Keep local version of files

This commit is contained in:
2026-10-08 00:49:10 +05:30
parent 7fa0621ff8
commit 053665c690
7343 changed files with 5470578 additions and 5470528 deletions
@@ -1,3 +1,3 @@
{
"name": "CFXRRuntime"
}
{
"name": "CFXRRuntime"
}
@@ -1,14 +1,14 @@
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@@ -1,287 +1,287 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
public partial class CFXR_Effect : MonoBehaviour
{
[System.Serializable]
public class CameraShake
{
public enum ShakeSpace
{
Screen,
World
}
static public bool editorPreview = true;
//--------------------------------------------------------------------------------------------------------------------------------
public bool enabled = false;
[Space]
public bool useMainCamera = true;
public List<Camera> cameras = new List<Camera>();
[Space]
public float delay = 0.0f;
public float duration = 1.0f;
public ShakeSpace shakeSpace = ShakeSpace.Screen;
public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f);
public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0);
[Space]
[Range(0, 0.1f)] public float shakesDelay = 0;
[System.NonSerialized] public bool isShaking;
Dictionary<Camera, Vector3> camerasPreRenderPosition = new Dictionary<Camera, Vector3>();
Vector3 shakeVector;
float delaysTimer;
//--------------------------------------------------------------------------------------------------------------------------------
// STATIC
// Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender,
// and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent
// screen shake to be active)
static bool s_CallbackRegistered;
static List<CameraShake> s_CameraShakes = new List<CameraShake>();
#if UNITY_2019_1_OR_NEWER
static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPreRenderCamera_Static(cam);
}
static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPostRenderCamera_Static(cam);
}
#endif
static void OnPreRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = 0; i < count; i++)
{
var ss = s_CameraShakes[i];
ss.onPreRenderCamera(cam);
}
}
static void OnPostRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = count-1; i >= 0; i--)
{
var ss = s_CameraShakes[i];
ss.onPostRenderCamera(cam);
}
}
static void RegisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Add(cameraShake);
if (!s_CallbackRegistered)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = true;
}
}
static void UnregisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Remove(cameraShake);
if (s_CallbackRegistered && s_CameraShakes.Count == 0)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = false;
}
}
//--------------------------------------------------------------------------------------------------------------------------------
void onPreRenderCamera(Camera cam)
{
#if UNITY_EDITOR
//add scene view camera if necessary
if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, cam.transform.localPosition);
}
#endif
if (isShaking && camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition[cam] = cam.transform.localPosition;
if (Time.timeScale <= 0) return;
switch (shakeSpace)
{
case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break;
case ShakeSpace.World: cam.transform.localPosition += shakeVector; break;
}
}
}
void onPostRenderCamera(Camera cam)
{
if (camerasPreRenderPosition.ContainsKey(cam))
{
cam.transform.localPosition = camerasPreRenderPosition[cam];
}
}
public void fetchCameras()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
#endif
foreach (var cam in cameras)
{
if (cam == null) continue;
camerasPreRenderPosition.Remove(cam);
}
cameras.Clear();
if (useMainCamera && Camera.main != null)
{
cameras.Add(Camera.main);
}
foreach (var cam in cameras)
{
if (cam == null) continue;
if (!camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, Vector3.zero);
}
}
}
public void StartShake()
{
if (isShaking)
{
StopShake();
}
isShaking = true;
RegisterStaticCallback(this);
}
public void StopShake()
{
isShaking = false;
shakeVector = Vector3.zero;
UnregisterStaticCallback(this);
}
public void animate(float time)
{
#if UNITY_EDITOR
if (!editorPreview && !EditorApplication.isPlaying)
{
shakeVector = Vector3.zero;
return;
}
#endif
float totalDuration = duration + delay;
if (time < totalDuration)
{
if (time < delay)
{
return;
}
if (!isShaking)
{
this.StartShake();
}
// duration of the camera shake
float delta = Mathf.Clamp01(time/totalDuration);
// delay between each camera move
if (shakesDelay > 0)
{
delaysTimer += Time.deltaTime;
if (delaysTimer < shakesDelay)
{
return;
}
else
{
while (delaysTimer >= shakesDelay)
{
delaysTimer -= shakesDelay;
}
}
}
var randomVec = new Vector3(Random.value, Random.value, Random.value);
var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1);
shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER;
}
else if (isShaking)
{
StopShake();
}
}
}
}
}
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
public partial class CFXR_Effect : MonoBehaviour
{
[System.Serializable]
public class CameraShake
{
public enum ShakeSpace
{
Screen,
World
}
static public bool editorPreview = true;
