chenxin
2020-10-27 38136a34de9aa36bf15ec7471abd56e2cba6c26f
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace GAP_ParticleSystemController{
 
    [System.Serializable]
    public class ParticleSystemOriginalSettings
    {
        public SerializableMinMaxGradient _startColor;
        public SerializableMinMaxGradient _colorOverLifetimeC;
        public SerializableMinMaxCurve _startSize;
        public SerializableMinMaxCurve _startSizeX;
        public SerializableMinMaxCurve _startSizeY;
        public SerializableMinMaxCurve _startSizeZ;
        public SerializableMinMaxCurve _startSpeed;
        public SerializableMinMaxCurve _startDelay;
        public SerializableMinMaxCurve _startLifetime;
        public SerializableMinMaxCurve _velocityOverLifetimeX;
        public SerializableMinMaxCurve _velocityOverLifetimeY;
        public SerializableMinMaxCurve _velocityOverLifetimeZ;
        public SerializableVector3 _localPosition;
        public SerializableGradient _trailGradient;
        public float _duration;
        public float _shapeRadius;
        public float _trailWidthMultiplier;
        public float _trailTime;
        public bool _active;
        public bool _loop;
        public bool _prewarm;
    }
 
    [ExecuteInEditMode]
    public class ParticleSystemController : MonoBehaviour {
 
        public float size = 1;
        public float speed = 1;
        public float duration = 1;
        public bool loop;
        public bool prewarm;
        public bool lights;
        public bool trails;
        public bool changeColor;
        public Color newMaxColor = new Color (0,0,0,1);
        public Color newMinColor = new Color (0,0,0,1);
        public List<GameObject> ParticleSystems = new List<GameObject>();
        public List<bool> ActiveParticleSystems = new List<bool>();
 
        private List<ParticleSystemOriginalSettings> psOriginalSettingsList = new List<ParticleSystemOriginalSettings> ();
 
        public void UpdateParticleSystem(){
            //Enables or Disbales Particle Systems you choose in inspector
            for(int i = 0; i< ParticleSystems.Count; i++){
                if (ActiveParticleSystems.Count == ParticleSystems.Count) {
                    if (ActiveParticleSystems [i] == true)
                        ParticleSystems [i].SetActive (true);
                    else
                        ParticleSystems [i].SetActive (false);
                } else {
                    Debug.Log ("Make sure the ActiveParticleSystems list has the same amount as the ParticleSystems list.");
                    return;
                }
            }
 
            if (ParticleSystems.Count > 0) {
                for (int i = 0; i < ParticleSystems.Count; i ++) {
                    var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
                    if (ps != null) {
                        var main = ps.main;
                        var shape = ps.shape;
                        var psLights = ps.lights;
                        var psTrails = ps.trails;
                        var colorOverLifetime = ps.colorOverLifetime;
                        var colorOverLifetimeC = colorOverLifetime.color;
                        var startColor = main.startColor;
                        var startSize = main.startSize;
                        var startSizeX = main.startSizeX;
                        var startSizeY = main.startSizeY;
                        var startSizeZ = main.startSizeZ;
                        var startSpeed = main.startSpeed;
                        var startDelay = main.startDelay;
                        var startLifetime = main.startLifetime;
                        var velocityOverLifetime = ps.velocityOverLifetime;
                        var velocityOverLifetimeX = velocityOverLifetime.x;
                        var velocityOverLifetimeY = velocityOverLifetime.y;
                        var velocityOverLifetimeZ = velocityOverLifetime.z;
                        var localPos = ParticleSystems [i].transform.localPosition;
 
