition[p]+(playgroundParticles.playgroundCache.targetDirection[p]); + } else { + if (!playgroundParticles.applyLifetimePositioningPositionScale) { + playgroundParticles.playgroundCache.position[p] = + playgroundParticles.playgroundCache.targetPosition[p]+ + playgroundParticles.lifetimePositioning.Evaluate(0, playgroundParticles.lifetimePositioningScale); + } else { + playgroundParticles.playgroundCache.position[p] = + playgroundParticles.playgroundCache.targetPosition[p]+ + playgroundParticles.lifetimePositioning.Evaluate(0, playgroundParticles.lifetimePositioningScale)* + playgroundParticles.lifetimePositioningPositionScale.Evaluate(0); + } + } + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.particleCache[p].position = playgroundParticles.playgroundCache.targetPosition[p]; + playgroundParticles.playgroundCache.previousParticlePosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + playgroundParticles.playgroundCache.collisionParticlePosition[p] = playgroundParticles.playgroundCache.targetPosition[p]; + } + + if (playgroundParticles.applyInitialColorOnRebirth) { + playgroundParticles.SetParticleColorInternal(p, playgroundParticles.playgroundCache.initialColor[p]); + playgroundParticles.playgroundCache.color[p] = playgroundParticles.playgroundCache.initialColor[p]; + } + } else { + playgroundParticles.particleCache[p].position = PlaygroundC.initialTargetPosition; + } + + // Set new random rotation + if (playgroundParticles.applyRandomRotationOnRebirth && !playgroundParticles.rotateTowardsDirection) + playgroundParticles.playgroundCache.initialRotation[p] = RandomRange(random, playgroundParticles.initialRotationMin, playgroundParticles.initialRotationMax); + + if (!playgroundParticles.rotateTowardsDirection) + playgroundParticles.playgroundCache.rotation[p] = playgroundParticles.playgroundCache.initialRotation[p]; + else { + Vector3 particleDir; + if (!playgroundParticles.onlySourcePositioning&&playgroundParticles.onlyLifetimePositioning) + particleDir = (playgroundParticles.playgroundCache.position[p]+playgroundParticles.lifetimePositioning.Evaluate(.01f, playgroundParticles.lifetimePositioningScale))-playgroundParticles.playgroundCache.position[p]; + else + particleDir = playgroundParticles.playgroundCache.velocity[p]; + playgroundParticles.playgroundCache.rotation[p] = playgroundParticles.playgroundCache.initialRotation[p]+SignedAngle( + Vector3.up, + particleDir, + playgroundParticles.rotationNormal + ); + } + + if (!playgroundParticles.syncPositionsOnMainThread) + playgroundParticles.particleCache[p].rotation = playgroundParticles.playgroundCache.rotation[p]; + + // Set size + if (playgroundParticles.applyLifetimeSize && !playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.lifetimeSize.Evaluate(0)*playgroundParticles.scale; + else if (playgroundParticles.applyLifetimeSize && playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.lifetimeSize.Evaluate(0)*playgroundParticles.particleArraySize.Evaluate((p*1f)/(playgroundParticles.particleCount*1f))*playgroundParticles.scale; + else if (playgroundParticles.applyParticleArraySize) + playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.particleArraySize.Evaluate((p*1f)/(playgroundParticles.particleCount*1f))*playgroundParticles.scale; + else playgroundParticles.playgroundCache.size[p] = playgroundParticles.playgroundCache.initialSize[p]*playgroundParticles.scale; + if (!playgroundParticles.syncPositionsOnMainThread) + { +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + playgroundParticles.particleCache[p].size = playgroundParticles.playgroundCache.maskAlpha[p]>0?playgroundParticles.playgroundCache.size[p]:0; +#else + playgroundParticles.particleCache[p].startSize = playgroundParticles.playgroundCache.maskAlpha[p]>0?playgroundParticles.playgroundCache.size[p]:0; +#endif + } + + // Set color gradient id + if (playgroundParticles.colorSource==COLORSOURCEC.LifetimeColors && playgroundParticles.lifetimeColors.Count>0) { + playgroundParticles.lifetimeColorId++;playgroundParticles.lifetimeColorId=playgroundParticles.lifetimeColorId%playgroundParticles.lifetimeColors.Count; + playgroundParticles.playgroundCache.lifetimeColorId[p] = playgroundParticles.lifetimeColorId; + } + + // Local Manipulators + if (playgroundParticles.calculateManipulatorOnRebirth) { + for (int m = 0; m0 && playgroundParticles.playgroundCache.rebirth[p]) + playgroundParticles.SendEvent(EVENTTYPEC.Birth, p); + if (playgroundParticles.hasEventManipulatorLocal) { + for (int i = 0; ipreEventVelocity.sqrMagnitude) + return; + + // Set event position + switch (events[i].eventInheritancePosition) { + case EVENTINHERITANCEC.User: + eventPosition = events[i].eventPosition; + break; + case EVENTINHERITANCEC.Particle: + eventPosition = eventType==EVENTTYPEC.Death?playgroundCache.previousParticlePosition[p]:playgroundCache.position[p]; + break; + case EVENTINHERITANCEC.Source: + eventPosition = playgroundCache.targetPosition[p]; + break; + } + + // Set event velocity + switch (events[i].eventInheritanceVelocity) { + case EVENTINHERITANCEC.User: + eventVelocity = events[i].eventVelocity; + break; + case EVENTINHERITANCEC.Particle: + eventVelocity = playgroundCache.velocity[p]; + break; + case EVENTINHERITANCEC.Source: + if (applyInitialLocalVelocity) + eventVelocity = playgroundCache.initialLocalVelocity[p]; + if (applyInitialVelocity) + eventVelocity += playgroundCache.initialVelocity[p]; + if (applyLifetimeVelocity) + eventVelocity += lifetimeVelocity.Evaluate(Mathf.Clamp01(playgroundCache.life[p]/lifetime), lifetimeVelocityScale); + if (applyInitialVelocityShape) + eventVelocity = Vector3.Scale(eventVelocity, initialVelocityShape.Evaluate((p*1f)/(particleCount*1f), initialVelocityShapeScale)); + break; + } + + // Apply multiplier + eventVelocity *= events[i].velocityMultiplier; + + // Set event color + switch (events[i].eventInheritanceColor) { + case EVENTINHERITANCEC.User: + eventColor = events[i].eventColor; + break; + case EVENTINHERITANCEC.Particle: + eventColor = playgroundCache.color[p]; + break; + case EVENTINHERITANCEC.Source: + eventColor = playgroundCache.initialColor[p]; + break; + } + + // Send the event to any Event Listeners + if (events[i].broadcastType==EVENTBROADCASTC.EventListeners || events[i].broadcastType==EVENTBROADCASTC.Both) { + + UpdateEventParticle(eventParticle, p); + eventParticle.collisionCollider = collisionCollider; + eventParticle.collisionCollider2D = collisionCollider2D; + eventParticle.collisionTransform = collisionTransform; + + events[i].SendParticleEvent(eventParticle); + + // Send the event to the Playground Manager + if (events[i].sendToManager) { + switch (events[i].eventType) { + case EVENTTYPEC.Birth: + PlaygroundC.SendParticleEventBirth(eventParticle); + break; + case EVENTTYPEC.Death: + PlaygroundC.SendParticleEventDeath(eventParticle); + break; + case EVENTTYPEC.Collision: + PlaygroundC.SendParticleEventCollision(eventParticle); + break; + case EVENTTYPEC.Time: + PlaygroundC.SendParticleEventTime(eventParticle); + break; + } + } + } + + // Send the event to target + if (events[i].initializedTarget && (events[i].broadcastType==EVENTBROADCASTC.Target || events[i].broadcastType==EVENTBROADCASTC.Both)) { + events[i].target.ThreadSafeEmit(eventPosition, eventVelocity, eventColor); + } + } + } + } + + public bool UpdateEventParticle (PlaygroundEventParticle eParticle, int p) { + if (p>=particleCount || p<0) return false; + eParticle.particleSystemId = particleSystemId; + eParticle.particleId = p; + eParticle.birth = playgroundCache.birth[p]; + eParticle.birthDelay = playgroundCache.birthDelay[p]; + eParticle.changedByProperty = playgroundCache.changedByProperty[p]; + eParticle.changedByPropertyColor = playgroundCache.changedByPropertyColor[p]; + eParticle.changedByPropertyColorKeepAlpha = playgroundCache.changedByPropertyColorKeepAlpha[p]; + eParticle.changedByPropertyColorLerp = playgroundCache.changedByPropertyColorLerp[p]; + eParticle.changedByPropertyDeath = playgroundCache.changedByPropertyDeath[p]; + eParticle.changedByPropertySize = playgroundCache.changedByPropertySize[p]; + eParticle.changedByPropertyTarget = playgroundCache.changedByPropertyTarget[p]; + eParticle.collisionParticlePosition = playgroundCache.collisionParticlePosition[p]; + eParticle.color = playgroundCache.color[p]; + eParticle.scriptedColor = playgroundCache.scriptedColor[p]; + eParticle.death = playgroundCache.death[p]; + eParticle.emission = playgroundCache.emission[p]; + eParticle.initialColor = playgroundCache.initialColor[p]; + eParticle.initialLocalVelocity = playgroundCache.initialLocalVelocity[p]; + eParticle.initialRotation = playgroundCache.initialRotation[p]; + eParticle.initialSize = playgroundCache.initialSize[p]; + eParticle.initialVelocity = playgroundCache.initialVelocity[p]; + eParticle.initialLocalVelocity = playgroundCache.initialLocalVelocity[p]; + eParticle.life = playgroundCache.life[p]; + eParticle.lifetimeColorId = playgroundCache.lifetimeColorId[p]; + eParticle.noForce = playgroundCache.noForce[p]; + eParticle.totalLifetime = (playgroundCache.death[p]-playgroundCache.birth[p])-playgroundCache.lifetimeSubtraction[p]; + eParticle.lifetimeOffset = playgroundCache.lifetimeOffset[p]; + eParticle.localSpaceMovementCompensation = playgroundCache.localSpaceMovementCompensation[p]; + eParticle.position = playgroundCache.position[p]; + eParticle.previousParticlePosition = playgroundCache.previousParticlePosition[p]; + eParticle.previousTargetPosition = playgroundCache.previousTargetPosition[p]; + eParticle.propertyColorId = playgroundCache.propertyColorId[p]; + eParticle.propertyId = playgroundCache.propertyId[p]; + eParticle.excludeFromManipulatorId = playgroundCache.excludeFromManipulatorId[p]; + eParticle.propertyTarget = playgroundCache.propertyTarget[p]; + eParticle.rebirth = playgroundCache.rebirth[p]; + eParticle.rotation = playgroundCache.rotation[p]; + eParticle.rotationSpeed = playgroundCache.rotationSpeed[p]; + eParticle.scatterPosition = playgroundCache.scatterPosition[p]; + eParticle.size = playgroundCache.size[p]; + eParticle.targetDirection = playgroundCache.targetDirection[p]; + eParticle.targetPosition = playgroundCache.targetPosition[p]; + eParticle.velocity = playgroundCache.velocity[p]; + eParticle.isMasked = playgroundCache.isMasked[p]; + eParticle.maskAlpha = playgroundCache.maskAlpha[p]; + eParticle.isFirstLoop = playgroundCache.isFirstLoop[p]; + eParticle.isNonBirthed = playgroundCache.isNonBirthed[p]; + return true; + } + + // Delete a state from states list + public void RemoveState (int i) { + int newState = activeState; + newState = (newState%states.Count)-1; + if (newState<0) newState = 0; + + states[newState].Initialize(); + activeState = newState; + states.RemoveAt(i); + } + + // Wipe out particles in current PlaygroundParticlesC object + public static void Clear (PlaygroundParticlesC playgroundParticles) { + playgroundParticles.inTransition = false; + playgroundParticles.particleCache = new ParticleSystem.Particle[0]; + playgroundParticles.playgroundCache = null; + playgroundParticles.shurikenParticleSystem.SetParticles(playgroundParticles.particleCache,0); + playgroundParticles.shurikenParticleSystem.Clear(); + } + + /// + /// Store the current state of a particle system as a Snapshot. + /// + public void Save () { + if (isSnapshot) { + Debug.Log("A snapshot can't store snapshot data within itself.", gameObject); + return; + } + SaveRoutine ("New Snapshot "+(snapshots.Count+1).ToString()); + } + + /// + /// Store and name the current state of a particle system as a Snapshot. + /// + /// Save name. + public void Save (string saveName) { + if (isSnapshot) { + Debug.Log("A snapshot can't store snapshot data within itself.", gameObject); + return; + } + SaveRoutine (saveName); + } + + /// + /// Store the current state of a particle system as a Snapshot asynchronously. + /// + public void SaveAsynchronous () { + if (isSnapshot) { + Debug.Log("A snapshot can't store snapshot data within itself.", gameObject); + return; + } + StartCoroutine (SaveAsynchronousRoutine ("New Snapshot "+(snapshots.Count+1).ToString())); + } + + /// + /// Store and name the current state of a particle system as a Snapshot asynchronously. + /// + public void SaveAsynchronous (string saveName) { + if (isSnapshot) { + Debug.Log("A snapshot can't store snapshot data within itself.", gameObject); + return; + } + StartCoroutine (SaveAsynchronousRoutine (saveName)); + } + + bool isSaving = false; + void SaveRoutine (string saveName) { + isSaving = true; + PlaygroundSave data = new PlaygroundSave(); + data.settings = PlaygroundC.Particle(); + data.settings.isSnapshot = true; + data.Save(this); + data.settings.transform.parent = particleSystemTransform; + data.settings.transform.name = saveName; + data.settings.timeOfSnapshot = localTime; + data.name = saveName; + data.time = localTime; + data.particleCount = particleCount; + data.lifetime = lifetime; + data.version = PlaygroundC.version; + snapshots.Add (data); + PlaygroundC.reference.particleSystems.Remove (data.settings); + #if UNITY_EDITOR + if (!PlaygroundC.reference.showSnapshotsInHierarchy) + data.settings.gameObject.hideFlags = HideFlags.HideInHierarchy; + #endif + isSaving = false; + } + + IEnumerator SaveAsynchronousRoutine (string saveName) { + isSaving = true; + PlaygroundSave data = new PlaygroundSave(); + data.settings = PlaygroundC.Particle(); + data.settings.isSnapshot = true; + yield return null; + data.SaveAsync(this); + while (data.IsSaving()) + yield return null; + data.settings.transform.parent = particleSystemTransform; + data.settings.transform.name = saveName; + data.settings.timeOfSnapshot = localTime; + data.name = saveName; + data.time = localTime; + data.particleCount = particleCount; + data.lifetime = lifetime; + data.version = PlaygroundC.version; + snapshots.Add (data); + PlaygroundC.reference.particleSystems.Remove (data.settings); + #if UNITY_EDITOR + if (!PlaygroundC.reference.showSnapshotsInHierarchy) + data.settings.gameObject.hideFlags = HideFlags.HideInHierarchy; + #endif + isSaving = false; + } + + /// + /// Load from a saved data state (Snapshot) using an int. + /// + /// Load pointer. + public void Load (int loadPointer) { + if (snapshots.Count>0) { + loadPointer = loadPointer%snapshots.Count; + StartCoroutine(LoadRoutine(loadPointer, 0)); + } else { + Debug.Log ("No data to load from. Please use PlaygroundParticlesC.Save() to store a particle system's current state.", particleSystemGameObject); + } + } + + /// + /// Load from a saved data state (Snapshot) using a string. + /// + /// Load name. + public void Load (string loadName) { + if (snapshots.Count>0) { + for (int i = 0; i + /// Load from a saved data state (Snapshot) and apply a mask to hide specified particles. + /// The mask sorting will be determined by the loading snapshot's mask settings. + /// + /// The Snapshot you wish to load. + /// The amount of masked particles in the particle array. + public void LoadAndApplyMask (int loadPointer, int loadMask) { + if (snapshots.Count>0) { + loadPointer = loadPointer%snapshots.Count; + StartCoroutine(LoadRoutine(loadPointer, loadMask)); + } else { + Debug.Log ("No data to load from. Please use PlaygroundParticlesC.Save() to store a particle system's current state.", particleSystemGameObject); + } + } + + // Snapshot loading routine + bool isLoading = false; + bool transitionAvailable = false; + IEnumerator LoadRoutine (int loadPointer, int mask) { + if (loadTransition && loadTransitionTime>0 && snapshots[loadPointer].transitionMultiplier>0 && transitionAvailable && !isYieldRefreshing) { + if (snapshots[loadPointer].loadMaterial && !snapshots[loadPointer].setMaterialAfterTransition && snapshots[loadPointer].settings.particleSystemRenderer.sharedMaterial!=null) + particleSystemRenderer.sharedMaterial = snapshots[loadPointer].settings.particleSystemRenderer.sharedMaterial; + if (mask>0) { + mask = Mathf.Clamp (mask, 0, snapshots[loadPointer].settings.particleCount); + if (snapshots[loadPointer].settings.snapshotData.isMasked==null || snapshots[loadPointer].settings.snapshotData.isMasked.Length!