From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Runtime/Playables/ParticleControlPlayable.cs | 177 --------------------- 1 file changed, 177 deletions(-) delete mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ParticleControlPlayable.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ParticleControlPlayable.cs') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ParticleControlPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ParticleControlPlayable.cs deleted file mode 100644 index a513d7c..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ParticleControlPlayable.cs +++ /dev/null @@ -1,177 +0,0 @@ -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; - } - } -} -- cgit v1.2.3