                        //KEEP ORIGINAL VALUES
                        if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {                                
                            ParticleSystemOriginalSettings psOriginalSettings =    new ParticleSystemOriginalSettings () {
                                _startColor = new SerializableMinMaxGradient (startColor),
                                _colorOverLifetimeC = new SerializableMinMaxGradient (colorOverLifetimeC),
                                _startSize = new SerializableMinMaxCurve (startSize),
                                _startSizeX = new SerializableMinMaxCurve (startSizeX),
                                _startSizeY = new SerializableMinMaxCurve (startSizeY),
                                _startSizeZ = new SerializableMinMaxCurve (startSizeZ),
                                _startSpeed = new SerializableMinMaxCurve (startSpeed),
                                _startDelay = new SerializableMinMaxCurve (startDelay),
                                _startLifetime = new SerializableMinMaxCurve (startLifetime),
                                _velocityOverLifetimeX = new SerializableMinMaxCurve (velocityOverLifetimeX),
                                _velocityOverLifetimeY = new SerializableMinMaxCurve (velocityOverLifetimeY),
                                _velocityOverLifetimeZ = new SerializableMinMaxCurve (velocityOverLifetimeZ),
                                _localPosition = new SerializableVector3 (ParticleSystems [i].transform.localPosition),
                                _duration = main.duration,
                                _shapeRadius = shape.radius,
                                _active = ps.gameObject.activeSelf,
                                _loop = main.loop,
                                _prewarm = main.prewarm
                            };
                            psOriginalSettingsList.Add (psOriginalSettings);
                        } else {
                            List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
                            listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
 
                            startColor = listOriginalSettings [i]._startColor.GetMinMaxGradient();
                            colorOverLifetimeC = listOriginalSettings [i]._colorOverLifetimeC.GetMinMaxGradient();
                            startSize = listOriginalSettings [i]._startSize.GetMinMaxCurve();
                            startSizeX = listOriginalSettings [i]._startSizeX.GetMinMaxCurve();
                            startSizeY = listOriginalSettings [i]._startSizeY.GetMinMaxCurve();
                            startSizeZ = listOriginalSettings [i]._startSizeZ.GetMinMaxCurve();
                            startSpeed = listOriginalSettings [i]._startSpeed.GetMinMaxCurve();
                            startDelay = listOriginalSettings [i]._startDelay.GetMinMaxCurve();
                            startLifetime = listOriginalSettings [i]._startLifetime.GetMinMaxCurve();
                            velocityOverLifetimeX = listOriginalSettings [i]._velocityOverLifetimeX.GetMinMaxCurve ();
                            velocityOverLifetimeY = listOriginalSettings [i]._velocityOverLifetimeY.GetMinMaxCurve ();
                            velocityOverLifetimeZ = listOriginalSettings [i]._velocityOverLifetimeZ.GetMinMaxCurve ();
                            localPos = listOriginalSettings [i]._localPosition.GetVector3();
                            main.duration = listOriginalSettings [i]._duration;
                            shape.radius = listOriginalSettings [i]._shapeRadius;
                            ps.gameObject.SetActive (listOriginalSettings [i]._active);
                            loop = listOriginalSettings [i]._loop;
                            prewarm = listOriginalSettings [i]._prewarm;
                        }
 
                        //LOOP
                        main.loop = loop;
 
                        //PREWARM
                        main.prewarm = prewarm;
 
                        //LIGHTS
                        if (!lights && psLights.enabled)
                            psLights.enabled = false;                
 
                        //TRAILS
                        if (!trails && psTrails.enabled)
                            psTrails.enabled = false;    
 
                        //POSITION
                        if (i > 0) {
                            if (localPos.x != 0 || localPos.y != 0 || localPos.z != 0) {                        
                                localPos.x *= size;
                                localPos.y *= size;
                                localPos.z *= size;
                                ParticleSystems [i].transform.localPosition = localPos;
                            }
                        }    
 
                        //DURATION
                        if(duration != 1){
                            main.duration *= duration;
                        }
                        
                        //SIZE
                        if (main.startSize3D) {
                            if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
                                startSizeX.constantMax *= size;
                                startSizeX.constantMin *= size;
 