=snapshots[loadPointer].settings.particleCount) { + snapshots[loadPointer].settings.snapshotData.isMasked = new bool[snapshots[loadPointer].settings.particleCount]; + snapshots[loadPointer].settings.snapshotData.maskAlpha = new float[snapshots[loadPointer].settings.particleCount]; + } + snapshots[loadPointer].settings.applyParticleMask = true; + snapshots[loadPointer].settings.particleMask = mask; + snapshots[loadPointer].settings.RefreshMaskSorting(); + snapshots[loadPointer].settings.snapshotData.maskSorting = (int[])snapshots[loadPointer].settings.playgroundCache.maskSorting.Clone(); + for (int i = 0; iparticleCount) { + bool isResizing = true; + PlaygroundC.RunAsync(()=>{ + System.Array.Resize(ref transitionPosition, loadParticleCount); + System.Array.Resize(ref transitionColor, loadParticleCount); + System.Array.Resize(ref transitionSize, loadParticleCount); + System.Array.Resize(ref transitionRotation, loadParticleCount); + System.Array.Resize(ref transitionRotation, loadParticleCount); + + System.Array.Resize(ref playgroundCache.position, loadParticleCount); + System.Array.Resize(ref playgroundCache.color, loadParticleCount); + System.Array.Resize(ref playgroundCache.size, loadParticleCount); + System.Array.Resize(ref playgroundCache.rotation, loadParticleCount); + + for (int p = particleCount; p=loadParticleLifetime-loadSnapshotData.lifetimeSubtraction[p]) { + loadSnapshotData.position[p] = loadSnapshotData.targetPosition[p]; + transitionColor[p].a = 0; + } + if (transitionPosition[p].y == initPosY || playgroundCache.life[p%particleCount]>=lifetime-playgroundCache.lifetimeSubtraction[p%particleCount]) { + transitionPosition[p] = loadSnapshotData.targetPosition[p]; + transitionColor[p].a = 0; + } + } + + // Transition + while (PlaygroundC.globalTime0 && currentParticleCount==particleCount) { + float currentTime = PlaygroundC.globalTime; + PlaygroundC.RunAsync(()=>{ + float t = TransitionType (thisSnapshotTransition, (currentTime-transitionStartTime)/(loadTransitionTime*snapshots[loadPointer].transitionMultiplier)); + for (int p = 0; p=loadParticleCount)) + playgroundCache.color[p].a = (byte)Mathf.Lerp (playgroundCache.color[p].a, 0f, t); + SetParticleColorInternal(p, playgroundCache.color[p]); + + // Size + playgroundCache.size[p] = Mathf.Lerp (transitionSize[p], loadSnapshotData.size[p%loadParticleCount], t); +#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 + particleCache[p].size = playgroundCache.size[p]; +#else + particleCache[p].startSize = playgroundCache.size[p]; +#endif + + + // Rotation + playgroundCache.rotation[p] = Mathf.Lerp (transitionRotation[p], loadSnapshotData.rotation[p%loadParticleCount], t); + particleCache[p].rotation = playgroundCache.rotation[p]; + } else { + playgroundCache.color[p].a = (byte)Mathf.Lerp (playgroundCache.color[p].a, 0, t); + SetParticleColorInternal(p, playgroundCache.color[p]); + } + } + + }); + yield return null; + if (firstFrameDone && currentParticleCount==particleCount) { + if (syncPositionsOnMainThread) + for (int p = 0; p(); + if (PlaygroundC.reference==null) { + PlaygroundC.reference = PlaygroundC.ResourceInstantiate("Playground Manager").GetComponent(); + } + if (playgroundCache==null) + playgroundCache = new PlaygroundCache(); + if (thisInstance==null) + thisInstance = this; + if (particleSystemGameObject==null) { + particleSystemGameObject = gameObject; + particleSystemTransform = transform; + particleSystemRenderer = GetComponent(); + shurikenParticleSystem = particleSystemGameObject.GetComponent(); + particleSystemRenderer2 = gameObject.GetComponent().GetComponent() as ParticleSystemRenderer; + } + } + + // YieldedRefresh makes sure that Playground Manager and simulation time is ready before this particle system + bool isYieldRefreshing = false; + bool initialized = false; + public IEnumerator YieldedRefresh () { + if (isSnapshot) yield break; + if (isYieldRefreshing) yield break; + bool okToLoadFromStart = true; + if (isSettingParticleCount || isSettingLifetime) okToLoadFromStart = false; + while (!PlaygroundC.IsReady()) yield return null; + while (isSettingParticleCount) yield return null; + while (isSettingLifetime) yield return null; + if (!prewarm && (sorting==SORTINGC.NearestNeighbor || sorting==SORTINGC.NearestNeighborReversed)) { + shurikenParticleSystem.Clear(); + if (source==SOURCEC.SkinnedWorldObject) {yield return null;} + SetLifetime(thisInstance, SORTINGC.Burst, lifetime); + while (isSettingLifetime) yield return null; + isYieldRefreshing = false; + StartCoroutine(Prewarm(loop?prewarmTime:0f, 0)); + yield return null; + while (isPrewarming) yield return null; + SetParticleTimeNow(thisInstance); + initialized = true; + yield break; + } + while (isSettingParticleCount || isSettingLifetime) yield return null; + isYieldRefreshing = true; + + // Snapshot load + #if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlaying) + okToLoadFromStart = false; + #endif + if (okToLoadFromStart && loadFromStart && snapshots.Count>0) { + SetLifetime(thisInstance, sorting, lifetime); + Load(loadFrom); + yield return null; + isYieldRefreshing = false; + initialized = true; + yield break; + } + SetLifetime(thisInstance, sorting, lifetime); + if (multithreadedStartup) + { + while (isSettingLifetime) yield return null; + yield return null; + } + transitionAvailable = true; + hasActiveParticles = true; + threadHadNoActiveParticles = false; + isYieldRefreshing = false; + emissionStopped = 0; + + if (prewarm) { + prewarmCycles = Mathf.Clamp (prewarmCycles, 0, 1000); + StartCoroutine(Prewarm(prewarmTime, prewarmCycles)); + } + while (isPrewarming) yield return null; + initialized = true; + } + + /// + /// Prewarms this particle system upon boot when prewarm is set to true. + /// The prewarmTime determines where in the lifetime cycle the system should start after prewarming. + /// The amount of prewarmCycles will determine the result resolution. + /// + IEnumerator Prewarm (float time, int resolution) { + if (isPrewarming || isLoading) yield break; + if (source==SOURCEC.SkinnedWorldObject || HasTurbulence()) yield return null; + isPrewarming = true; + while (isSettingParticleCount || isSettingLifetime) yield return null; + resolution = Mathf.Clamp (resolution, 0, 1000); + int currentCycles = 0; + float storedLocalTime = 0f; + bool isPrewarmingAsync = false; + isReadyForThreadedCalculations = PrepareThreadedCalculations(); + if (isReadyForThreadedCalculations) { + localTime = PlaygroundC.globalTime; + lastTimeUpdated = PlaygroundC.globalTime; + if (sorting==SORTINGC.NearestNeighbor||sorting==SORTINGC.NearestNeighborReversed) { + if (nearestNeighborOriginMethod==NEARESTNEIGHBORORIGINMETHOD.Transform && nearestNeighborOriginTransform!=null) { + nearestNeighborOriginTransformPosition = shurikenParticleSystem.simulationSpace==ParticleSystemSimulationSpace.World? + nearestNeighborOriginTransform.position: + particleSystemTransform.InverseTransformPoint(nearestNeighborOriginTransform.position); + } + storedLocalTime = localTime; + SetLifetime(thisInstance, SORTINGC.Burst, lifetime); + while (isSettingLifetime) {yield return null;} + localTime = storedLocalTime; + for (int p=0;p0) { + isPrewarmingAsync = true; + PlaygroundC.RunAsync(()=>{ + + while (currentCycles<=resolution) { + PrewarmStepper(time, resolution); + currentCycles++; + } + if (syncPositionsOnMainThread && calculateDeltaMovement) { + for (int p = 0; p0) { + for (int i = 0; i0) { + for (int i = 0; i(); + + StartCoroutine (Boot()); + } + + public IEnumerator Boot () { + if (particleSystemGameObject.activeInHierarchy && particleSystemGameObject.activeSelf && !isLoading && enabled) { + + while (PlaygroundC.reference == null) + yield return null; + + // Check if particle system must be combined on threaded calls to cope with particle tracking + if (PlaygroundC.reference.HasEnabledGlobalManipulators()) { + for (int m = 0; m0) { + for (int i = 0; i(); + + int[] quantityList = new int[meshes.Length]; + int i = 0; + for (; i + /// Holds information for a particle system Snapshot. + /// + [Serializable] + public class PlaygroundSave { + /// + /// The name of this PlaygroundSave. + /// + [HideInInspector] public string name; + /// + /// The global time when this PlaygroundSave was created. + /// + [HideInInspector] public float time; + /// + /// The lifetime of the particle system. + /// + [HideInInspector] public float lifetime; + /// + /// The particle count of the particle system. + /// + [HideInInspector] public int particleCount; + /// + /// The version this snapshot was made with. + /// + [HideInInspector] public float version = 0; + /// + /// The cached settings of the particle system (Particles are stored in settings.snapshotData). + /// + [HideInInspector] public PlaygroundParticlesC settings; + /// + /// The stored transform information. + /// + [HideInInspector] public PlaygroundTransformC transform; + /// + /// The stored material. + /// + [HideInInspector] public Material material; + /// + /// The method to load data from this PlaygroundSave. + /// 0 = Settings+Particles, 1 = Settings only, 2 = Particles only + /// + [HideInInspector] public int loadMode = 0; + /// + /// Should the stored transform information load? + /// + [HideInInspector] public bool loadTransform = true; + /// + /// Should the stored material load? + /// + [HideInInspector] public bool loadMaterial = true; + /// + /// Should the material load before or after transition? + /// + [HideInInspector] public bool setMaterialAfterTransition = true; + /// + /// The multiplier of transition time. + /// + [HideInInspector] public float transitionMultiplier = 1f; + /// + /// The transition type of this PlaygroundSave. + /// + [HideInInspector] public INDIVIDUALTRANSITIONTYPEC transitionType; + [HideInInspector] public bool unfolded = false; + bool isLoading = false; + bool isSaving = false; + + /// + /// Determines whether this PlaygroundSave is loading. + /// + /// true if this PlaygroundSave is loading; otherwise, false. + public bool IsLoading () { + return isLoading; + } + + /// + /// Determines whether this PlaygroundSave is saving. + /// + /// true if this PlaygroundSave is saving; otherwise, false. + public bool IsSaving () { + return isSaving; + } + + /// + /// Loads the data from this PlaygroundSave. + /// + /// Load to. + public void Load (PlaygroundParticlesC loadTo) { + if (loadMaterial && (setMaterialAfterTransition||!loadTo.loadTransition) && settings.particleSystemRenderer.sharedMaterial!