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345 lines
12 KiB
C#
345 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering;
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using Random = UnityEngine.Random;
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namespace RayFire
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{
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[SelectionBase]
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[AddComponentMenu ("RayFire/Rayfire Debris")]
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[HelpURL ("http://rayfirestudios.com/unity-online-help/components/unity-debris-component/")]
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public class RayfireDebris : MonoBehaviour
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{
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[Header(" Emit Debris")]
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public bool onDemolition;
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[Space (1)]
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public bool onActivation;
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[Space (1)]
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public bool onImpact;
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[Header(" Main")]
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[Space (3)]
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public GameObject debrisReference;
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[Space (2)]
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public Material debrisMaterial;
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[Space (2)]
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public Material emissionMaterial;
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[Header (" Properties")]
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[Space (3)]
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public RFParticleEmission emission;
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[Space (3)]
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public RFParticleDynamicDebris dynamic;
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[Space (3)]
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public RFParticleNoise noise;
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[Space (3)]
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public RFParticleCollisionDebris collision;
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[Space (3)]
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public RFParticleLimitations limitations;
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[Space (3)]
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public RFParticleRendering rendering;
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// Hidden
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[HideInInspector] public RayfireRigid rigid;
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[HideInInspector] public ParticleSystem pSystem;
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[HideInInspector] public Transform hostTm;
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[HideInInspector] public bool initialized;
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[HideInInspector] public List<Mesh> debrisMeshList;
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[HideInInspector] public Vector3 refScale = Vector3.one;
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[HideInInspector] public List<RayfireDebris> children;
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[HideInInspector] public int amountFinal;
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[HideInInspector] public bool oldChild;
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/// /////////////////////////////////////////////////////////
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/// Common
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/// /////////////////////////////////////////////////////////
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// Constructor
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public RayfireDebris()
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{
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onDemolition = false;
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onActivation = false;
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onImpact = false;
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debrisReference = null;
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debrisMaterial = null;
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emissionMaterial = null;
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emission = new RFParticleEmission();
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dynamic = new RFParticleDynamicDebris();
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noise = new RFParticleNoise();
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collision = new RFParticleCollisionDebris();
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limitations = new RFParticleLimitations();
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rendering = new RFParticleRendering();
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// Hidden
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debrisMeshList = new List<Mesh>();
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//pSystem = null;
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hostTm = null;
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initialized = false;
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amountFinal = 0;
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}
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// Copy from
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public void CopyFrom(RayfireDebris source)
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{
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onDemolition = source.onDemolition;
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onActivation = source.onActivation;
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onImpact = source.onImpact;
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debrisReference = source.debrisReference;
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debrisMaterial = source.debrisMaterial;
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emissionMaterial = source.emissionMaterial;
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emission.CopyFrom (source.emission);
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dynamic.CopyFrom (source.dynamic);
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noise.CopyFrom (source.noise);
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collision.CopyFrom (source.collision);
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limitations.CopyFrom (source.limitations);
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rendering.CopyFrom (source.rendering);
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// Hidden
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debrisMeshList = source.debrisMeshList;
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initialized = source.initialized;
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}
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/// /////////////////////////////////////////////////////////
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/// Methods
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/// /////////////////////////////////////////////////////////
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// Initialize
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public void Initialize()
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{
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// Do not initialize if already initialized or parent was ini tialized
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if (initialized == true)
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return;
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// Has rigid check or transform caching
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// TODO AmountCheck(RayfireRigid scrSource, int pType) and xollect if ok
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// Set debris ref meshes
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SetReferenceMeshes (debrisReference);
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}
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// Emit particles
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public ParticleSystem Emit()
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{
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// Initialize
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Initialize();
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// Emitter is not ready
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if (initialized == false)
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return null;
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// Set material properties in case object has no rigid
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collision.SetMaterialProps (this);
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// Particle system
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ParticleSystem ps = RFParticles.CreateParticleSystemDebris(this, transform);
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// Get components
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MeshFilter emitMeshFilter = GetComponent<MeshFilter>();
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MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
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// Get emit material index
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int emitMatIndex = RFParticles.GetEmissionMatIndex (meshRenderer, emissionMaterial);
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// Set amount
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amountFinal = emission.burstAmount;
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// Create debris
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CreateDebris(this, emitMeshFilter, emitMatIndex, ps);
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return ps;
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}
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// Clean particle systems
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public void Clean()
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{
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// Destroy own particles
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if (hostTm != null)
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Destroy (hostTm.gameObject);
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// Destroy particles on children debris
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if (HasChildren == true)
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for (int i = 0; i < children.Count; i++)
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if (children[i] != null)
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if (children[i].hostTm != null)
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Destroy (children[i].hostTm.gameObject);
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}