//--------------------------------------------------------------------------------------------------------------------------------
public bool enabled = false;
[Space]
public bool useMainCamera = true;
public List<Camera> cameras = new List<Camera>();
[Space]
public float delay = 0.0f;
public float duration = 1.0f;
public ShakeSpace shakeSpace = ShakeSpace.Screen;
public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f);
public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0);
[Space]
[Range(0, 0.1f)] public float shakesDelay = 0;
[System.NonSerialized] public bool isShaking;
Dictionary<Camera, Vector3> camerasPreRenderPosition = new Dictionary<Camera, Vector3>();
Vector3 shakeVector;
float delaysTimer;
//--------------------------------------------------------------------------------------------------------------------------------
// STATIC
// Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender,
// and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent
// screen shake to be active)
static bool s_CallbackRegistered;
static List<CameraShake> s_CameraShakes = new List<CameraShake>();
#if UNITY_2019_1_OR_NEWER
static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPreRenderCamera_Static(cam);
}
static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPostRenderCamera_Static(cam);
}
#endif
static void OnPreRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = 0; i < count; i++)
{
var ss = s_CameraShakes[i];
ss.onPreRenderCamera(cam);
}
}
static void OnPostRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = count-1; i >= 0; i--)
{
var ss = s_CameraShakes[i];
ss.onPostRenderCamera(cam);
}
}
static void RegisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Add(cameraShake);
if (!s_CallbackRegistered)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = true;
}
}
static void UnregisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Remove(cameraShake);
if (s_CallbackRegistered && s_CameraShakes.Count == 0)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = false;
}
}
//--------------------------------------------------------------------------------------------------------------------------------
void onPreRenderCamera(Camera cam)
{
#if UNITY_EDITOR
//add scene view camera if necessary
if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, cam.transform.localPosition);
}
#endif
if (isShaking && camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition[cam] = cam.transform.localPosition;
if (Time.timeScale <= 0) return;
switch (shakeSpace)
{
case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break;
case ShakeSpace.World: cam.transform.localPosition += shakeVector; break;
}
}
}
void onPostRenderCamera(Camera cam)
{
if (camerasPreRenderPosition.ContainsKey(cam))
{
cam.transform.localPosition = camerasPreRenderPosition[cam];
}
}
public void fetchCameras()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
#endif
foreach (var cam in cameras)
{
if (cam == null) continue;
camerasPreRenderPosition.Remove(cam);
}
cameras.Clear();
if (useMainCamera && Camera.main != null)
{
cameras.Add(Camera.main);
}
foreach (var cam in cameras)
{
if (cam == null) continue;
if (!camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, Vector3.zero);
}
}
}
public void StartShake()
{
if (isShaking)
{
StopShake();
}
isShaking = true;
RegisterStaticCallback(this);
}
public void StopShake()
{
isShaking = false;
shakeVector = Vector3.zero;
UnregisterStaticCallback(this);
}
public void animate(float time)
{
#if UNITY_EDITOR
if (!editorPreview && !EditorApplication.isPlaying)
{
shakeVector = Vector3.zero;
return;
}
#endif
float totalDuration = duration + delay;
if (time < totalDuration)
{
if (time < delay)
{
return;
}
if (!isShaking)
{
this.StartShake();
}
// duration of the camera shake
float delta = Mathf.Clamp01(time/totalDuration);
// delay between each camera move
if (shakesDelay > 0)
{
delaysTimer += Time.deltaTime;
if (delaysTimer < shakesDelay)
{
return;
}
else
{
while (delaysTimer >= shakesDelay)
{
delaysTimer -= shakesDelay;
}
}
}
var randomVec = new Vector3(Random.value, Random.value, Random.value);
var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1);
shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER;
}
else if (isShaking)
{
StopShake();
}
}
}
}
}
@@ -1,18 +1,18 @@
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@@ -1,195 +1,195 @@
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_EmissionBySurface : MonoBehaviour
{
public bool active = true;
public float particlesPerUnit = 10;
[Tooltip("This is to avoid slowdowns in the Editor if the value gets too high")] public float maxEmissionRate = 5000;
[HideInInspector] public float density = 0;
bool attachedToEditor;
ParticleSystem ps;
#if UNITY_EDITOR
void OnValidate()
{
this.hideFlags = HideFlags.DontSaveInBuild;
CalculateAndUpdateEmission();
}
internal void AttachToEditor()
{
if (attachedToEditor) return;
EditorApplication.update += OnEditorUpdate;
attachedToEditor = true;
}
internal void DetachFromEditor()
{
if (!attachedToEditor) return;
EditorApplication.update -= OnEditorUpdate;
attachedToEditor = false;
}
void OnEditorUpdate()
{
CalculateAndUpdateEmission();