=null) + loadTo.particleSystemRenderer.sharedMaterial = settings.particleSystemRenderer.sharedMaterial; + isLoading = true; + PlaygroundC.RunAsync(()=>{ + switch (loadMode) { + case 0: settings.CopyTo(loadTo); loadTo.playgroundCache = settings.snapshotData.Clone(); break; + case 1: settings.CopyTo(loadTo); break; + case 2: loadTo.playgroundCache = settings.snapshotData.Clone(); break; + default: settings.CopyTo(loadTo); loadTo.playgroundCache = settings.snapshotData.Clone(); break; + } + isLoading = false; + }); + if (loadTransform) + transform.GetFromTransform (loadTo.particleSystemTransform); + } + + /// + /// Saves the data into this PlaygroundSave. + /// + /// Playground particles. + public void Save (PlaygroundParticlesC playgroundParticles) { + isSaving = true; + transform = new PlaygroundTransformC(); + transform.SetFromTransform (playgroundParticles.particleSystemTransform); + settings.particleSystemRenderer.sharedMaterial = playgroundParticles.particleSystemRenderer.sharedMaterial; + playgroundParticles.CopyTo(settings); + settings.snapshotData = playgroundParticles.playgroundCache.Clone(); + isSaving = false; + } + + + /// + /// Saves the data into this PlaygroundSave asynchronously. + /// + /// Playground particles. + public void SaveAsync (PlaygroundParticlesC playgroundParticles) { + isSaving = true; + transform = new PlaygroundTransformC(); + transform.SetFromTransform (playgroundParticles.particleSystemTransform); + settings.particleSystemRenderer.sharedMaterial = playgroundParticles.particleSystemRenderer.sharedMaterial; + PlaygroundC.RunAsync(()=>{ + playgroundParticles.CopyTo(settings); + settings.snapshotData = playgroundParticles.playgroundCache.Clone(); + isSaving = false; + }); + } + + /// + /// Returns a copy of this PlaygroundSave. + /// + public PlaygroundSave Clone () { + PlaygroundSave playgroundSave = new PlaygroundSave(); + settings.CopyTo(playgroundSave.settings); + playgroundSave.name = name; + playgroundSave.time = time; + playgroundSave.lifetime = lifetime; + playgroundSave.particleCount = particleCount; + playgroundSave.loadMode = loadMode; + playgroundSave.loadTransform = loadTransform; + playgroundSave.loadMaterial = loadMaterial; + playgroundSave.setMaterialAfterTransition = setMaterialAfterTransition; + playgroundSave.material = material; + playgroundSave.transitionMultiplier = transitionMultiplier; + playgroundSave.transitionType = transitionType; + playgroundSave.unfolded = unfolded; + return playgroundSave; + } + } + + /// + /// Holds information for a PlaygroundEventParticle. The Playground Event Particle contains detailed data upon an event and is sent towards any event listeners. + /// + [Serializable] + public class PlaygroundEventParticle { + /// + /// The initial size of this particle. + /// + [HideInInspector] public float initialSize; + /// + /// The lifetime size of this particle. + /// + [HideInInspector] public float size; + /// + /// The rotation of this particle. + /// + [HideInInspector] public float rotation; + /// + /// The lifetime of this particle. + /// + [HideInInspector] public float life; + /// + /// The total time this particle will live. This will take lifetime subtraction into account. + /// + [HideInInspector] public float totalLifetime; + /// + /// The time of birth for this particle. + /// + [HideInInspector] public float birth; + /// + /// The delayed time of birth when emission has changed. + /// + [HideInInspector] public float birthDelay; + /// + /// The time of death for this particle. + /// + [HideInInspector] public float death; + /// + /// The emission for this particle (controlled by emission rate). + /// + [HideInInspector] public bool emission; + /// + /// Determines if this particle should rebirth. + /// + [HideInInspector] public bool rebirth; + /// + /// The offset in birth-death (sorting). + /// + [HideInInspector] public float lifetimeOffset; + /// + /// The velocity of this particle. + /// + [HideInInspector] public Vector3 velocity; + /// + /// The initial velocity of this particle. + /// + [HideInInspector] public Vector3 initialVelocity; + /// + /// The initial local velocity of this particle. + /// + [HideInInspector] public Vector3 initialLocalVelocity; + /// + /// The position of this particle. + /// + [HideInInspector] public Vector3 position; + /// + /// The source position at birth for this particle. + /// + [HideInInspector] public Vector3 targetPosition; + /// + /// The source direction at birth for this particle. + /// + [HideInInspector] public Vector3 targetDirection; + /// + /// The previous source position for this particle (used to calculate delta movement). + /// + [HideInInspector] public Vector3 previousTargetPosition; + /// + /// The previous calculated frame's particle position. + /// + [HideInInspector] public Vector3 previousParticlePosition; + /// + /// The calculated particle position for collision. + /// + [HideInInspector] public Vector3 collisionParticlePosition; + /// + /// The delta to compensate for moving particles in local space. + /// + [HideInInspector] public Vector3 localSpaceMovementCompensation; + /// + /// The scattered position to apply on this particle birth. + /// + [HideInInspector] public Vector3 scatterPosition; + /// + /// The initial rotation of this particle. + /// + [HideInInspector] public float initialRotation; + /// + /// The rotation speed of this particle. + /// + [HideInInspector] public float rotationSpeed; + /// + /// The current color of this particle. + /// + [HideInInspector] public Color32 color; + /// + /// The color set from script of this particle. + /// + [HideInInspector] public Color32 scriptedColor; + /// + /// The set source color. + /// + [HideInInspector] public Color32 initialColor; + /// + /// The color gradient for this particle if Color Source is set to LifetimeColors. + /// + [HideInInspector] public int lifetimeColorId; + /// + /// The particle does not respond to forces during its lifetime. + /// + [HideInInspector] public bool noForce; + /// + /// The particle is non birthed. + /// + [HideInInspector] public bool isNonBirthed; + /// + /// The particle is in its first loop. + /// + [HideInInspector] public bool isFirstLoop; + /// + /// The id of this particle. + /// + [HideInInspector] public int particleId; + /// + /// The id of the particle system this particle belongs to (list position in Playground Manager). + /// + [HideInInspector] public int particleSystemId; + /// + /// The id of the last manipulator affecting this particle. + /// + [HideInInspector] public int manipulatorId; + + /// + /// The interaction with property manipulators of this particle. + /// + [HideInInspector] public bool changedByProperty; + /// + /// The interaction with property manipulators that change color of this particle. + /// + [HideInInspector] public bool changedByPropertyColor; + /// + /// The interaction with property manipulators that change color over time of this particle. + /// + [HideInInspector] public bool changedByPropertyColorLerp; + /// + /// The interaction with property manipulators that change color and wants to keep alpha. + /// + [HideInInspector] public bool changedByPropertyColorKeepAlpha; + /// + /// The interaction with property manipulators that change size of this