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118 行
4.1 KiB
118 行
4.1 KiB
//MultiPosOrientedParameterBinder
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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using UnityEngine.VFX;
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namespace UnityEngine.VFX.Utility
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{
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[AddComponentMenu("VFX/Utilities/Parameters/VFX Multiple Position (Oriented) Binder")]
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[VFXBinder("Point Cache/Multiple Position (Oriented) Binder")]
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public class MultiPosOrientedParameterBinder : VFXBinderBase
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{
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[VFXPropertyBinding("UnityEngine.Texture2D"), FormerlySerializedAs("PositionMapParameter")]
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public ExposedProperty PositionMapProperty = "PositionMap";
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[VFXPropertyBinding("UnityEngine.Texture2D"), FormerlySerializedAs("DirectionMapParameter")]
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public ExposedProperty DirectionMapProperty = "DirectionMap";
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[VFXPropertyBinding("System.Int32"), FormerlySerializedAs("PositionCountParameter")]
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public ExposedProperty PositionCountProperty = "PositionCount";
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public Transform[] Targets;
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public bool EveryFrame = false;
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public enum DirectionAxis { X, Y, Z }
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public DirectionAxis Axis = DirectionAxis.Y;
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private Texture2D positionMap;
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private Texture2D directionMap;
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private int count = 0;
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protected override void OnEnable()
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{
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base.OnEnable();
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UpdateTextures();
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}
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public override bool IsValid(VisualEffect component)
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{
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return Targets != null &&
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component.HasTexture(PositionMapProperty) &&
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component.HasTexture(DirectionMapProperty) &&
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component.HasInt(PositionCountProperty);
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}
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public override void UpdateBinding(VisualEffect component)
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{
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if (EveryFrame || Application.isEditor)
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UpdateTextures();
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component.SetTexture(PositionMapProperty, positionMap);
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component.SetTexture(DirectionMapProperty, directionMap);
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component.SetInt(PositionCountProperty, count);
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}
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void UpdateTextures()
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{
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if (Targets == null || Targets.Length == 0)
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return;
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var candidates = new List<Transform>();
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foreach (var obj in Targets)
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{
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if (obj != null)
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candidates.Add(obj.transform);
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}
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count = candidates.Count;
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if (positionMap == null || positionMap.width != count)
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{
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positionMap = new Texture2D(count, 1, TextureFormat.RGBAFloat, false);
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directionMap = new Texture2D(count, 1, TextureFormat.RGBAHalf, false);
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}
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List<Color> positions = new List<Color>();
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List<Color> directions = new List<Color>();
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foreach (var transform in candidates)
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{
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var pos = transform.position;
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Vector3 dir;
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switch(Axis)
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{
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default:
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case DirectionAxis.X:
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dir = transform.right;
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break;
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case DirectionAxis.Y:
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dir = transform.up;
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break;
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case DirectionAxis.Z:
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dir = transform.forward;
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break;
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}
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positions.Add(new Color(pos.x, pos.y, pos.z));
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directions.Add(new Color(dir.x, dir.y, dir.z));
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}
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positionMap.name = gameObject.name + "_PositionMap";
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positionMap.filterMode = FilterMode.Point;
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positionMap.wrapMode = TextureWrapMode.Repeat;
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positionMap.SetPixels(positions.ToArray(), 0);
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positionMap.Apply();
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directionMap.name = gameObject.name + "_DirectionMap";
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directionMap.filterMode = FilterMode.Point;
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directionMap.wrapMode = TextureWrapMode.Repeat;
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directionMap.SetPixels(directions.ToArray(), 0);
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directionMap.Apply();
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}
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public override string ToString()
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{
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return string.Format("Multiple Position (Oriented) Binder ({0} objects)", count);
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}
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}
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}
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