if (!System.Array.Exists(Selection.gameObjects, item => item == this.gameObject))
{
DetachFromEditor();
}
}
void CalculateAndUpdateEmission()
{
if (!active) return;
if (this == null) return;
if (ps == null) ps = this.GetComponent<ParticleSystem>();
density = CalculateShapeDensity(ps.shape, ps.main.scalingMode == ParticleSystemScalingMode.Shape, this.transform);
if (density == 0) return;
float emissionOverTime = density * particlesPerUnit;
ParticleSystem.EmissionModule emission = ps.emission;
if (Math.Abs(emission.rateOverTime.constant - emissionOverTime) > 0.1f)
{
emission.rateOverTime = Mathf.Min(maxEmissionRate, emissionOverTime);
}
}
float CalculateShapeDensity(ParticleSystem.ShapeModule shapeModule, bool isShapeScaling, Transform transform)
{
float arcPercentage = Mathf.Max(0.01f, shapeModule.arc / 360f);
float thicknessPercentage = Mathf.Max(0.01f, 1.0f - shapeModule.radiusThickness);
float scaleX = shapeModule.scale.x;
float scaleY = shapeModule.scale.y;
float scaleZ = shapeModule.scale.z;
if (isShapeScaling)
{
Vector3 localScale = Quaternion.Euler(shapeModule.rotation) * transform.localScale;
scaleX = scaleX * localScale.x;
scaleY = scaleY * localScale.y;
scaleZ = scaleZ * localScale.z;
}
scaleX = Mathf.Abs(scaleX);
scaleY = Mathf.Abs(scaleY);
scaleZ = Mathf.Abs(scaleZ);
switch (shapeModule.shapeType)
{
case ParticleSystemShapeType.Hemisphere:
case ParticleSystemShapeType.Sphere:
{
float rX = shapeModule.radius * scaleX;
float rY = shapeModule.radius * scaleY;
float rZ = shapeModule.radius * scaleZ;
float rmX = rX * thicknessPercentage;
float rmY = rY * thicknessPercentage;
float rmZ = rZ * thicknessPercentage;
float volume = (rX * rY * rZ - rmX * rmY * rmZ) * Mathf.PI;
if (shapeModule.shapeType == ParticleSystemShapeType.Hemisphere)
{
volume /= 2.0f;
}
return volume * arcPercentage;
}
case ParticleSystemShapeType.Cone:
{
float innerDisk = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI;
float outerDisk = shapeModule.radius *scaleX * shapeModule.radius * scaleY * Mathf.PI;
return outerDisk - innerDisk;
}
case ParticleSystemShapeType.ConeVolume:
{
// cylinder volume, changing the angle doesn't actually extend the area from where the particles are emitted
float innerCylinder = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI * shapeModule.length * scaleZ;
float outerCylinder = shapeModule.radius * scaleX * shapeModule.radius * scaleY * Mathf.PI * shapeModule.length * scaleZ;
return outerCylinder - innerCylinder;
}
case ParticleSystemShapeType.BoxEdge:
case ParticleSystemShapeType.BoxShell:
case ParticleSystemShapeType.Box:
{
return scaleX * scaleY * scaleZ;
}
case ParticleSystemShapeType.Circle:
{
float radiusX = shapeModule.radius * scaleX;
float radiusY = shapeModule.radius * scaleY;
float radiusMinX = radiusX * thicknessPercentage;
float radiusMinY = radiusY * thicknessPercentage;
float area = (radiusX * radiusY - radiusMinX * radiusMinY) * Mathf.PI;
return area * arcPercentage;
}
case ParticleSystemShapeType.SingleSidedEdge:
{
return shapeModule.radius * scaleX;
}
case ParticleSystemShapeType.Donut:
{
float outerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * shapeModule.donutRadius * shapeModule.radius * arcPercentage;
float innerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * thicknessPercentage * thicknessPercentage * shapeModule.donutRadius * shapeModule.radius * arcPercentage;
return (outerDonutVolume - innerDonutVolume) * scaleX * scaleY * scaleZ;
}
case ParticleSystemShapeType.Rectangle:
{
return scaleX * scaleY;
}
case ParticleSystemShapeType.Mesh:
case ParticleSystemShapeType.SkinnedMeshRenderer:
case ParticleSystemShapeType.MeshRenderer:
{
Debug.LogWarning( string.Format("[{0}] Calculating volume for a mesh is unsupported.", nameof(CFXR_EmissionBySurface)));
this.active = false;
return 0;
}
case ParticleSystemShapeType.Sprite:
case ParticleSystemShapeType.SpriteRenderer:
{
Debug.LogWarning( string.Format("[{0}] Calculating volume for a sprite is unsupported.", nameof(CFXR_EmissionBySurface)));
this.active = false;
return 0;
}
}
return 0;
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_EmissionBySurface))]
class CFXR_EmissionBySurface_Editor : Editor
{
CFXR_EmissionBySurface Target { get { return target as CFXR_EmissionBySurface; } }
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.Space(10);
EditorGUILayout.HelpBox("This Editor script will adapt the particle emission based on its shape density, so that you can resize it to fit a specific situation and the overall number of particles won't change.\n\nYou can scale the object to change the emission area, and you can open the 'Shape' module in the Particle System to visualize the emission area.", MessageType.Info);
EditorGUILayout.HelpBox("Calculated Density: " + Target.density, MessageType.None);
}
void OnEnable()
{
Target.AttachToEditor();
}
void OnDisable()
{
Target.DetachFromEditor();
}
}
#endif
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_EmissionBySurface : MonoBehaviour
{
public bool active = true;
public float particlesPerUnit = 10;
[Tooltip("This is to avoid slowdowns in the Editor if the value gets too high")] public float maxEmissionRate = 5000;
