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using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
public enum EffectPlayTypes
{
//None 이펙트의 경우는 이펙트 관리 대상에서 제외.
None = 0,
Oneshot,
Loop,
}
public static class TransformEx
{
public static void DoRecursively(this Transform root, System.Action<Transform> action, bool containMe = true)
{
if (containMe)
action(root);
foreach (Transform child in root)
child.DoRecursively(action);
}
}
public struct PlayEffectInfo
{
public int dbId { get; set; }
public string path { get; set; }
public Transform rootTr { get; set; }
public bool bAttached { get; set; }
public Vector3 posOffset { get; set; }
public Vector3 rot { get; set; }
public Vector3 scale { get; set; }
public EffectPlayTypes playEffectType { get; set; }
public bool bUIEffect { get; set; }
public PlayEffectInfo(string path, EffectPlayTypes type, Transform rootTr, Vector3 posOffset, Vector3 rot, Vector3 scale, int dbId = 0, bool bAttached = false, bool bUIEffect = false)
{
this.path = path;
this.playEffectType = type;
this.rootTr = rootTr;
this.rot = rot;
this.scale = scale;
this.dbId = dbId;
this.bAttached = bAttached;
this.posOffset = posOffset;
this.bUIEffect = bUIEffect;
}
}
#if UNITY_EDITOR
[ExecuteInEditMode]
#endif
public class FxClear : MonoBehaviour
{
[SerializeField]
public float ClearTime = 2f;
private EffectPlayTypes m_EffectPlayType = EffectPlayTypes.None;
/// <summary>
/// 이름만 root. effect Tr 싱크 위해 사용.
/// </summary>
private Transform m_rootTr = null;
private float m_curTime = 0.0f;
//private bool m_bExistTr = false;
private bool m_bAttached = false;
private Vector3 m_offset = Vector3.zero;
private Vector3 m_rot = Vector3.zero;
private Vector3 m_scale = Vector3.zero;
private int m_ownerDbId = 0;
public int ownerDbId
{
get
{
return m_ownerDbId;
}
}
private bool m_bUIEffect = false;
#if UNITY_EDITOR
private double m_prevTime = 0.0f;
private float m_removeWaitTime = 0.0f;
private bool m_runInEditor = false;
private bool m_destroyRequested = false;
private List<ParticleSystem> m_Particles = null;
public bool RunInEditor
{
get
{
return m_runInEditor;
}
set
{
m_runInEditor = value;
}
}
#endif
private void Awake()
{
// 0 이면 무한 루프로 삭제하지 않게 사용하기로 그래픽과 합의함 - 해당 룰 그대로 가져옴(FxClear에서)
if (ClearTime <= float.Epsilon)
m_EffectPlayType = EffectPlayTypes.Loop;
}
private void Start()
{
#if UNITY_EDITOR
if (m_runInEditor)
{
UnityEditor.EditorApplication.update += Update;
m_prevTime = UnityEditor.EditorApplication.timeSinceStartup;
return;
}
#endif
}
private void OnDestroy()
{
Release();
#if UNITY_EDITOR
if (m_runInEditor)
{
if (m_Particles != null)
{
m_Particles.Clear();
m_Particles = null;
}
}
#endif
}
public void Initialize(PlayEffectInfo info)
{
m_EffectPlayType = info.playEffectType;
//m_bExistTr = info.rootTr != null;
m_rootTr = info.rootTr;
m_curTime = 0.0f;
m_offset = info.posOffset;
m_rot = info.rot;
m_scale = info.scale;
m_bAttached = info.bAttached;
m_ownerDbId = info.dbId;
m_bUIEffect = info.bUIEffect;
#if UNITY_EDITOR
if (m_runInEditor)
{
if (m_Particles == null)
{
m_Particles = new List<ParticleSystem>();
transform.DoRecursively(x =>
{
ParticleSystem sys = x.GetComponent<ParticleSystem>();
if (sys != null)
{
m_Particles.Add(sys);
sys.Stop();
}
});
}
}
#endif
SyncTr();
gameObject.SetActive(true);
}
public void Release()
{
m_rootTr = null;
m_ownerDbId = 0;
m_curTime = 0.0f;
//m_bExistTr = false;
m_bAttached = false;
m_offset = Vector3.zero;
m_rot = Vector3.zero;
m_scale = Vector3.zero;
m_bUIEffect = false;
#if UNITY_EDITOR
m_removeWaitTime = 0.0f;
#endif
}
private void SyncTr()
{
#if UNITY_EDITOR
