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MeshParticleRenderer.cs
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/**************************************
MIT License
Copyright (C) 2011 Xiang Wei
Updated 2015 Rici Underwood
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
Software, and to permit persons to whom the Software is furnished to do so, subject
to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
***************************************/
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu("Particles/Mesh Particle Renderer")]
public class MeshParticleRenderer : MonoBehaviour
{
public int maximumParticles = 1;
public Mesh particleMesh;
public Material[] particleMaterials;
public float meshScale = 1.0f;
public Vector3 rotationAxis = Vector3.up;
GameObject[] particlePool;
void Start ()
{
ResetSubParticles();
}
void OnEnable()
{
ResetSubParticles();
}
void OnDisable()
{
RemoveSubParticles();
}
void OnDestroy()
{
RemoveSubParticles();
}
void LateUpdate ()
{
if (particleMesh == null || maximumParticles <= 0) return;
if (Application.isEditor)
{
ResetSubParticles();
}
#if UNITY_5_0
Particle[] particles = GetComponent<ParticleEmitter>().particles;
#else
Particle[] particles = particleEmitter.particles;
#endif
for (int i=0; i<maximumParticles; ++i)
{
GameObject particleObject = particlePool[i];
if (i >= particles.Length)
{
#if UNITY_5_0
particleObject.GetComponent<Renderer>().enabled = false;
#else
particleObject.renderer.enabled = false;
#endif
}
else
{
Particle p = particles[i];
#if UNITY_5_0
particleObject.GetComponent<Renderer>().enabled = true;
if (GetComponent<ParticleEmitter>().useWorldSpace)
#else
particleObject.renderer.enabled = true;
if (particleEmitter.useWorldSpace)
#endif
{
particleObject.transform.position = p.position;
particleObject.transform.rotation = Quaternion.AngleAxis(p.rotation, rotationAxis);
}
else
{
particleObject.transform.localPosition = p.position;
particleObject.transform.localRotation = Quaternion.AngleAxis(p.rotation, rotationAxis);
}
float scale = p.size * meshScale;
particleObject.transform.localScale = new Vector3(scale, scale, scale);
}
}
}
void RemoveSubParticles()
{
if (particlePool != null)
{
foreach (var o in particlePool)
{
if (Application.isEditor)
{
DestroyImmediate(o);
}
else
{
Destroy(o);
}
}
particlePool = null;
}
}
void ResetSubParticles()
{
if (particleMesh == null || maximumParticles <= 0) return;
RemoveSubParticles();
particlePool = new GameObject[maximumParticles];
for (int i=0; i<maximumParticles; ++i)
{
GameObject particleObject = new GameObject();
particleObject.name = "ParticleMesh";
MeshFilter mf = particleObject.AddComponent<MeshFilter>();
mf.mesh = particleMesh;
MeshRenderer mr = particleObject.AddComponent<MeshRenderer>();
mr.materials = particleMaterials;
particleObject.transform.parent = transform;
particleObject.transform.localScale = new Vector3(meshScale, meshScale, meshScale);
#if UNITY_5_0
particleObject.GetComponent<Renderer>().enabled = false;
#else
particleObject.renderer.enabled = false;
#endif
particlePool[i] = particleObject;
}
}
}