[HideInInspector] public float density = 0;
bool attachedToEditor;
ParticleSystem ps;
#if UNITY_EDITOR
void OnValidate()
{
this.hideFlags = HideFlags.DontSaveInBuild;
CalculateAndUpdateEmission();
}
internal void AttachToEditor()
{
if (attachedToEditor) return;
EditorApplication.update += OnEditorUpdate;
attachedToEditor = true;
}
internal void DetachFromEditor()
{
if (!attachedToEditor) return;
EditorApplication.update -= OnEditorUpdate;
attachedToEditor = false;
}
void OnEditorUpdate()
{
CalculateAndUpdateEmission();
if (!System.Array.Exists(Selection.gameObjects, item => item == this.gameObject))
{
DetachFromEditor();
}
}
void CalculateAndUpdateEmission()
{
if (!active) return;
if (this == null) return;
if (ps == null) ps = this.GetComponent<ParticleSystem>();
density = CalculateShapeDensity(ps.shape, ps.main.scalingMode == ParticleSystemScalingMode.Shape, this.transform);
if (density == 0) return;
float emissionOverTime = density * particlesPerUnit;
ParticleSystem.EmissionModule emission = ps.emission;
if (Math.Abs(emission.rateOverTime.constant - emissionOverTime) > 0.1f)
{
emission.rateOverTime = Mathf.Min(maxEmissionRate, emissionOverTime);
}
}
float CalculateShapeDensity(ParticleSystem.ShapeModule shapeModule, bool isShapeScaling, Transform transform)
{
float arcPercentage = Mathf.Max(0.01f, shapeModule.arc / 360f);
float thicknessPercentage = Mathf.Max(0.01f, 1.0f - shapeModule.radiusThickness);
float scaleX = shapeModule.scale.x;
float scaleY = shapeModule.scale.y;
float scaleZ = shapeModule.scale.z;
if (isShapeScaling)
{
Vector3 localScale = Quaternion.Euler(shapeModule.rotation) * transform.localScale;
scaleX = scaleX * localScale.x;
scaleY = scaleY * localScale.y;
scaleZ = scaleZ * localScale.z;
}
scaleX = Mathf.Abs(scaleX);
scaleY = Mathf.Abs(scaleY);
scaleZ = Mathf.Abs(scaleZ);
switch (shapeModule.shapeType)
{
case ParticleSystemShapeType.Hemisphere:
case ParticleSystemShapeType.Sphere:
{
float rX = shapeModule.radius * scaleX;
float rY = shapeModule.radius * scaleY;
float rZ = shapeModule.radius * scaleZ;
float rmX = rX * thicknessPercentage;
float rmY = rY * thicknessPercentage;
float rmZ = rZ * thicknessPercentage;
float volume = (rX * rY * rZ - rmX * rmY * rmZ) * Mathf.PI;
if (shapeModule.shapeType == ParticleSystemShapeType.Hemisphere)
{
volume /= 2.0f;
}
return volume * arcPercentage;
}
case ParticleSystemShapeType.Cone:
{
float innerDisk = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI;
float outerDisk = shapeModule.radius *scaleX * shapeModule.radius * scaleY * Mathf.PI;
return outerDisk - innerDisk;
}
case ParticleSystemShapeType.ConeVolume:
{
// cylinder volume, changing the angle doesn't actually extend the area from where the particles are emitted
float innerCylinder = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI * shapeModule.length * scaleZ;
float outerCylinder = shapeModule.radius * scaleX * shapeModule.radius * scaleY * Mathf.PI * shapeModule.length * scaleZ;
return outerCylinder - innerCylinder;
}
case ParticleSystemShapeType.BoxEdge:
case ParticleSystemShapeType.BoxShell:
case ParticleSystemShapeType.Box:
{
return scaleX * scaleY * scaleZ;
}
case ParticleSystemShapeType.Circle:
{
float radiusX = shapeModule.radius * scaleX;
float radiusY = shapeModule.radius * scaleY;
float radiusMinX = radiusX * thicknessPercentage;
float radiusMinY = radiusY * thicknessPercentage;
float area = (radiusX * radiusY - radiusMinX * radiusMinY) * Mathf.PI;
return area * arcPercentage;
}
case ParticleSystemShapeType.SingleSidedEdge:
{
return shapeModule.radius * scaleX;
}
case ParticleSystemShapeType.Donut:
{
float outerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * shapeModule.donutRadius * shapeModule.radius * arcPercentage;
float innerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * thicknessPercentage * thicknessPercentage * shapeModule.donutRadius * shapeModule.radius * arcPercentage;
return (outerDonutVolume - innerDonutVolume) * scaleX * scaleY * scaleZ;
}
case ParticleSystemShapeType.Rectangle:
{
return scaleX * scaleY;
}
case ParticleSystemShapeType.Mesh:
case ParticleSystemShapeType.SkinnedMeshRenderer:
case ParticleSystemShapeType.MeshRenderer:
{
Debug.LogWarning( string.Format("[{0}] Calculating volume for a mesh is unsupported.", nameof(CFXR_EmissionBySurface)));
this.active = false;
return 0;
}
case ParticleSystemShapeType.Sprite:
case ParticleSystemShapeType.SpriteRenderer:
{
Debug.LogWarning( string.Format("[{0}] Calculating volume for a sprite is unsupported.", nameof(CFXR_EmissionBySurface)));
this.active = false;
return 0;
}
}
return 0;
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_EmissionBySurface))]
class CFXR_EmissionBySurface_Editor : Editor
{
CFXR_EmissionBySurface Target { get { return target as CFXR_EmissionBySurface; } }
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.Space(10);
EditorGUILayout.HelpBox("This Editor script will adapt the particle emission based on its shape density, so that you can resize it to fit a specific situation and the overall number of particles won't change.\n\nYou can scale the object to change the emission area, and you can open the 'Shape' module in the Particle System to visualize the emission area.", MessageType.Info);
