UIParticleUpdater.cs 4.2 KB

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  1. using System.Collections.Generic;
  2. using Coffee.UIParticleInternal;
  3. using UnityEditor;
  4. using UnityEngine;
  5. namespace Coffee.UIExtensions
  6. {
  7. internal static class UIParticleUpdater
  8. {
  9. private static readonly List<UIParticle> s_ActiveParticles = new List<UIParticle>();
  10. private static readonly List<UIParticleAttractor> s_ActiveAttractors = new List<UIParticleAttractor>();
  11. private static readonly HashSet<int> s_UpdatedGroupIds = new HashSet<int>();
  12. private static int s_FrameCount;
  13. public static int uiParticleCount => s_ActiveParticles.Count;
  14. public static void Register(UIParticle particle)
  15. {
  16. if (!particle) return;
  17. s_ActiveParticles.Add(particle);
  18. }
  19. public static void Unregister(UIParticle particle)
  20. {
  21. if (!particle) return;
  22. s_ActiveParticles.Remove(particle);
  23. }
  24. public static void Register(UIParticleAttractor attractor)
  25. {
  26. if (!attractor) return;
  27. s_ActiveAttractors.Add(attractor);
  28. }
  29. public static void Unregister(UIParticleAttractor attractor)
  30. {
  31. if (!attractor) return;
  32. s_ActiveAttractors.Remove(attractor);
  33. }
  34. #if UNITY_EDITOR
  35. [InitializeOnLoadMethod]
  36. private static void InitializeOnLoad()
  37. {
  38. UIExtraCallbacks.onAfterCanvasRebuild += Refresh;
  39. EditorApplication.playModeStateChanged += state =>
  40. {
  41. UIExtraCallbacks.onAfterCanvasRebuild -= Refresh;
  42. if (state == PlayModeStateChange.EnteredEditMode || state == PlayModeStateChange.EnteredPlayMode)
  43. {
  44. UIExtraCallbacks.onAfterCanvasRebuild += Refresh;
  45. }
  46. };
  47. }
  48. #else
  49. [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
  50. private static void InitializeOnLoad()
  51. {
  52. UIExtraCallbacks.onAfterCanvasRebuild += Refresh;
  53. }
  54. #endif
  55. private static void Refresh()
  56. {
  57. // Do not allow it to be called in the same frame.
  58. if (s_FrameCount == Time.frameCount) return;
  59. s_FrameCount = Time.frameCount;
  60. // Simulate -> Primary
  61. for (var i = 0; i < s_ActiveParticles.Count; i++)
  62. {
  63. var uip = s_ActiveParticles[i];
  64. if (!uip || !uip.canvas || !uip.isPrimary || !s_UpdatedGroupIds.Add(uip.groupId)) continue;
  65. uip.UpdateTransformScale();
  66. uip.UpdateRenderers();
  67. }
  68. // Simulate -> Others
  69. for (var i = 0; i < s_ActiveParticles.Count; i++)
  70. {
  71. var uip = s_ActiveParticles[i];
  72. if (!uip || !uip.canvas) continue;
  73. uip.UpdateTransformScale();
  74. if (!uip.useMeshSharing)
  75. {
  76. uip.UpdateRenderers();
  77. }
  78. else if (s_UpdatedGroupIds.Add(uip.groupId))
  79. {
  80. uip.UpdateRenderers();
  81. }
  82. }
  83. s_UpdatedGroupIds.Clear();
  84. // Attract
  85. for (var i = 0; i < s_ActiveAttractors.Count; i++)
  86. {
  87. s_ActiveAttractors[i].Attract();
  88. }
  89. }
  90. public static void GetGroupedRenderers(int groupId, int index, List<UIParticleRenderer> results)
  91. {
  92. results.Clear();
  93. for (var i = 0; i < s_ActiveParticles.Count; i++)
  94. {
  95. var uip = s_ActiveParticles[i];
  96. if (uip.useMeshSharing && uip.groupId == groupId)
  97. {
  98. results.Add(uip.GetRenderer(index));
  99. }
  100. }
  101. }
  102. internal static UIParticle GetPrimary(int groupId)
  103. {
  104. UIParticle primary = null;
  105. for (var i = 0; i < s_ActiveParticles.Count; i++)
  106. {
  107. var uip = s_ActiveParticles[i];
  108. if (!uip.useMeshSharing || uip.groupId != groupId) continue;
  109. if (uip.isPrimary) return uip;
  110. if (!primary && uip.canSimulate) primary = uip;
  111. }
  112. return primary;
  113. }
  114. }
  115. }