                                startSizeY.constantMax *= size;
                                startSizeY.constantMin *= size;
 
                                startSizeZ.constantMax *= size;
                                startSizeZ.constantMin *= size;
                            } else {
                                startSizeX.constant *= size;
                                startSizeY.constant *= size;
                                startSizeZ.constant *= size;
                            }
                            main.startSizeX = startSizeX;
                            main.startSizeY = startSizeY;
                            main.startSizeZ = startSizeZ;
                        } else {
                            if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
                                startSize.constantMax *= size;
                                startSize.constantMin *= size;
                            } else {
                                startSize.constant *= size;
                            }
                            main.startSize = startSize;
                        }
 
                        //START_SPEED (affected by size)
                        if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants) {
                            startSpeed.constantMax *= size;
                            startSpeed.constantMin *= size;
                            main.startSpeed = startSpeed;
                        } else {
                            startSpeed.constant *= size;
                            main.startSpeed = startSpeed;
                        }
 
                        //START_SPEED (affected by speed)
                        if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants) {
                            startSpeed.constantMax *= speed;
                            startSpeed.constantMin *= speed;
                            main.startSpeed = startSpeed;
                        } else {
                            startSpeed.constant *= speed;
                            main.startSpeed = startSpeed;
                        }
 
                        //LIFETIME
                        if (main.startLifetime.mode == ParticleSystemCurveMode.TwoConstants) {
                            startLifetime.constantMax *= 1 / speed;
                            startLifetime.constantMin *= 1 / speed;
                            main.startLifetime = startLifetime;
                        } else {
                            startLifetime.constant *= 1 / speed;
                            main.startLifetime = startLifetime;
                        }
 
                        //START_DELAY
                        if (startDelay.mode == ParticleSystemCurveMode.TwoConstants) {
                            startDelay.constantMax *= 1 / speed;
                            startDelay.constantMin *= 1 / speed;
                            main.startDelay = startDelay;
                        } else {
                            startDelay.constant *= 1 / speed;
                            main.startDelay = startDelay;
                        }
 
                        //VELOCITY OVERLIFETIME
                        if(velocityOverLifetime.enabled){
                            float amount = 1;
                            if(size != 1)
                                amount = size;
                            if(speed != 1)
                                amount = speed;
                            if(size != 1 && speed != 1) 
                                amount = (size + speed)/2;
                            
                            if (velocityOverLifetime.x.mode == ParticleSystemCurveMode.TwoConstants) {                                
                                velocityOverLifetimeX.constantMax *= amount;
                                velocityOverLifetimeX.constantMin *= amount;
 
                                velocityOverLifetimeY.constantMax *= amount;
                                velocityOverLifetimeY.constantMin *= amount;
 
                                velocityOverLifetimeZ.constantMax *= amount;
                                velocityOverLifetimeZ.constantMin *= amount;
                            } else {
                                velocityOverLifetimeX.constant *= amount;
                                velocityOverLifetimeY.constant *= amount;
                                velocityOverLifetimeZ.constant *= amount;
                            }
                            velocityOverLifetime.x = velocityOverLifetimeX;
                            velocityOverLifetime.y = velocityOverLifetimeY;
                            velocityOverLifetime.z = velocityOverLifetimeZ;
                        }
 
                        //RADIUS
                        if (shape.enabled) {
                            shape.radius *= size;
                        }
 
                        //COLOR
                        if (changeColor) {
                            if (main.startColor.mode == ParticleSystemGradientMode.Color) {
                                startColor.color = ChangeHUE (startColor.color, newMaxColor);
                                main.startColor = startColor;
                            }
                            if (main.startColor.mode == ParticleSystemGradientMode.TwoColors) {
                                startColor.colorMax = ChangeHUE (startColor.colorMax, newMaxColor);
                                startColor.colorMin = ChangeHUE (startColor.colorMin, newMinColor);
                                main.startColor = startColor;
                            } 
                            if (main.startColor.mode == ParticleSystemGradientMode.Gradient) {
                                startColor.gradient = ChangeGradientColor (startColor.gradient, newMaxColor);
                                main.startColor = startColor;
                            } 
                            if (main.startColor.mode == ParticleSystemGradientMode.TwoGradients) {
                                startColor.gradientMax = ChangeGradientColor (startColor.gradientMax, newMaxColor);
                                startColor.gradientMin = ChangeGradientColor (startColor.gradientMin, newMinColor);
                                main.startColor = startColor;
                            } 
 
