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Play particles in editor without having the simulation selected.
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/* LICENSE | |
Copyright (c) 2021 Adrian Babilinski | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace CommonTools.Extensions | |
{ | |
public static class ParticlesExtensions | |
{ | |
#if UNITY_EDITOR | |
private static Dictionary<ParticleSystem, Unity.EditorCoroutines.Editor.EditorCoroutine> _simulationCoroutinesByParticleSystem; | |
private static Dictionary<ParticleSystem, bool> _autoRandomSeedByParticleSystem; | |
#endif | |
/// <summary> | |
/// Plays the particle system inside the editor without having to select it. (if called during Play Mode, particle system will play as usual) | |
/// </summary> | |
/// <param name="particleSystem">this</param> | |
/// <param name="withChildren">Play all children particles as well</param> | |
/// <param name="effectFinishedEditorEvent">action call back when system is finished [Does Not Work Outside Of Unity Editor] </param> | |
public static void PlayInEditor(this ParticleSystem particleSystem, bool withChildren, Action effectFinishedEditorEvent) | |
{ | |
if (Application.isPlaying) | |
{ | |
//play system as normal when game is playing | |
particleSystem.Play(withChildren); | |
#if UNITY_EDITOR | |
//wait for particleSystem.IsPlaying to equal false | |
Unity.EditorCoroutines.Editor.EditorCoroutineUtility.StartCoroutine(DoCallbackWhenFinished(particleSystem), particleSystem); | |
#endif | |
return; | |
} | |
#if UNITY_EDITOR | |
//When playing the system in the editor, we have to control each child individually | |
var particleSystems = withChildren ? particleSystem.GetComponentsInChildren<ParticleSystem>(true) : new[]{particleSystem.GetComponentInChildren<ParticleSystem>(true)}; | |
var particleCount = particleSystems.Length; | |
var finishedParticleCount = 0; | |
if (_simulationCoroutinesByParticleSystem == null) | |
{ | |
//Store a dictionary of systems so that we do not start multiple coroutines | |
_simulationCoroutinesByParticleSystem = new Dictionary<ParticleSystem, Unity.EditorCoroutines.Editor.EditorCoroutine>(); | |
} | |
if (_autoRandomSeedByParticleSystem == null) | |
{ | |
//Store a dictionary of systems so that we can reset the random seed value after playing | |
_autoRandomSeedByParticleSystem = new Dictionary<ParticleSystem, bool>(); | |
} | |
foreach (var childParticleSystem in particleSystems) | |
{ | |
if (!childParticleSystem.gameObject.activeInHierarchy) | |
{ | |
continue; | |
} | |
if (_simulationCoroutinesByParticleSystem.TryGetValue(childParticleSystem, out Unity.EditorCoroutines.Editor.EditorCoroutine editorCoroutine)) | |
{ | |
//if the system is currently playing or the coroutine was interrupted previously, make sure to stop the system and remove the dictionary item | |
childParticleSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear); | |
Unity.EditorCoroutines.Editor.EditorCoroutineUtility.StopCoroutine(editorCoroutine); | |
_simulationCoroutinesByParticleSystem.Remove(childParticleSystem); | |
if (_autoRandomSeedByParticleSystem.TryGetValue(childParticleSystem, out bool isOn)) | |
{ | |
//if the system is currently playing or the coroutine was interrupted previously, make sure to set the autoRandomSeed value to the original value | |
childParticleSystem.useAutoRandomSeed = isOn; | |
_autoRandomSeedByParticleSystem.Remove(childParticleSystem); | |
} | |
} | |
var currentEditorCoroutine = Unity.EditorCoroutines.Editor.EditorCoroutineUtility.StartCoroutine(PlaySingleParticleSystemInEditor(childParticleSystem, () => | |
{ | |
finishedParticleCount++; | |
// if we ar playing children, only do master call back once all systems finish | |
if (finishedParticleCount == particleCount) | |
{ | |
effectFinishedEditorEvent?.Invoke(); | |
} | |
}), childParticleSystem); | |
_simulationCoroutinesByParticleSystem.Add(childParticleSystem, currentEditorCoroutine); | |
} | |
#endif | |
} | |
/* ---------------------------------------------------------------------------------------- */ | |
/* ------------------------ Shorthand Methods --------------------------------------------- */ | |
/* ---------------------------------------------------------------------------------------- */ | |
#region Shorthand | |
/// <summary> | |
/// Plays the particle system inside the editor without having to select it. (if called during Play Mode, particle system will play as usual) | |