particle. + /// + [HideInInspector] public bool changedByPropertySize; + /// + /// The interaction with property manipulators that change target of this particle. + /// + [HideInInspector] public bool changedByPropertyTarget; + /// + /// The interaction with death manipulators that forces a particle to a sooner end. + /// + [HideInInspector] public bool changedByPropertyDeath; + /// + /// The property target pointer for this particle. + /// + [HideInInspector] public int propertyTarget; + /// + /// The property target id for this particle (pairing a particle's target to a manipulator). + /// + [HideInInspector] public int propertyId; + /// + /// The property color id for this particles (pairing a particle's color to a manipulator). + /// + [HideInInspector] public int propertyColorId; + /// + /// The manipulator id to exclude to not affect this particle. + /// + [HideInInspector] public int excludeFromManipulatorId; + + /// + /// Is this particle masked? + /// + [HideInInspector] public bool isMasked; + /// + /// The alpha of this masked particle. + /// + [HideInInspector] public float maskAlpha; + + /// + /// The collision transform of this collided particle. + /// + [HideInInspector] public Transform collisionTransform; + /// + /// The collision collider of this collided particle (3d). + /// + [HideInInspector] public Collider collisionCollider; + /// + /// The collision collider of this collided particle (2d). + /// + [HideInInspector] public Collider2D collisionCollider2D; + + /// + /// Copies this PlaygroundEventParticle. + /// + public PlaygroundEventParticle Clone () { + PlaygroundEventParticle playgroundEventParticle = new PlaygroundEventParticle(); + playgroundEventParticle.initialSize = initialSize; + playgroundEventParticle.size = size; + playgroundEventParticle.life = life; + playgroundEventParticle.totalLifetime = totalLifetime; + playgroundEventParticle.rotation = rotation; + playgroundEventParticle.birth = birth; + playgroundEventParticle.birthDelay = birthDelay; + playgroundEventParticle.death = death; + playgroundEventParticle.emission = emission; + playgroundEventParticle.rebirth = rebirth; + playgroundEventParticle.lifetimeOffset = lifetimeOffset; + playgroundEventParticle.velocity = velocity; + playgroundEventParticle.initialVelocity = initialVelocity; + playgroundEventParticle.initialLocalVelocity = initialLocalVelocity; + playgroundEventParticle.position = position; + playgroundEventParticle.targetPosition = targetPosition; + playgroundEventParticle.targetDirection = targetDirection; + playgroundEventParticle.previousTargetPosition = previousTargetPosition; + playgroundEventParticle.previousParticlePosition = previousParticlePosition; + playgroundEventParticle.collisionParticlePosition = collisionParticlePosition; + playgroundEventParticle.localSpaceMovementCompensation = localSpaceMovementCompensation; + playgroundEventParticle.scatterPosition = scatterPosition; + playgroundEventParticle.initialRotation = initialRotation; + playgroundEventParticle.rotationSpeed = rotationSpeed; + playgroundEventParticle.color = color; + playgroundEventParticle.scriptedColor = scriptedColor; + playgroundEventParticle.initialColor = initialColor; + playgroundEventParticle.lifetimeColorId = lifetimeColorId; + playgroundEventParticle.noForce = noForce; + playgroundEventParticle.changedByProperty = changedByProperty; + playgroundEventParticle.changedByPropertyColor = changedByPropertyColor; + playgroundEventParticle.changedByPropertyColorLerp = changedByPropertyColorLerp; + playgroundEventParticle.changedByPropertyColorKeepAlpha = changedByPropertyColorKeepAlpha; + playgroundEventParticle.changedByPropertySize = changedByPropertySize; + playgroundEventParticle.changedByPropertyTarget = changedByPropertyTarget; + playgroundEventParticle.changedByPropertyDeath = changedByPropertyDeath; + playgroundEventParticle.propertyTarget = propertyTarget; + playgroundEventParticle.propertyId = propertyId; + playgroundEventParticle.excludeFromManipulatorId = excludeFromManipulatorId; + playgroundEventParticle.propertyColorId = propertyColorId; + playgroundEventParticle.particleId = particleId; + playgroundEventParticle.particleSystemId = particleSystemId; + playgroundEventParticle.manipulatorId = manipulatorId; + playgroundEventParticle.isMasked = isMasked; + playgroundEventParticle.maskAlpha = maskAlpha; + + playgroundEventParticle.collisionTransform = collisionTransform; + playgroundEventParticle.collisionCollider = collisionCollider; + playgroundEventParticle.collisionCollider2D = collisionCollider2D; + + return playgroundEventParticle; + } + } + + /// + /// The Playground Cache contains all data for particles in built-in arrays. + /// + [Serializable] + public class PlaygroundCache { + /// + /// The initial size of each particle. + /// + [HideInInspector] public float[] initialSize; + /// + /// The lifetime size of each particle. + /// + [HideInInspector] public float[] size; + /// + /// The rotation of each particle. + /// + [HideInInspector] public float[] rotation; + /// + /// The current lifetime of each particle. + /// + [HideInInspector] public float[] life; + /// + /// The lifetime subtraction of each particle (applied when using random between two values). + /// + [HideInInspector] public float[] lifetimeSubtraction; + /// + /// The time of birth for each particle. + /// + [HideInInspector] public float[] birth; + /// + /// The delayed time of birth when emission has changed. + /// + [HideInInspector] public float[] birthDelay; + /// + /// The time of death for each particle. + /// + [HideInInspector] public float[] death; + /// + /// The emission for each particle (controlled by emission rate). + /// + [HideInInspector] public bool[] emission; + /// + /// The rebirth for each particle. + /// + [HideInInspector] public bool[] rebirth; + /// + /// The offset in birth-death (sorting). + /// + [HideInInspector] public float[] lifetimeOffset; + /// + /// The velocity of each particle in. + /// + [HideInInspector] public Vector3[] velocity; + /// + /// The initial velocity of each particle. + /// + [HideInInspector] public Vector3[] initialVelocity; + /// + /// The initial local velocity of each particle. + /// + [HideInInspector] public Vector3[] initialLocalVelocity; + /// + /// The position of each particle. + /// + [HideInInspector] public Vector3[] position; + /// + /// The source position for each particle. + /// + [HideInInspector] public Vector3[] targetPosition; + /// + /// The source direction for each particle. + /// + [HideInInspector] public Vector3[] targetDirection; + /// + /// The previous source position for each particle (used to calculate delta movement). + /// + [HideInInspector] public Vector3[] previousTargetPosition; + /// + /// The previous calculated frame's particle position. + /// + [HideInInspector] public Vector3[] previousParticlePosition; + /// + /// The calculated particle position for collision (depending on collision stepper). + /// + [HideInInspector] public Vector3[] collisionParticlePosition; + /// + /// The delta to compensate for moving particles in local space. + /// + [HideInInspector] public Vector3[] localSpaceMovementCompensation; + /// + /// The scattered position to apply on each particle birth. + /// + [HideInInspector] public Vector3[] scatterPosition; + /// + /// The initial rotation of each particle. + /// + [HideInInspector] public float[] initialRotation; + /// + /// The rotation speed of each particle. + /// + [HideInInspector] public float[] rotationSpeed; + /// + /// The color of each particle. + /// + [HideInInspector] public Color32[] color; + /// + /// The color set from script of each particle. + /// + [HideInInspector] public Color32[] scriptedColor; + /// + /// The set source color. + /// + [HideInInspector] public Color32[] initialColor; + /// + /// The color gradient for each particle if Color Source is set to LifetimeColors. + /// + [HideInInspector] public int[] lifetimeColorId; + /// + /// The particle will no longer respond to any forces during its lifetime. + /// + [HideInInspector] public bool[] noForce; + /// + /// The particle is not birthed yet. + /// + [HideInInspector] public bool[] isNonBirthed; + /// + /// The particle is in its first loop. + /// + [HideInInspector] public bool[] isFirstLoop; + /// + /// The particle is set to simulate. + /// + [HideInInspector] public bool[] simulate; + /// + /// Determines if the particles are calculated during this frame. + /// This