                            //COLOR OVERLIFETIME
                            if (colorOverLifetime.enabled) {
                                if (colorOverLifetime.color.mode == ParticleSystemGradientMode.Gradient) {                            
                                    colorOverLifetimeC.gradient = ChangeGradientColor (colorOverLifetimeC.gradient, newMaxColor);
                                }
                                if (colorOverLifetime.color.mode == ParticleSystemGradientMode.TwoGradients) {
                                    colorOverLifetimeC.gradientMax = ChangeGradientColor (colorOverLifetimeC.gradientMax, newMaxColor);
                                    colorOverLifetimeC.gradientMin = ChangeGradientColor (colorOverLifetimeC.gradientMin, newMinColor);
                                }
                                colorOverLifetime.color = colorOverLifetimeC;
                            }
                        }
                    } else {
                        //TRAIL RENDERER
                        var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
                        if (trail != null) {
                            if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {        
                                ParticleSystemOriginalSettings psOriginalSettings =    new ParticleSystemOriginalSettings {
                                    _trailGradient = new SerializableGradient (trail.colorGradient),
                                    _localPosition = new SerializableVector3 (trail.transform.localPosition),
                                    _trailWidthMultiplier = trail.widthMultiplier,
                                    _trailTime = trail.time
                                };
                                psOriginalSettingsList.Add (psOriginalSettings);
                            } else {
                                List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
                                listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
 
                                trail.colorGradient = listOriginalSettings [i]._trailGradient.GetGradient();
                                trail.transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
                                trail.widthMultiplier = listOriginalSettings [i]._trailWidthMultiplier;
                                trail.time = listOriginalSettings [i]._trailTime;
                            }
                            trail.colorGradient = ChangeGradientColor (trail.colorGradient, newMaxColor);
                            trail.widthMultiplier *= size;
 
                            float amount = 1;
                            if(size != 1)
                                amount = size;
                            if(speed != 1)
                                amount = speed;
                            if(size != 1 && speed != 1) 
                                amount = (size + speed)/2;
                            if(amount > 1)
                                trail.time *= 1 / amount;
                            else
                                trail.time *= amount;
                        }
                    }
                }
                if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {        
                    SaveParticleSystemScript.SaveVFX (gameObject, psOriginalSettingsList);
                }
            }
            else
                Debug.Log("No Particle Systems added to the Particle Systems list");
        }
 
        public void ResetParticleSystem (){
 
            List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
            listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
 