EditorGUILayout.HelpBox("Calculated Density: " + Target.density, MessageType.None);
}
void OnEnable()
{
Target.AttachToEditor();
}
void OnDisable()
{
Target.DetachFromEditor();
}
}
#endif
}
@@ -1,18 +1,18 @@
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productId: 109565
packageName: Cartoon FX Remaster Free
packageVersion: R 1.5.0
assetPath: Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs
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uploadId: 836238
@@ -1,419 +1,419 @@
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2025 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_ParticleText : MonoBehaviour
{
[Header("Dynamic")]
[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
public bool isDynamic;
[Header("Text")]
[SerializeField] string text;
[SerializeField] float size = 1f;
[SerializeField] float letterSpacing = 0.44f;
[Header("Colors")]
[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
[SerializeField] Color color1 = new Color(1, 1, 1, 1);
[SerializeField] Color color2 = new Color(0, 0, 1, 1);
[Header("Delay")]
[SerializeField] float delay = 0.05f;
[SerializeField] bool cumulativeDelay = false;
[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
[Header("Misc")]
[SerializeField] float lifetimeMultiplier = 1f;
[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
[SerializeField] float sortingFudgeOffset = 0.1f;
#pragma warning disable 0649
[SerializeField] CFXR_ParticleTextFontAsset font;
#pragma warning restore 0649
#if UNITY_EDITOR
[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
void OnValidate()
{
if (text == null || font == null)
{
return;
}
// parse text to only allow valid characters
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
allowed.Add(' ');
char[] chars;
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
default:
case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
}
string newText = "";
foreach (var c in chars)
{
if (allowed.Contains(c))
{
newText += c;
}
}
text = newText;
// prevent negative or 0 size
size = Mathf.Max(0.001f, size);
// delay so that we are allowed to destroy GameObjects
if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorApplication.delayCall += () => { UpdateText(null); };
}
}
#endif
void Awake()
{
if (!isDynamic)
{
Destroy(this);
return;
}
InitializeFirstParticle();
}
float baseLifetime;
float baseScaleX;
float baseScaleY;
float baseScaleZ;
Vector3 basePivot;
void InitializeFirstParticle()
{
if (isDynamic && this.transform.childCount == 0)
{
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
}
var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
var main = ps.main;
baseLifetime = main.startLifetime.constant;
baseScaleX = main.startSizeXMultiplier;
baseScaleY = main.startSizeYMultiplier;
baseScaleZ = main.startSizeZMultiplier;
basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
if (isDynamic)
{
basePivot.x = 0; // make sure to not offset the text horizontally
ps.gameObject.SetActive(false); // ensure first child is inactive
ps.gameObject.name = "MODEL";
}
}
public void UpdateText(
string newText = null,
float? newSize = null,
Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
float? newLifetimeMultiplier = null
)
{
#if UNITY_EDITOR
// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
if (this == null)
{
return;
}
var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
{
return;
}
if (!Application.isPlaying)
{
InitializeFirstParticle();
}
#endif
if (Application.isPlaying && !isDynamic)
{
throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
}
if (newText != null)
{
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower:
newText = newText.ToLowerInvariant();
break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper:
newText = newText.ToUpperInvariant();
break;
}
// Verify that new text doesn't contain invalid characters
foreach (char c in newText)
{
if (char.IsWhiteSpace(c)) continue;
if (font.CharSequence.IndexOf(c) < 0)
{
throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
}
}
this.text = newText;
}
if (newSize != null) this.size = newSize.Value;
if (newColor1 != null) this.color1 = newColor1.Value;
if (newColor2 != null) this.color2 = newColor2.Value;
if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
if (text == null || font == null || !font.IsValid())
{
return;
}
if (this.transform.childCount == 0)
{
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
}
// process text and calculate total width offset
float totalWidth = 0f;
int charCount = 0;
for (int i = 0; i < text.Length; i++)
{
if (char.IsWhiteSpace(text[i]))
{
if (i > 0)
{
totalWidth += letterSpacing * size;
}
}
else
{
charCount++;
if (i > 0)
{
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
}
}
}
#if UNITY_EDITOR
// delete all children in editor, to make sure we refresh the particle systems based on the first one
if (!Application.isPlaying)
{
int length = this.transform.childCount;
int overflow = 0;
while (this.transform.childCount > 1)
{
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
overflow++;
if (overflow > 1000)
{
// just in case...