helps to see if a particle has gotten its expected values during this frame or if it will be ready later. + /// The method is used when syncing particles onto the Main-Thread to ensure smooth movement upon heavier calculated particle systems. + /// + [HideInInspector] public bool[] isCalculatedThisFrame; + + // Manipulator specific arrays: + /// + /// The interaction with property manipulators of each particle. + /// + [HideInInspector] public bool[] changedByProperty; + /// + /// The interaction with property manipulators that change color of each particle. + /// + [HideInInspector] public bool[] changedByPropertyColor; + /// + /// The interaction with property manipulators that change color over time of each particle. + /// + [HideInInspector] public bool[] changedByPropertyColorLerp; + /// + /// The interaction with property manipulators that change color and wants to keep alpha. + /// + [HideInInspector] public bool[] changedByPropertyColorKeepAlpha; + /// + /// The interaction with property manipulators that change size of each particle. + /// + [HideInInspector] public bool[] changedByPropertySize; + /// + /// The interaction with property manipulators that change target of each particle. + /// + [HideInInspector] public bool[] changedByPropertyTarget; + /// + /// The interaction with death manipulators that forces a particle to a sooner end. + /// + [HideInInspector] public bool[] changedByPropertyDeath; + /// + /// The property target pointer for each particle. + /// + [HideInInspector] public int[] propertyTarget; + /// + /// The property target id for each particle (pairing a particle's target to a manipulator). + /// + [HideInInspector] public int[] propertyId; + /// + /// The property color id for each particles (pairing a particle's color to a manipulator. + /// + [HideInInspector] public int[] propertyColorId; + /// + /// The id of the last manipulator affecting each particle. + /// + [HideInInspector] public int[] manipulatorId; + /// + /// The id of manipulator to not affect each particle. + /// + [HideInInspector] public int[] excludeFromManipulatorId; + /// + /// The lifetime loss of each particle. + /// + [HideInInspector] public float[] lifetimeLoss; + + /// + /// Determines if a particle is masked. + /// + [HideInInspector] public bool[] isMasked; + /// + /// The alpha of each masked particle. + /// + [HideInInspector] public float[] maskAlpha; + /// + /// The sorting of the masked particles. + /// + [HideInInspector] public int[] maskSorting; + + /// + /// Copies this PlaygroundCache. + /// + public PlaygroundCache Clone () { + PlaygroundCache playgroundCache = new PlaygroundCache(); + playgroundCache.initialSize = initialSize.Clone() as float[]; + playgroundCache.size = size.Clone () as float[]; + playgroundCache.life = life.Clone() as float[]; + playgroundCache.lifetimeSubtraction = lifetimeSubtraction.Clone() as float[]; + playgroundCache.rotation = rotation.Clone() as float[]; + playgroundCache.birth = birth.Clone() as float[]; + playgroundCache.birthDelay = birthDelay.Clone() as float[]; + playgroundCache.death = death.Clone() as float[]; + playgroundCache.emission = emission.Clone() as bool[]; + playgroundCache.rebirth = rebirth.Clone() as bool[]; + playgroundCache.lifetimeOffset = lifetimeOffset.Clone() as float[]; + playgroundCache.velocity = velocity.Clone() as Vector3[]; + playgroundCache.initialVelocity = initialVelocity.Clone() as Vector3[]; + playgroundCache.initialLocalVelocity = initialLocalVelocity.Clone() as Vector3[]; + playgroundCache.position = position.Clone () as Vector3[]; + playgroundCache.targetPosition = targetPosition.Clone() as Vector3[]; + playgroundCache.targetDirection = targetDirection.Clone() as Vector3[]; + playgroundCache.previousTargetPosition = previousTargetPosition.Clone() as Vector3[]; + playgroundCache.previousParticlePosition = previousParticlePosition.Clone() as Vector3[]; + playgroundCache.collisionParticlePosition = collisionParticlePosition.Clone () as Vector3[]; + playgroundCache.localSpaceMovementCompensation = localSpaceMovementCompensation.Clone() as Vector3[]; + playgroundCache.scatterPosition = scatterPosition.Clone() as Vector3[]; + playgroundCache.initialRotation = initialRotation.Clone() as float[]; + playgroundCache.rotationSpeed = rotationSpeed.Clone() as float[]; + playgroundCache.color = color.Clone() as Color32[]; + playgroundCache.scriptedColor = scriptedColor.Clone() as Color32[]; + playgroundCache.initialColor = initialColor.Clone () as Color32[]; + playgroundCache.lifetimeColorId = lifetimeColorId.Clone () as int[]; + playgroundCache.noForce = noForce.Clone() as bool[]; + playgroundCache.changedByProperty = changedByProperty.Clone() as bool[]; + playgroundCache.changedByPropertyColor = changedByPropertyColor.Clone() as bool[]; + playgroundCache.changedByPropertyColorLerp = changedByPropertyColorLerp.Clone() as bool[]; + playgroundCache.changedByPropertyColorKeepAlpha = changedByPropertyColorKeepAlpha.Clone () as bool[]; + playgroundCache.changedByPropertySize = changedByPropertySize.Clone() as bool[]; + playgroundCache.changedByPropertyTarget = changedByPropertyTarget.Clone() as bool[]; + playgroundCache.changedByPropertyDeath = changedByPropertyDeath.Clone() as bool[]; + playgroundCache.propertyTarget = propertyTarget.Clone() as int[]; + playgroundCache.propertyId = propertyId.Clone() as int[]; + playgroundCache.excludeFromManipulatorId = excludeFromManipulatorId.Clone() as int[]; + playgroundCache.propertyColorId = propertyColorId.Clone() as int[]; + playgroundCache.manipulatorId = manipulatorId.Clone() as int[]; + playgroundCache.isMasked = isMasked.Clone() as bool[]; + playgroundCache.maskAlpha = maskAlpha.Clone() as float[]; + if (maskSorting!=null) playgroundCache.maskSorting = maskSorting.Clone() as int[]; + playgroundCache.isNonBirthed = isNonBirthed.Clone() as bool[]; + playgroundCache.isFirstLoop = isFirstLoop.Clone() as bool[]; + playgroundCache.simulate = simulate.Clone() as bool[]; + playgroundCache.isCalculatedThisFrame = isCalculatedThisFrame.Clone() as bool[]; + + if (playgroundCache.lifetimeLoss == null) + playgroundCache.lifetimeLoss = new float[0]; + else + playgroundCache.lifetimeLoss = lifetimeLoss.Clone() as float[]; + return playgroundCache; + } + } + + /// + /// The collision cache contains information of all particle collisions. + /// + [Serializable] + public class CollisionCache { + /// + /// Determines if a particle has collided with any colliders during its lifetime. + /// + [HideInInspector] public bool[] hasCollided; + /// + /// The position in world space a particle collided last. This will not update further during a particle's lifetime if using "sticky" particles. + /// + [HideInInspector] public Vector3[] collisionPosition; + /// + /// The collision normal of the surface the particle collided last. This will not update further during a particle's lifetime if using "sticky" particles. + /// + [HideInInspector] public Vector3[] collisionNormal; + /// + /// The transform of the object a particle collided with last. This will not update further during a particle's lifetime if using "sticky" particles. + /// + [HideInInspector] public Transform[] collisionTransform; + [HideInInspector] public GameObject[] collisionGameObject; + /// + /// The position seen by the collision object's transform based on InverseTransformPoint. + /// + [HideInInspector] public Vector3[] collisionTransformPosition; + /// + /// The sticky position of a particle. This contains the position for particles that stick to their collided surface. + /// + [HideInInspector] public Vector3[] stickyPosition; + + public CollisionCache (int amount) { + hasCollided = new bool[amount]; + collisionPosition = new Vector3[amount]; + collisionNormal = new Vector3[amount]; + collisionTransform = new Transform[amount]; + collisionGameObject = new GameObject[amount]; + collisionTransformPosition = new Vector3[amount]; + stickyPosition = new Vector3[amount]; + } + + /// + /// Sets the specified collision position, normal and transform at index. + /// + /// Index. + /// Position. + /// Normal. + /// Transform. + public void Set (int index, Vector3 position, Vector3 normal, Transform transform) { + index = index%hasCollided.Length; + hasCollided[index] = true; + collisionPosition[index] = position; + collisionNormal[index] = normal; + collisionTransform[index] = transform; + collisionGameObject[index] = transform.gameObject; + } + + public void SetSticky (int index, Vector3 position, Vector3 normal, float offset, Transform transform) { + index = index%hasCollided.Length; + hasCollided[index] = true; + collisionPosition[index] = position; + collisionNormal[index] = normal; + collisionTransform[index] = transform; + collisionGameObject[index] = transform.gameObject; + collisionTransformPosition[index] = transform.InverseTransformPoint(position+(collisionNormal[index]*offset)); + } + + /// + /// UpdateStickyPosition sets the sticky position based on the collision transform for a particle. The sticky position will update automatically when using "sticky" particles. + /// + /// Index to update. + public void UpdateStickyPosition (int index) { + index = index%stickyPosition.Length; + if (collisionGameObject[index]!