File size: 6,482 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 | using System;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// Playable that synchronizes a particle system simulation.
/// </summary>
public class ParticleControlPlayable : PlayableBehaviour
{
const float kUnsetTime = float.MaxValue;
float m_LastPlayableTime = kUnsetTime;
float m_LastParticleTime = kUnsetTime;
uint m_RandomSeed = 1;
/// <summary>
/// Creates a Playable with a ParticleControlPlayable behaviour attached
/// </summary>
/// <param name="graph">The PlayableGraph to inject the Playable into.</param>
/// <param name="component">The particle systtem to control</param>
/// <param name="randomSeed">A random seed to use for particle simulation</param>
/// <returns>Returns the created Playable.</returns>
public static ScriptPlayable<ParticleControlPlayable> Create(PlayableGraph graph, ParticleSystem component, uint randomSeed)
{
if (component == null)
return ScriptPlayable<ParticleControlPlayable>.Null;
var handle = ScriptPlayable<ParticleControlPlayable>.Create(graph);
handle.GetBehaviour().Initialize(component, randomSeed);
return handle;
}
/// <summary>
/// The particle system to control
/// </summary>
public ParticleSystem particleSystem { get; private set; }
/// <summary>
/// Initializes the behaviour with a particle system and random seed.
/// </summary>
/// <param name="ps"></param>
/// <param name="randomSeed"></param>
public void Initialize(ParticleSystem ps, uint randomSeed)
{
m_RandomSeed = Math.Max(1, randomSeed);
particleSystem = ps;
SetRandomSeed(particleSystem, m_RandomSeed);
#if UNITY_EDITOR
if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(ps))
UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated;
#endif
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the Playable that owns the PlayableBehaviour is destroyed.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
public override void OnPlayableDestroy(Playable playable)
{
if (!Application.isPlaying)
UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated;
}
void OnPrefabUpdated(GameObject go)
{
// When the instance is updated from, this will cause the next evaluate to resimulate.
if (UnityEditor.PrefabUtility.GetRootGameObject(particleSystem) == go)
m_LastPlayableTime = kUnsetTime;
}
#endif
static void SetRandomSeed(ParticleSystem particleSystem, uint randomSeed)
{
if (particleSystem == null)
return;
particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (particleSystem.useAutoRandomSeed)
{
particleSystem.useAutoRandomSeed = false;
particleSystem.randomSeed = randomSeed;
}
for (int i = 0; i < particleSystem.subEmitters.subEmittersCount; i++)
{
SetRandomSeed(particleSystem.subEmitters.GetSubEmitterSystem(i), ++randomSeed);
}
}
/// <summary>
/// This function is called during the PrepareFrame phase of the PlayableGraph.
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="data">A FrameData structure that contains information about the current frame context.</param>
public override void PrepareFrame(Playable playable, FrameData data)
{
if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy)
{
// case 1212943
m_LastPlayableTime = kUnsetTime;
return;
}
var time = (float)playable.GetTime();
var particleTime = particleSystem.time;
// if particle system time has changed externally, a re-sync is needed
if (m_LastPlayableTime > time || !Mathf.Approximately(particleTime, m_LastParticleTime))
Simulate(time, true);
else if (m_LastPlayableTime < time)
Simulate(time - m_LastPlayableTime, false);
m_LastPlayableTime = time;
m_LastParticleTime = particleSystem.time;
}
/// <summary>
/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
m_LastPlayableTime = kUnsetTime;
}
/// <summary>
/// This function is called when the Playable play state is changed to PlayState.Paused.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public override void OnBehaviourPause(Playable playable, FrameData info)
{
m_LastPlayableTime = kUnsetTime;
}
private void Simulate(float time, bool restart)
{
const bool withChildren = false;
const bool fixedTimeStep = false;
float maxTime = Time.maximumDeltaTime;
if (restart)
particleSystem.Simulate(0, withChildren, true, fixedTimeStep);
// simulating by too large a time-step causes sub-emitters not to work, and loops not to
// simulate correctly
while (time > maxTime)
{
particleSystem.Simulate(maxTime, withChildren, false, fixedTimeStep);
time -= maxTime;
}
if (time > 0)
particleSystem.Simulate(time, withChildren, false, fixedTimeStep);
}
}
}
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