Debug.LogError("Overflow!");
break;
}
}
}
#endif
if (charCount > 0)
{
// calculate needed instances
int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
if (childCount < charCount)
{
// instantiate new letter GameObjects if needed
GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
for (int i = childCount; i < charCount; i++)
{
var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
if (!isDynamic)
{
newLetter.transform.SetParent(this.transform);
newLetter.AddComponent<ParticleSystem>();
}
newLetter.transform.localPosition = Vector3.zero;
newLetter.transform.localRotation = Quaternion.identity;
}
}
// update each letter
float offset = totalWidth / 2f;
totalWidth = 0f;
int currentChild = isDynamic ? 0 : -1;
// when not dynamic, we use CopySerialized to propagate the settings to the instances
var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
for (int i = 0; i < text.Length; i++)
{
var letter = text[i];
if (char.IsWhiteSpace(letter))
{
totalWidth += letterSpacing * size;
}
else
{
currentChild++;
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
// calculate char particle size ratio
var ratio = size * sprite.rect.width / 50f;
// calculate char position
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
var position = (totalWidth - offset) / ratio;
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
// update particle system for this letter
var letterObj = this.transform.GetChild(currentChild).gameObject;
letterObj.name = letter.ToString();
var ps = letterObj.GetComponent<ParticleSystem>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticle, ps);
ps.gameObject.SetActive(true);
}
#endif
var mainModule = ps.main;
mainModule.startSizeXMultiplier = baseScaleX * ratio;
mainModule.startSizeYMultiplier = baseScaleY * ratio;
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
ps.textureSheetAnimation.SetSprite(0, sprite);
mainModule.startRotation = Mathf.Deg2Rad * rotation;
mainModule.startColor = backgroundColor;
var customData = ps.customData;
customData.enabled = true;
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
if (cumulativeDelay)
{
mainModule.startDelay = delay * i;
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
}
else
{
mainModule.startDelay = delay;
}
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
// particle system renderer parameters
var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
}
#endif
particleRenderer.enabled = true;
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
particleRenderer.sortingFudge += i * sortingFudgeOffset;
}
}
}
// set active state for needed letters only
for (int i = 1, l = this.transform.childCount; i < l; i++)
{
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
}
#if UNITY_EDITOR
// automatically play the effect in Editor
if (!Application.isPlaying)
{
this.GetComponent<ParticleSystem>().Clear(true);
this.GetComponent<ParticleSystem>().Play(true);
}
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleText))]
public class ParticleTextEditor : Editor
{
CFXR_ParticleText CastTarget
{
get { return (CFXR_ParticleText) this.target; }
}
GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
public override void OnInspectorGUI()
{
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
if (prefab != PrefabInstanceStatus.NotAPrefab)
{
EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.",
MessageType.Warning);
return;
}
base.OnInspectorGUI();
serializedObject.Update();
SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
GUILayout.Space(8);
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
{
CastTarget.UpdateText(null);
}
}
GUILayout.EndHorizontal();
if (GUI.changed)
{
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2025 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_ParticleText : MonoBehaviour
{
[Header("Dynamic")]
[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
public bool isDynamic;
[Header("Text")]
[SerializeField] string text;
[SerializeField] float size = 1f;
[SerializeField] float letterSpacing = 0.44f;
[Header("Colors")]
[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
[SerializeField] Color color1 = new Color(1, 1, 1, 1);
[SerializeField] Color color2 = new Color(0, 0, 1, 1);
[Header("Delay")]
[SerializeField] float delay = 0.05f;
[SerializeField] bool cumulativeDelay = false;
[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
[Header("Misc")]
[SerializeField] float lifetimeMultiplier = 1f;
[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
[SerializeField] float sortingFudgeOffset = 0.1f;
#pragma warning disable 0649
[SerializeField] CFXR_ParticleTextFontAsset font;
#pragma warning restore 0649
#if UNITY_EDITOR
[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
void OnValidate()
{
if (text == null || font == null)
{
return;
}
// parse text to only allow valid characters
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
allowed.Add(' ');
char[] chars;
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
default:
case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
}
string newText = "";
foreach (var c in chars)
{
if (allowed.Contains(c))
{
newText += c;
}
}
text = newText;
// prevent negative or 0 size
size = Mathf.Max(0.001f, size);
// delay so that we are allowed to destroy GameObjects
if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorApplication.delayCall += () => { UpdateText(null); };
}
}
#endif
void Awake()
{
if (!isDynamic)
{
Destroy(this);
return;
}
InitializeFirstParticle();
}
float baseLifetime;
float baseScaleX;
float baseScaleY;
float baseScaleZ;
Vector3 basePivot;
void InitializeFirstParticle()
{
if (isDynamic && this.transform.childCount == 0)
{
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
}
var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
var main = ps.main;
baseLifetime = main.startLifetime.constant;
baseScaleX = main.startSizeXMultiplier;
baseScaleY = main.startSizeYMultiplier;
baseScaleZ = main.startSizeZMultiplier;
basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
if (isDynamic)
{
basePivot.x = 0; // make sure to not offset the text horizontally
ps.gameObject.SetActive(false); // ensure first child is inactive
ps.gameObject.name = "MODEL";
}
}
public void UpdateText(
string newText = null,
float? newSize = null,
Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
float? newLifetimeMultiplier = null
)
{
#if UNITY_EDITOR
// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
if (this == null)
{
return;
}
var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
{
return;
}
if (!Application.isPlaying)
{
InitializeFirstParticle();
}
#endif
if (Application.isPlaying && !isDynamic)
{
throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
}
if (newText != null)
{
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower:
newText = newText.ToLowerInvariant();
break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper:
newText = newText.ToUpperInvariant();
break;
}
// Verify that new text doesn't contain invalid characters
foreach (char c in newText)
{
if (char.IsWhiteSpace(c)) continue;
if (font.CharSequence.IndexOf(c) < 0)
{
throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
}
}
this.text = newText;
}
if (newSize != null) this.size = newSize.Value;
if (newColor1 != null) this.color1 = newColor1.Value;
if (newColor2 != null) this.color2 = newColor2.Value;
if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
if (text == null || font == null || !font.IsValid())
{
return;
}
if (this.transform.childCount == 0)
{
throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
}
// process text and calculate total width offset
float totalWidth = 0f;
int charCount = 0;
for (int i = 0; i < text.Length; i++)
{
if (char.IsWhiteSpace(text[i]))
{
if (i > 0)
{
totalWidth += letterSpacing * size;
}
}
else
{
charCount++;
if (i > 0)
{
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
}
}
}
#if UNITY_EDITOR
// delete all children in editor, to make sure we refresh the particle systems based on the first one
if (!Application.isPlaying)
{
int length = this.transform.childCount;
int overflow = 0;
while (this.transform.childCount > 1)
{
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
overflow++;
if (overflow > 1000)
{
// just in case...