if (transform == null || transform.gameObject == null)
return;
if (m_runInEditor)
{
if (m_rootTr == null)
{
transform.position = m_offset;
}
else
{
transform.localRotation = m_rootTr.rotation;
if (m_bAttached)
{
transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
}
else
{
transform.position = m_rootTr.position - (m_rootTr.rotation * m_offset);
}
}
}
else
{
if (m_rootTr == null)
{
transform.position = m_offset;
}
else
{
if (m_bAttached)
{
transform.localRotation = m_rootTr.rotation;// * Quaternion.LookRotation(Vector3.back);
}
else
{
transform.localRotation = m_rootTr.rotation * Quaternion.LookRotation(Vector3.back);
}
transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
}
}
#else
if (m_rootTr == null)
{
transform.position = m_offset;
}
else
{
if (m_bAttached)
{
transform.localRotation = m_rootTr.rotation;// * Quaternion.LookRotation(Vector3.back);
}
else
{
transform.localRotation = m_rootTr.rotation * Quaternion.LookRotation(Vector3.back);
}
transform.position = m_rootTr.position + (m_rootTr.rotation * m_offset);
}
#endif
#if UNITY_EDITOR
if (m_runInEditor == false && m_bAttached && m_rootTr != null)
{
transform.SetParent(m_rootTr);
if (m_bUIEffect)
{
transform.localPosition = m_offset;
}
}
#else
if (m_bAttached && m_rootTr != null)
{
transform.SetParent(m_rootTr);
if (m_bUIEffect)
{
transform.localPosition = m_offset;
}
}
#endif
if (m_rot != Vector3.zero)
{
transform.rotation = Quaternion.Euler(m_rot.x, m_rot.y, m_rot.z);
}
if (m_scale != Vector3.zero)
{
transform.localScale = m_scale;
}
}
public void Restore()
{
if (m_EffectPlayType == EffectPlayTypes.None)
{
DestroyImmediate(this.gameObject);
return;
}
//EffectManager.Instance.RestoreEffect(this);
}
#if UNITY_EDITOR
private void UpdateInEditMode()
{
if (!m_destroyRequested)
{
double timeDelta = UnityEditor.EditorApplication.timeSinceStartup - m_prevTime;
m_prevTime = UnityEditor.EditorApplication.timeSinceStartup;
if (m_removeWaitTime <= 0.0f) // 순서 관계..
{
if (ClearTime > 0.0f)
{
if (ClearTime < m_curTime)
{
List<Object> selectBuffer = new List<Object>();
if (m_Particles != null)
{
for (int i = 0; i < m_Particles.Count; i++)
{
m_Particles[i].Stop();
m_Particles[i].gameObject.SetActive(false);
}
Object[] selectedObjects = UnityEditor.Selection.objects;
for (int i = 0; i < selectedObjects.Length; i++)
{
if (m_Particles.Find(e => e.gameObject.GetInstanceID() == selectedObjects[i].GetInstanceID()) == null)
{
selectBuffer.Add(m_Particles[i]);
}
}
UnityEditor.Selection.objects = selectBuffer.ToArray();
if (UnityEditor.Selection.selectionChanged != null)
{
UnityEditor.Selection.selectionChanged();
}
}
m_removeWaitTime = 1.0f;
}
else
{
if (m_Particles != null)
{
for (int i = 0; i < m_Particles.Count; i++)
{
m_Particles[i].Simulate(m_curTime);
}
}
}
}
}
else
{
m_removeWaitTime -= (float)timeDelta;
if (m_removeWaitTime < 0.0f)
{
transform.parent = null;
UnityEditor.EditorApplication.update -= Update;
DestroyImmediate(gameObject);
m_destroyRequested = true;
return;
}
}
SyncTr();
}
}
#endif
private void Update()
{
m_curTime += Time.unscaledDeltaTime;
#if UNITY_EDITOR
if (m_runInEditor)
{
UpdateInEditMode();
return;
}
#endif
if (m_EffectPlayType != EffectPlayTypes.Loop && m_curTime >= ClearTime)
{
Restore();
return;
}
//rootTr이 애초에 비어있으면 싱크 맞춰줄 필요 없음. - EffectMgr 통해서 관리되지 않는 이펙트.
//if (m_bExistTr == false)
// return;
//
//if (m_rootTr == null || m_rootTr.gameObject.activeInHierarchy == false)
//{
// Restore();
// return;
//}
//
//if (m_bAttached == false)
//{
// return;
//}
//
//SyncTr();
}
}
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