            if (listOriginalSettings != null) {
                for (int i = 0; i < ParticleSystems.Count; i++) {
                    var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
                    if (ps != null) {
                        var main = ps.main;
                        var shape = ps.shape;
                        var colorOverLifetime = ps.colorOverLifetime;
                        var velocityOverLifetime = ps.velocityOverLifetime;
                        main.startColor = listOriginalSettings [i]._startColor.GetMinMaxGradient ();
                        colorOverLifetime.color = listOriginalSettings [i]._colorOverLifetimeC.GetMinMaxGradient ();
                        main.startSize = listOriginalSettings [i]._startSize.GetMinMaxCurve ();
                        main.startSizeX = listOriginalSettings [i]._startSizeX.GetMinMaxCurve ();
                        main.startSizeY = listOriginalSettings [i]._startSizeY.GetMinMaxCurve ();
                        main.startSizeZ = listOriginalSettings [i]._startSizeZ.GetMinMaxCurve ();
                        main.startSpeed = listOriginalSettings [i]._startSpeed.GetMinMaxCurve ();
                        main.startDelay = listOriginalSettings [i]._startDelay.GetMinMaxCurve ();
                        main.startLifetime = listOriginalSettings [i]._startLifetime.GetMinMaxCurve ();
                        velocityOverLifetime.x = listOriginalSettings [i]._velocityOverLifetimeX.GetMinMaxCurve ();
                        velocityOverLifetime.y = listOriginalSettings [i]._velocityOverLifetimeY.GetMinMaxCurve ();
                        velocityOverLifetime.z = listOriginalSettings [i]._velocityOverLifetimeZ.GetMinMaxCurve ();
                        ParticleSystems [i].transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
                        main.duration = listOriginalSettings [i]._duration;
                        shape.radius = listOriginalSettings [i]._shapeRadius;
                        ps.gameObject.SetActive (listOriginalSettings [i]._active);
                        main.loop = listOriginalSettings [i]._loop;
                        main.prewarm = listOriginalSettings [i]._prewarm;
                    } else {
                        var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
                        if (trail != null) {                        
                            trail.colorGradient = listOriginalSettings [i]._trailGradient.GetGradient ();
                            trail.widthMultiplier = listOriginalSettings [i]._trailWidthMultiplier;
                            trail.time = listOriginalSettings [i]._trailTime;
                            ParticleSystems [i].transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
                        }
                    }
                }
                Debug.Log ( gameObject.name + " reseted to default.");
            }
        }
 
        public Color ChangeHUE (Color oldColor, Color newColor){
            float newHue;
            float newSaturation;
            float newValue;
            float oldHue;
            float oldSaturation;
            float oldValue;
            float originalAlpha = oldColor.a;
            Color.RGBToHSV (newColor, out newHue, out newSaturation, out newValue); 
            Color.RGBToHSV (oldColor, out oldHue, out oldSaturation, out oldValue); 
            var updatedColor = Color.HSVToRGB (newHue, oldSaturation, oldValue);
            updatedColor.a = originalAlpha;
            return updatedColor;
        }
 
        public Gradient ChangeGradientColor (Gradient oldGradient, Color newColor){
            GradientColorKey[] colorKeys = new GradientColorKey[oldGradient.colorKeys.Length];
            for(int j = 0; j < oldGradient.colorKeys.Length; j++){
                colorKeys [j].time = oldGradient.colorKeys [j].time;
                colorKeys [j].color = ChangeHUE (oldGradient.colorKeys[j].color, newColor);
            }
            oldGradient.SetKeys (colorKeys, oldGradient.alphaKeys);
            return oldGradient;
        }        
 
        public void FillLists (){
            if (ParticleSystems.Count == 0) {
                var ps = GetComponent<ParticleSystem> ();
                var trail = GetComponent<TrailRenderer> ();
                if (ps != null || trail != null)
                    ParticleSystems.Add (gameObject);        
 
                AddChildRecurvsively (transform);
 
                for (int i = 0; i < ParticleSystems.Count; i++) {
                    ActiveParticleSystems.Add (true);
                }
            } else {
                Debug.Log ("Lists already have GameObjects. For automatic filling consider emptying the lists and try again.");
            }
        }
 
        public void EmptyLists (){
            ParticleSystems.Clear();
            ActiveParticleSystems.Clear();
        }
 
        void AddChildRecurvsively (Transform transf){
            foreach (Transform t in transf) {
                var child = t.gameObject;
                var psChild = child.GetComponent<ParticleSystem> ();
                var trailChild = child.GetComponent<TrailRenderer> ();
                if (psChild != null || trailChild != null) 
                    ParticleSystems.Add (child);                
                if (child.transform.childCount > 0) 
                    AddChildRecurvsively (child.transform);                
            }
        }
    }
}