Debug.LogError("Overflow!");
break;
}
}
}
#endif
if (charCount > 0)
{
// calculate needed instances
int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
if (childCount < charCount)
{
// instantiate new letter GameObjects if needed
GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
for (int i = childCount; i < charCount; i++)
{
var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
if (!isDynamic)
{
newLetter.transform.SetParent(this.transform);
newLetter.AddComponent<ParticleSystem>();
}
newLetter.transform.localPosition = Vector3.zero;
newLetter.transform.localRotation = Quaternion.identity;
}
}
// update each letter
float offset = totalWidth / 2f;
totalWidth = 0f;
int currentChild = isDynamic ? 0 : -1;
// when not dynamic, we use CopySerialized to propagate the settings to the instances
var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
for (int i = 0; i < text.Length; i++)
{
var letter = text[i];
if (char.IsWhiteSpace(letter))
{
totalWidth += letterSpacing * size;
}
else
{
currentChild++;
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
// calculate char particle size ratio
var ratio = size * sprite.rect.width / 50f;
// calculate char position
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
var position = (totalWidth - offset) / ratio;
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
// update particle system for this letter
var letterObj = this.transform.GetChild(currentChild).gameObject;
letterObj.name = letter.ToString();
var ps = letterObj.GetComponent<ParticleSystem>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticle, ps);
ps.gameObject.SetActive(true);
}
#endif
var mainModule = ps.main;
mainModule.startSizeXMultiplier = baseScaleX * ratio;
mainModule.startSizeYMultiplier = baseScaleY * ratio;
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
ps.textureSheetAnimation.SetSprite(0, sprite);
mainModule.startRotation = Mathf.Deg2Rad * rotation;
mainModule.startColor = backgroundColor;
var customData = ps.customData;
customData.enabled = true;
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
if (cumulativeDelay)
{
mainModule.startDelay = delay * i;
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
}
else
{
mainModule.startDelay = delay;
}
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
// particle system renderer parameters
var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
}
#endif
particleRenderer.enabled = true;
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
particleRenderer.sortingFudge += i * sortingFudgeOffset;
}
}
}
// set active state for needed letters only
for (int i = 1, l = this.transform.childCount; i < l; i++)
{
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
}
#if UNITY_EDITOR
// automatically play the effect in Editor
if (!Application.isPlaying)
{
this.GetComponent<ParticleSystem>().Clear(true);
this.GetComponent<ParticleSystem>().Play(true);
}
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleText))]
public class ParticleTextEditor : Editor
{
CFXR_ParticleText CastTarget
{
get { return (CFXR_ParticleText) this.target; }
}
GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
public override void OnInspectorGUI()
{
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
if (prefab != PrefabInstanceStatus.NotAPrefab)
{
EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.",
MessageType.Warning);
return;
}
base.OnInspectorGUI();
serializedObject.Update();
SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
GUILayout.Space(8);
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
{
CastTarget.UpdateText(null);
}
}
GUILayout.EndHorizontal();
if (GUI.changed)
{
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
}
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@@ -1,128 +1,128 @@
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2025 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
public class CFXR_ParticleTextFontAsset : ScriptableObject
{
public enum LetterCase
{
Both,
Upper,
Lower
}
public string CharSequence = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!?-.#@$ ";
public LetterCase letterCase = LetterCase.Upper;
public Sprite[] CharSprites;
public Kerning[] CharKerningOffsets;
[System.Serializable]
public class Kerning
{
public string name = "A";
public float pre = 0f;
public float post = 0f;
}
void OnValidate()
{
this.hideFlags = HideFlags.None;
if (CharKerningOffsets == null || CharKerningOffsets.Length != CharSequence.Length)
{
CharKerningOffsets = new Kerning[CharSequence.Length];
for (int i = 0; i < CharKerningOffsets.Length; i++)
{
CharKerningOffsets[i] = new Kerning() { name = CharSequence[i].ToString() };
}
}
}
public bool IsValid()
{