/// </summary> | |
/// <param name="particleSystem">this</param> | |
/// <param name="withChildren">Play all children particles as well</param> | |
public static void PlayInEditor(this ParticleSystem particleSystem, bool withChildren) | |
{ | |
particleSystem.PlayInEditor(withChildren, null); | |
} | |
/// <summary> | |
/// Plays the particle system and it's children inside the editor without having to select it. (if called during Play Mode, particle system will play as usual) | |
/// </summary> | |
/// <param name="particleSystem">this</param> | |
public static void PlayInEditor(this ParticleSystem particleSystem) | |
{ | |
particleSystem.PlayInEditor(true, null); | |
} | |
/// <summary> | |
/// Plays the particle system and it's children inside the editor without having to select it. (if called during Play Mode, particle system will play as usual) | |
/// </summary> | |
/// <param name="particleSystem">this</param> | |
/// <param name="effectFinishedEditorEvent">action call back when system is finished [Does Not Work Outside Of Unity Editor] </param> | |
public static void PlayInEditor(this ParticleSystem particleSystem, Action effectFinishedEditorEvent) | |
{ | |
particleSystem.PlayInEditor(true, effectFinishedEditorEvent); | |
} | |
#endregion | |
/* ---------------------------------------------------------------------------------------- */ | |
/* --------------------------------- Worker Coroutines ------------------------------------ */ | |
/* ---------------------------------------------------------------------------------------- */ | |
#region Editor Coroutines | |
static IEnumerator DoCallbackWhenFinished(ParticleSystem particleSystem, Action effectFinished = null) | |
{ | |
//[always check if the state of the system changes or if we exit play mode] | |
float curTime = 0; | |
while (curTime<particleSystem.time && particleSystem != null&& particleSystem.isPlaying) | |
{ | |
curTime = particleSystem.time; | |
yield return null; | |
} | |
if (particleSystem != null && particleSystem.isPlaying) | |
{ | |
effectFinished?.Invoke(); | |
} | |
} | |
static IEnumerator PlaySingleParticleSystemInEditor(ParticleSystem particleSystem, Action effectFinished=null) | |
{ | |
bool isAutoRandomSeed = particleSystem.useAutoRandomSeed; | |
_autoRandomSeedByParticleSystem.Add(particleSystem, isAutoRandomSeed); | |
particleSystem.Stop(false,ParticleSystemStopBehavior.StopEmittingAndClear); | |
yield return null; | |
var mainSystem = particleSystem.main; | |
var totalTime = mainSystem.startLifetimeMultiplier * mainSystem.duration; | |
particleSystem.randomSeed = (uint) UnityEngine.Random.Range(0, int.MaxValue); | |
var curTime = 0.0f; | |
yield return null; | |
//update system to play state | |
particleSystem.Play(false); | |
//Time.deltaTime does not work in editor so we use the Unity Time Since Startup | |
var initialTime = (float) UnityEditor.EditorApplication.timeSinceStartup; | |
while (curTime < totalTime && particleSystem != null && particleSystem.gameObject.activeInHierarchy) | |
{ | |
// in order to play in edit mode, both Simulate and time have to be changed. | |
particleSystem.Simulate(curTime, false, true); | |
particleSystem.time = curTime; | |
//track delta between start and current Unity Time Since Startup | |
curTime = (float) UnityEditor.EditorApplication.timeSinceStartup- initialTime; | |
yield return null; | |
} | |
if (particleSystem != null) | |
{ | |
//update system to stop state | |
particleSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear); | |
yield return null; | |
if (isAutoRandomSeed) | |
{ | |
//restore random seed value back to original value | |
particleSystem.randomSeed = 0; | |
particleSystem.useAutoRandomSeed = isAutoRandomSeed; | |
} | |
//remove item from dictionary when system finishes | |
_autoRandomSeedByParticleSystem.Remove(particleSystem); | |
_simulationCoroutinesByParticleSystem.Remove(particleSystem); | |
yield return null; | |
effectFinished?.Invoke(); | |
} | |
} | |
#endregion | |
} | |
} |
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Adds the ability to play particles in editor without having to have the simulation selected.
Adds:
CommonTools.Extensions.PlayInEditor()
- Plays the particle system inside the editor without having to select it. (if called during Play Mode, particle system will play as usual)Params:
WithChildren
- Play all children particles as wellEffectFinishedEditorEvent
- action call back when system is finished [Does Not Work Outside Of Unity Editor]