=null && collisionGameObject[index].activeSelf && collisionGameObject[index].activeInHierarchy) { + stickyPosition[index] = collisionTransform[index].TransformPoint(collisionTransformPosition[index]); + } else hasCollided[index] = false; + } + + + /// + /// Resets the specified index. + /// + /// Index. + public void Reset (int index) { + index = index%hasCollided.Length; + hasCollided[index] = false; + } + + /// + /// Clears out all the collisions. Use this if you want to toggle between having sticky and non-sticky behaviors. + /// + public void ClearCollisions () { + for(int i = 0; i + /// Copies this CollisionCache. + /// + public CollisionCache Clone () { + CollisionCache collisionCache = new CollisionCache(collisionPosition.Length); + collisionCache.hasCollided = (bool[])hasCollided.Clone(); + collisionCache.collisionPosition = (Vector3[])collisionPosition.Clone(); + collisionCache.collisionNormal = (Vector3[])collisionNormal.Clone(); + collisionCache.collisionTransform = (Transform[])collisionTransform.Clone(); + collisionCache.collisionTransformPosition = (Vector3[])collisionTransformPosition.Clone(); + collisionCache.stickyPosition = (Vector3[])stickyPosition.Clone(); + return collisionCache; + } + } + + /// + /// The Simplex Noise algorithm applied in Turbulence. + /// + public class SimplexNoise { + + // Simplex noise based on http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf for public domain by courtesy of Stefan Gustavson. + private static int[][] grad3 = new int[][] { + new int[] {1,1,0}, new int[] {-1,1,0}, new int[] {1,-1,0}, new int[] {-1,-1,0}, + new int[] {1,0,1}, new int[] {-1,0,1}, new int[] {1,0,-1}, new int[] {-1,0,-1}, + new int[] {0,1,1}, new int[] {0,-1,1}, new int[] {0,1,-1}, new int[] {0,-1,-1}}; + private static int[][] grad4 = new int[][] { + new int[] {0,1,1,1}, new int[] {0,1,1,-1}, new int[] {0,1,-1,1}, new int[] {0,1,-1,-1}, + new int[] {0,-1,1,1}, new int[] {0,-1,1,-1}, new int[] {0,-1,-1,1}, new int[] {0,-1,-1,-1}, + new int[] {1,0,1,1}, new int[] {1,0,1,-1}, new int[] {1,0,-1,1}, new int[] {1,0,-1,-1}, + new int[] {-1,0,1,1}, new int[] {-1,0,1,-1}, new int[] {-1,0,-1,1}, new int[] {-1,0,-1,-1}, + new int[] {1,1,0,1}, new int[] {1,1,0,-1}, new int[] {1,-1,0,1}, new int[] {1,-1,0,-1}, + new int[] {-1,1,0,1}, new int[] {-1,1,0,-1}, new int[] {-1,-1,0,1}, new int[] {-1,-1,0,-1}, + new int[] {1,1,1,0}, new int[] {1,1,-1,0}, new int[] {1,-1,1,0}, new int[] {1,-1,-1,0}, + new int[] {-1,1,1,0}, new int[] {-1,1,-1,0}, new int[] {-1,-1,1,0}, new int[] {-1,-1,-1,0}}; + private static int[] p = {151,160,137,91,90,15, + 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, + 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, + 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, + 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, + 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, + 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, + 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, + 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, + 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, + 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, + 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, + 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180}; + // To remove the need for index wrapping, double the permutation table length + private static int[] perm = new int[512]; + static SimplexNoise() { for(int i=0; i<512; i++) perm[i]=p[i & 255]; } // moved to constructor + // A lookup table to traverse the simplex around a given point in 4D. + // Details can be found where this table is used, in the 4D noise method. + private static int[][] simplex = new int[][] { + new int[] {0,1,2,3}, new int[] {0,1,3,2}, new int[] {0,0,0,0}, new int[] {0,2,3,1}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {1,2,3,0}, + new int[] {0,2,1,3}, new int[] {0,0,0,0}, new int[] {0,3,1,2}, new int[] {0,3,2,1}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {1,3,2,0}, + new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, + new int[] {1,2,0,3}, new int[] {0,0,0,0}, new int[] {1,3,0,2}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {2,3,0,1}, new int[] {2,3,1,0}, + new int[] {1,0,2,3}, new int[] {1,0,3,2}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {2,0,3,1}, new int[] {0,0,0,0}, new int[] {2,1,3,0}, + new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, + new int[] {2,0,1,3}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {3,0,1,2}, new int[] {3,0,2,1}, new int[] {0,0,0,0}, new int[] {3,1,2,0}, + new int[] {2,1,0,3}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {0,0,0,0}, new int[] {3,1,0,2}, new int[] {0,0,0,0}, new int[] {3,2,0,1}, new int[] {3,2,1,0}}; + // This method is a *lot* faster than using (int)Mathf.floor(x) + private static int fastfloor(double x) { + return x>0 ? (int)x : (int)x-1; + } + private static double dot(int[] g, double x, double y) { + return g[0]*x + g[1]*y; + } + private static double dot(int[] g, double x, double y, double z) { + return g[0]*x + g[1]*y + g[2]*z; + } + private static double dot(int[] g, double x, double y, double z, double w) { + return g[0]*x + g[1]*y + g[2]*z + g[3]*w; + } + + // 3D simplex noise + public double noise(double xin, double yin, double zin) { + double n0, n1, n2, n3; // Noise contributions from the four corners + // Skew the input space to determine which simplex cell we're in + double F3 = 1.0/3.0; + double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D + int i = fastfloor(xin+s); + int j = fastfloor(yin+s); + int k = fastfloor(zin+s); + double G3 = 1.0/6.0; // Very nice and simple unskew factor, too + double t = (i+j+k)*G3; + double X0 = i-t; // Unskew the cell origin back to (x,y,z) space + double Y0 = j-t; + double Z0 = k-t; + double x0 = xin-X0; // The x,y,z distances from the cell origin + double y0 = yin-Y0; + double z0 = zin-Z0; + // For the 3D case, the simplex shape is a slightly irregular tetrahedron. + // Determine which simplex we are in. + int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords + int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords + if(x0>=y0) { + if(y0>=z0) + { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order + else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order + else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order + } + else { // x0 y0) ? 32 : 0; + int c2 = (x0 > z0) ? 16 : 0; + int c3 = (y0 > z0) ? 8 : 0; + int c4 = (x0 > w0) ? 4 : 0; + int c5 = (y0 > w0) ? 2 : 0; + int c6 = (z0 > w0) ? 1 : 0; + int c = c1 + c2 + c3 + c4 + c5 + c6; + int i1, j1, k1, l1; // The integer offsets for the second simplex corner + int i2, j2, k2, l2; // The integer offsets for the third simplex corner + int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner + // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. + // Many values of c will never occur, since e.g. x>y>z>w makes x=3 ? 1 : 0; + j1 = simplex[c][1]>=3 ? 1 : 0; + k1 = simplex[c][2]>=3 ? 1 : 0; + l1 = simplex[c][3]>=3 ? 1 : 0; + // The number 2 in the "simplex" array is at the second largest coordinate. + i2 = simplex[c][0]>=2 ? 1 : 0; + j2 = simplex[c][1]>=2 ? 1 : 0; k2 = simplex[c][2]>=2 ? 1 : 0; + l2 = simplex[c][3]>=2 ? 1 : 0; + // The number 1 in the "simplex" array is at the second smallest coordinate. + i3 = simplex[c][0]>=1 ? 1 : 0; + j3 = simplex[c][1]>=1 ? 1 : 0; + k3 = simplex[c][2]>=1 ? 1 : 0; + l3 = simplex[c][3]>=1 ? 