bool valid = !string.IsNullOrEmpty(CharSequence) && CharSprites != null && CharSprites.Length == CharSequence.Length && CharKerningOffsets != null && CharKerningOffsets.Length == CharSprites.Length;
if (!valid)
{
Debug.LogError(string.Format("Invalid ParticleTextFontAsset: '{0}'\n", this.name), this);
}
return valid;
}
#if UNITY_EDITOR
// [MenuItem("Tools/Create font asset")]
static void CreateFontAsset()
{
var instance = CreateInstance<CFXR_ParticleTextFontAsset>();
AssetDatabase.CreateAsset(instance, "Assets/Font.asset");
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleTextFontAsset))]
public class ParticleTextFontAssetEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Export Kerning"))
{
var ptfa = this.target as CFXR_ParticleTextFontAsset;
var path = EditorUtility.SaveFilePanel("Export Kerning Settings", Application.dataPath, ptfa.name + " kerning", ".txt");
if (!string.IsNullOrEmpty(path))
{
string output = "";
foreach (var k in ptfa.CharKerningOffsets)
{
output += k.name + "\t" + k.pre + "\t" + k.post + "\n";
}
System.IO.File.WriteAllText(path, output);
}
}
if (GUILayout.Button("Import Kerning"))
{
var path = EditorUtility.OpenFilePanel("Import Kerning Settings", Application.dataPath, "txt");
if (!string.IsNullOrEmpty(path))
{
var text = System.IO.File.ReadAllText(path);
var split = text.Split(new string[] { "\n" }, System.StringSplitOptions.RemoveEmptyEntries);
var ptfa = this.target as CFXR_ParticleTextFontAsset;
Undo.RecordObject(ptfa, "Import Kerning Settings");
List<CFXR_ParticleTextFontAsset.Kerning> kerningList = new List<CFXR_ParticleTextFontAsset.Kerning>(ptfa.CharKerningOffsets);
for (int i = 0; i < split.Length; i++)
{
var data = split[i].Split('\t');
foreach (var cko in kerningList)
{
if (cko.name == data[0])
{
cko.pre = float.Parse(data[1]);
cko.post = float.Parse(data[2]);
break;
}
}
}
ptfa.CharKerningOffsets = kerningList.ToArray();
}
}
GUILayout.EndHorizontal();
}
}
#endif
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2025 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
public class CFXR_ParticleTextFontAsset : ScriptableObject
{
public enum LetterCase
{
Both,
Upper,
Lower
}
public string CharSequence = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!?-.#@$ ";
public LetterCase letterCase = LetterCase.Upper;
public Sprite[] CharSprites;
public Kerning[] CharKerningOffsets;
[System.Serializable]
public class Kerning
{
public string name = "A";
public float pre = 0f;
public float post = 0f;
}
void OnValidate()
{
this.hideFlags = HideFlags.None;
if (CharKerningOffsets == null || CharKerningOffsets.Length != CharSequence.Length)
{
CharKerningOffsets = new Kerning[CharSequence.Length];
for (int i = 0; i < CharKerningOffsets.Length; i++)
{
CharKerningOffsets[i] = new Kerning() { name = CharSequence[i].ToString() };
}
}
}
public bool IsValid()
{
bool valid = !string.IsNullOrEmpty(CharSequence) && CharSprites != null && CharSprites.Length == CharSequence.Length && CharKerningOffsets != null && CharKerningOffsets.Length == CharSprites.Length;
if (!valid)
{
Debug.LogError(string.Format("Invalid ParticleTextFontAsset: '{0}'\n", this.name), this);
}
return valid;
}
#if UNITY_EDITOR
// [MenuItem("Tools/Create font asset")]
static void CreateFontAsset()
{
var instance = CreateInstance<CFXR_ParticleTextFontAsset>();
AssetDatabase.CreateAsset(instance, "Assets/Font.asset");
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleTextFontAsset))]
public class ParticleTextFontAssetEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Export Kerning"))
{
var ptfa = this.target as CFXR_ParticleTextFontAsset;
var path = EditorUtility.SaveFilePanel("Export Kerning Settings", Application.dataPath, ptfa.name + " kerning", ".txt");
if (!string.IsNullOrEmpty(path))
{
string output = "";
foreach (var k in ptfa.CharKerningOffsets)
{
output += k.name + "\t" + k.pre + "\t" + k.post + "\n";
}
System.IO.File.WriteAllText(path, output);
}
}
if (GUILayout.Button("Import Kerning"))
{
var path = EditorUtility.OpenFilePanel("Import Kerning Settings", Application.dataPath, "txt");
if (!string.IsNullOrEmpty(path))
{
var text = System.IO.File.ReadAllText(path);
var split = text.Split(new string[] { "\n" }, System.StringSplitOptions.RemoveEmptyEntries);
var ptfa = this.target as CFXR_ParticleTextFontAsset;
Undo.RecordObject(ptfa, "Import Kerning Settings");
List<CFXR_ParticleTextFontAsset.Kerning> kerningList = new List<CFXR_ParticleTextFontAsset.Kerning>(ptfa.CharKerningOffsets);
for (int i = 0; i < split.Length; i++)
{
var data = split[i].Split('\t');
foreach (var cko in kerningList)
{
if (cko.name == data[0])
{
cko.pre = float.Parse(data[1]);
cko.post = float.Parse(data[2]);
break;
}
}
}
ptfa.CharKerningOffsets = kerningList.ToArray();
}
}
GUILayout.EndHorizontal();
}
}
#endif
}
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