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Creates a line between two points using a particle system
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using Sirenix.OdinInspector; | |
using UnityEngine; | |
namespace GameAssets.Scripts.Utility { | |
public class ParticleSystemLine : MonoBehaviour { | |
#region Target | |
[FoldoutGroup("Target")] | |
[OnValueChanged("UpdateTarget")] public bool useTransform = true; | |
[ShowIf("useTransform")] | |
[FoldoutGroup("Target")] | |
[OnValueChanged("UpdateTarget")] public Transform targetTransform; | |
[FoldoutGroup("Target")] | |
[HideIf("useTransform"), ShowInInspector, OnValueChanged("UpdateTarget")] public Vector3 TargetPosition { | |
get => useTransform ? targetTransform != null ? targetTransform.position : Vector3.zero : _targetPosition; | |
set => _targetPosition = value; | |
} | |
#endregion | |
#region Private Fields | |
private Vector3 _targetPosition; | |
private ParticleSystem.MainModule _mainModule; | |
private ParticleSystem.EmissionModule _emission; | |
private ParticleSystem _particleSystem; | |
private ParticleSystemRenderer _renderer; | |
private float Distance => Vector3.Distance(transform.position, TargetPosition); | |
#endregion | |
#region Settings | |
[FoldoutGroup("Settings")] [HideInPlayMode] public bool pauseOnStart = false; | |
[FoldoutGroup("Settings")] [OnValueChanged("UpdateTarget")] public float speed = 2f; | |
[FoldoutGroup("Settings")] [OnValueChanged("UpdateTarget")] public Material material; | |
[FoldoutGroup("Settings")] [OnValueChanged("UpdateTarget")] public float emissionRate = 1f; | |
#endregion | |
[ShowInInspector, HideInEditorMode, PropertySpace(5, 5)] public bool Play { | |
get => _particleSystem != null && _particleSystem.isPlaying; | |
set { | |
if (value) { | |
_particleSystem.Stop(); | |
_particleSystem.Play(); | |
} else { | |
_particleSystem.Pause(); | |
} | |
} | |
} | |
void Awake() { | |
_particleSystem = GetComponent<ParticleSystem>(); | |
_renderer = GetComponent<ParticleSystemRenderer>(); | |
_mainModule = _particleSystem.main; | |
_emission = _particleSystem.emission; | |
} | |
private void Start() { | |
if(pauseOnStart) | |
_particleSystem.Pause(); | |
UpdateTarget(); | |
} | |
void UpdateTarget() { | |
if(Application.isEditor) { | |
_particleSystem = GetComponent<ParticleSystem>(); | |
_mainModule = GetComponent<ParticleSystem>().main; | |
_emission = GetComponent<ParticleSystem>().emission; | |
_renderer = GetComponent<ParticleSystemRenderer>(); | |
} | |
SetMain(); | |
SetRenderer(); | |
SetEmission(); | |
_particleSystem.Stop(); | |
_particleSystem.Play(); | |
} | |
void SetRenderer() { | |
_renderer.renderMode = ParticleSystemRenderMode.Stretch; | |
_renderer.cameraVelocityScale = 0; | |
_renderer.velocityScale = 0; | |
_renderer.lengthScale = 1; | |
_renderer.freeformStretching = true; | |
_renderer.rotateWithStretchDirection = true; | |
if (material != null) | |
_renderer.material = material; | |
} | |
void SetMain() { | |
_mainModule.startSpeed = speed; | |
_mainModule.startLifetime = Distance / speed; | |
_mainModule.maxParticles = 999; | |
transform.LookAt(TargetPosition); | |
} | |
void SetEmission() { | |
_emission.rateOverTime = emissionRate; | |
} | |
} | |
} |
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Odin code will need to be removed if not used in project.