1 : 0; + // The fifth corner has all coordinate offsets = 1, so no need to look that up. + double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords + double y1 = y0 - j1 + G4; + double z1 = z0 - k1 + G4; + double w1 = w0 - l1 + G4; + double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords + double y2 = y0 - j2 + 2.0*G4; + double z2 = z0 - k2 + 2.0*G4; + double w2 = w0 - l2 + 2.0*G4; + double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords + double y3 = y0 - j3 + 3.0*G4; + double z3 = z0 - k3 + 3.0*G4; + double w3 = w0 - l3 + 3.0*G4; + double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords + double y4 = y0 - 1.0 + 4.0*G4; + double z4 = z0 - 1.0 + 4.0*G4; + double w4 = w0 - 1.0 + 4.0*G4; + // Work out the hashed gradient indices of the five simplex corners + int ii = i & 255; + int jj = j & 255; + int kk = k & 255; + int ll = l & 255; + int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32; + int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32; + int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32; + int gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32; + int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32; + // Calculate the contribution from the five corners + double t0 = 0.5 - x0*x0 - y0*y0 - z0*z0 - w0*w0; + if(t0<0) n0 = 0.0; + else { + t0 *= t0; + n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0); + } + double t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1; + if(t1<0) n1 = 0.0; + else { + t1 *= t1; + n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1); + } + double t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2; + if(t2<0) n2 = 0.0; + else { + t2 *= t2; + n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2); + } double t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3; + if(t3<0) n3 = 0.0; + else { + t3 *= t3; + n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3); + } + double t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4; + if(t4<0) n4 = 0.0; + else { + t4 *= t4; + n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4); + } + // Sum up and scale the result to cover the range [-1,1] + return 27.0 * (n0 + n1 + n2 + n3 + n4); + } + + } +} diff --git a/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs.meta b/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs.meta new file mode 100644 index 0000000..df722ca --- /dev/null +++ b/Assets/Particle Playground/Scripts/PlaygroundParticlesC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a095f32c8084a4b1ba25c9153255dd10 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Presets.meta b/Assets/Particle Playground/Scripts/Presets.meta new file mode 100644 index 0000000..9dac055 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Presets.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f6dc107c9a914914b88f50bc0c700ed6 +folderAsset: yes +timeCreated: 1451984948 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs b/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs new file mode 100644 index 0000000..b3cd09a --- /dev/null +++ b/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System; +using ParticlePlayground; +/* Particle Playground - Brush Preset +* Use this script to create your own presets to paint emission positions with. +* Easiest way to create a new brush is to start by duplicating an existing brush prefab in the folder Resources/Brushes. +*/ + +public class PlaygroundBrushPresetC : MonoBehaviour { + + // Preset properties + public string presetName = "Brush"; // The name of this brush preset + + // Brush properties + public Texture2D texture; // The texture to construct this Brush from + public float scale = 1f; // The scale of this Brush + public BRUSHDETAILC detail; // The detail level of this brush + public float distance = 10000f; // The distance the brush reaches + + // Paint properties + public float spacing = .1f; // The required space between the last and current paint position + public bool exceedMaxStopsPaint = false; // Should painting stop when paintPositions is equal to maxPositions (if false paint positions will be removed from list when painting new ones) +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs.meta b/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs.meta new file mode 100644 index 0000000..e6f57c1 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Presets/PlaygroundBrushPresetC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0abb75754e00e4e1a80e4051e400e7de +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetCircleShotC.cs b/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetCircleShotC.cs new file mode 100644 index 0000000..c6ac728 --- /dev/null +++ b/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetCircleShotC.cs @@ -0,0 +1,107 @@ +using UnityEngine; +using System.Collections; +using ParticlePlayground; + +// Example of scripted preset emitting in a circle on instantiation. +// To instantiate this during runtime as a preset use: Playground.InstantiatePreset("Playground Circle Shot (Script)"); + +[ExecuteInEditMode()] +[RequireComponent(typeof(PlaygroundParticlesC))] +public class PlaygroundPresetCircleShotC : MonoBehaviour { + + public int numberOfParticles = 30; // The number of particles to emit each cycle + public float force = 10f; // The force to emit in forward direction + public int cycles = 1; // The number of cycles to emit + public Vector3 rotationNormal = new Vector3(0,0,1); // The axis you want to rotate around + public float minimumLifetime = 3f; // The minimum lifetime of a particle + public float maximumLifetime = 3f; // The maximum lifetime of a particle + public Color color = Color.white; // The color of particle + public float yieldBeforeEmission = 0f; // The seconds to wait before starting emission + public float yieldBetweenShots = 0f; // The seconds between shots (if any) + public float yieldBetweenCycles = 0f; // The seconds between cycles (if any) + public WhenDoneCircleShot whenDone; // Should this GameObject inactivate or destroy when emission is done? + + private Transform thisTransform; + private PlaygroundParticlesC particles; + + bool isSameLifetime = false; + + void Start () { + particles = GetComponent(); + thisTransform = transform; + isSameLifetime = minimumLifetime==maximumLifetime; + StartCoroutine(Shoot()); + } + + IEnumerator Shoot () { + + // We need to wait before the particle system is fully ready before we start to call for our emission + while (!particles.Initialized ()) + yield return null; + + // Set variables + float rotationSpeed = 360f/numberOfParticles; + float timeDone; + + // Set particle count to match the amount needed + particles.particleCount = numberOfParticles*cycles; + + // Wait before emission starts (if applicable) + if (yieldBeforeEmission>0) { + timeDone = PlaygroundC.globalTime+yieldBeforeEmission; + while (PlaygroundC.globalTime0) { + timeDone = PlaygroundC.globalTime+yieldBetweenShots; + while (PlaygroundC.globalTime0) { + timeDone = PlaygroundC.globalTime+yieldBetweenCycles; + while (PlaygroundC.globalTime(); + laserColor = particles.lifetimeColor; + previousParticleCount = particleCount; + } + + void Update () { + + // Send a Raycast from particle system's source transform forward + RaycastHit hit; + if (Physics.Raycast(particles.sourceTransform.position, particles.sourceTransform.forward, out hit, laserMaxDistance, collisionLayer)) { + + // Set overflow offset z to hit distance (divide by particle count which by default is 1000) + particles.overflowOffset.z = Vector3.Distance(particles.sourceTransform.position, hit.point)/(1+particles.particleCount); + + } else { + + // Render laser to laserMaxDistance on clear sight + particles.overflowOffset.z = laserMaxDistance/(1+particles.particleCount); + } + + // Update the amount of particles if particleCount changes + if (particleCount!=previousParticleCount) { + PlaygroundC.SetParticleCount(particles, particleCount); + previousParticleCount = particleCount; + } + + // Update the lifetimeColor if laserColor changes + if (laserColor != particles.lifetimeColor) + particles.lifetimeColor = laserColor; + } +} \ No newline at end of file diff --git a/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetLaserC.cs.meta b/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetLaserC.cs.meta new file mode 100644 index 0000000..511654b --- /dev/null +++ b/Assets/Particle Playground/Scripts/Presets/PlaygroundPresetLaserC.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 95e2053e88fff44ca92d4d61c7e82d2f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/fie.csproj b/fie.csproj index 0d63266..52ab4e1 100644 --- a/fie.csproj +++ b/fie.csproj @@ -2223,6 +2223,42 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +