using System; using UnityEngine.Playables; namespace UnityEngine.Timeline { /// /// Playable that synchronizes a particle system simulation. /// public class ParticleControlPlayable : PlayableBehaviour { const float kUnsetTime = -1; float m_LastTime = kUnsetTime; uint m_RandomSeed = 1; // particleSystem.time can not be relied on for an accurate time. It does not advance until a delta threshold is reached(fixedUpdate) and until the start delay has elapsed. float m_SystemTime; /// /// Creates a Playable with a ParticleControlPlayable behaviour attached /// /// The PlayableGraph to inject the Playable into. /// The particle systtem to control /// A random seed to use for particle simulation /// Returns the created Playable. public static ScriptPlayable Create(PlayableGraph graph, ParticleSystem component, uint randomSeed) { if (component == null) return ScriptPlayable.Null; var handle = ScriptPlayable.Create(graph); handle.GetBehaviour().Initialize(component, randomSeed); return handle; } /// /// The particle system to control /// public ParticleSystem particleSystem { get; private set; } /// /// Initializes the behaviour with a particle system and random seed. /// /// /// public void Initialize(ParticleSystem ps, uint randomSeed) { m_RandomSeed = Math.Max(1, randomSeed); particleSystem = ps; m_SystemTime = 0; SetRandomSeed(); #if UNITY_EDITOR if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(ps)) UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; #endif } #if UNITY_EDITOR /// /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. /// /// The playable this behaviour is attached to. 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_LastTime = kUnsetTime; } #endif void SetRandomSeed() { particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); var systems = particleSystem.gameObject.GetComponentsInChildren(); uint seed = m_RandomSeed; foreach (var ps in systems) { // don't overwrite user set random seeds if (ps.useAutoRandomSeed) { ps.useAutoRandomSeed = false; ps.randomSeed = seed; seed++; } } } /// /// This function is called during the PrepareFrame phase of the PlayableGraph. /// /// The Playable that owns the current PlayableBehaviour. /// A FrameData structure that contains information about the current frame context. public override void PrepareFrame(Playable playable, FrameData data) { if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy) return; float localTime = (float)playable.GetTime(); bool shouldUpdate = Mathf.Approximately(m_LastTime, kUnsetTime) || !Mathf.Approximately(m_LastTime, localTime); if (shouldUpdate) { float epsilon = Time.fixedDeltaTime * 0.5f; float simTime = localTime; float expectedDelta = simTime - m_LastTime; // The first iteration includes the start delay. Evaluate(particleSystem.randomSeed) is how the particle system generates the random value internally. float startDelay = particleSystem.main.startDelay.Evaluate(particleSystem.randomSeed); float particleSystemDurationLoop0 = particleSystem.main.duration + startDelay; // The particle system time does not include the start delay so we need to remove this for our own system time. float expectedSystemTime = simTime > particleSystemDurationLoop0 ? m_SystemTime : m_SystemTime - startDelay; // if it's not looping, then the system time won't advance past the end of the duration if (!particleSystem.main.loop) expectedSystemTime = Math.Min(expectedSystemTime, particleSystem.main.duration); // conditions for restart bool restart = (simTime < m_LastTime) || // time went backwards (simTime < epsilon) || // time is set to 0 Mathf.Approximately(m_LastTime, kUnsetTime) || // object disabled (expectedDelta > particleSystem.main.duration) || // large jump (bug workaround) !(Mathf.Abs(expectedSystemTime - particleSystem.time) < Time.maximumParticleDeltaTime); // particle system isn't where we left it if (restart) { // work around for a bug where simulate(simTime, true, true) doesn't work on loops particleSystem.Simulate(0, true, true); particleSystem.Simulate(simTime, true, false); m_SystemTime = simTime; } else { // ps.time will wrap, so we need to account for that in computing delta time float particleSystemDuration = simTime > particleSystemDurationLoop0 ? particleSystem.main.duration : particleSystemDurationLoop0; float fracTime = simTime % particleSystemDuration; float deltaTime = fracTime - m_SystemTime; if (deltaTime < -epsilon) // detect wrapping of ps.time deltaTime = fracTime + particleSystemDurationLoop0 - m_SystemTime; particleSystem.Simulate(deltaTime, true, false); m_SystemTime += deltaTime; } m_LastTime = localTime; } } /// /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. /// /// The Playable that owns the current PlayableBehaviour. /// A FrameData structure that contains information about the current frame context. public override void OnBehaviourPlay(Playable playable, FrameData info) { m_LastTime = kUnsetTime; } /// /// This function is called when the Playable play state is changed to PlayState.Paused. /// /// The playable this behaviour is attached to. /// A FrameData structure that contains information about the current frame context. public override void OnBehaviourPause(Playable playable, FrameData info) { m_LastTime = kUnsetTime; } } }