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/// /////////////////////////////////////////////////////////
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/// Create common
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/// /////////////////////////////////////////////////////////
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// Create single debris particle system
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public void CreateDebris(RayfireDebris scr, MeshFilter emitMeshFilter, int emitMatIndex, ParticleSystem ps)
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{
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// Set main module
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RFParticles.SetMain(ps.main, scr.emission.lifeMin, scr.emission.lifeMax, scr.emission.sizeMin, scr.emission.sizeMax,
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scr.dynamic.gravityMin, scr.dynamic.gravityMax, scr.dynamic.speedMin, scr.dynamic.speedMax,
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3.1f, scr.limitations.maxParticles, scr.emission.duration);
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// Emission over distance
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RFParticles.SetEmission(ps.emission, scr.emission.distanceRate, scr.amountFinal);
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// Emission from mesh or from impact point
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if (emitMeshFilter != null)
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RFParticles.SetShapeMesh(ps.shape, emitMeshFilter.sharedMesh, emitMatIndex, emitMeshFilter.transform.localScale);
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else
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RFParticles.SetShapeObject(ps.shape);
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// Inherit velocity
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RFParticles.SetVelocity(ps.inheritVelocity, scr.dynamic);
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// Size over lifetime
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RFParticles.SetSizeOverLifeTime(ps.sizeOverLifetime, scr.refScale);
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// Rotation by speed
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RFParticles.SetRotationBySpeed(ps.rotationBySpeed, scr.dynamic.rotationSpeed);
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// Collision
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RFParticles.SetCollisionDebris(ps.collision, scr.collision);
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// Noise
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RFParticles.SetNoise (ps.noise, scr.noise);
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// Renderer
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SetParticleRendererDebris(ps.GetComponent<ParticleSystemRenderer>(), scr);
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// Start playing
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ps.Play();
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}
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/// /////////////////////////////////////////////////////////
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/// Renderer
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/// /////////////////////////////////////////////////////////
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// Set renderer
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void SetParticleRendererDebris (ParticleSystemRenderer rend, RayfireDebris scr)
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{
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// Common vars
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rend.renderMode = ParticleSystemRenderMode.Mesh;
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rend.alignment = ParticleSystemRenderSpace.World;
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// Set predefined meshes
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if (scr.debrisMeshList.Count > 0)
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{
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if (scr.debrisMeshList.Count <= 4)
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{
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rend.SetMeshes (scr.debrisMeshList.ToArray());
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rend.mesh = scr.debrisMeshList[0];
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}
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else
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{
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List<Mesh> newList = new List<Mesh>();
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for (int i = 0; i < 4; i++)
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newList.Add (scr.debrisMeshList[Random.Range (0, scr.debrisMeshList.Count)]);
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rend.SetMeshes (newList.ToArray());
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rend.mesh = newList[0];
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}
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}
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// Set material
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rend.sharedMaterial = scr.debrisMaterial;
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// Shadow casting
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rend.shadowCastingMode = scr.rendering.castShadows == true
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? UnityEngine.Rendering.ShadowCastingMode.On
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: UnityEngine.Rendering.ShadowCastingMode.Off;
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// Shadow receiving
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rend.receiveShadows = scr.rendering.receiveShadows;
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// Light probes
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rend.lightProbeUsage = scr.rendering.lightProbes;
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}
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// Get reference meshes
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void SetReferenceMeshes(GameObject refs)
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{
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// Local lists
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debrisMeshList = new List<Mesh>();
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// No reference. Use own mesh
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if (refs == null)
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{
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Debug.Log ("RayFire Debris: " + gameObject.name + ": Debris reference not defined.", gameObject);
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return;
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}
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// Local lists
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List<MeshFilter> mfs = new List<MeshFilter>();
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// Add local mf
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MeshFilter meshFilter = refs.GetComponent<MeshFilter>();
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if (meshFilter != null)
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mfs.Add (meshFilter);
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// Add children mf
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if (refs.transform.childCount > 0)
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mfs.AddRange (refs.GetComponentsInChildren<MeshFilter>().ToList());
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// No mesh filters
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if (mfs.Count == 0)
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{
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Debug.Log ("RayFire Debris: " + gameObject.name + ": Debris reference mesh is not defined.", gameObject);
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return;
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}
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// Get all meshes
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debrisMeshList = (from mf in mfs where mf.sharedMesh != null && mf.sharedMesh.vertexCount > 3 select mf.sharedMesh).ToList();
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// No meshes. Use own mesh
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if (debrisMeshList.Count == 0)
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{
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Debug.Log ("RayFire Debris: " + gameObject.name + ": Debris reference mesh is not defined.", gameObject);
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return;
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}
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// Set debris material
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SetDebrisMaterial (mfs);
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// Set scale
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refScale = mfs[0].transform.lossyScale;
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initialized = true;
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}
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// Set debris material
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void SetDebrisMaterial(List<MeshFilter> mfs)
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{
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// Already defined
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if (debrisMaterial != null)
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return;
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Renderer rend;
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for (int i = 0; i < mfs.Count; i++)
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{
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rend = mfs[i].GetComponent<Renderer>();
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if (rend != null)
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{
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if (rend.sharedMaterial != null)
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{
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debrisMaterial = rend.sharedMaterial;
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return;
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}
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}
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}
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// Set original object material
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if (debrisMaterial == null)
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debrisMaterial = GetComponent<Renderer>().sharedMaterial;
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}
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public bool HasChildren { get { return children != null && children.Count > 0; } }
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}
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}
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