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