Merge branch 'particle-effect-helpers' of https://github.com/Tryibion/FlaxEngine into Tryibion-particle-effect-helpers

This commit is contained in:
Wojtek Figat
2023-05-12 14:19:51 +02:00
2 changed files with 77 additions and 1 deletions

View File

@@ -253,6 +253,11 @@ int32 ParticleEffect::GetParticlesCount() const
return Instance.GetParticlesCount();
}
bool ParticleEffect::GetIsPlaying() const
{
return _isPlaying;
}
void ParticleEffect::ResetSimulation()
{
Instance.ClearState();
@@ -275,6 +280,30 @@ void ParticleEffect::UpdateSimulation(bool singleFrame)
Particles::UpdateEffect(this);
}
void ParticleEffect::Play(bool reset)
{
_play = true;
_isPlaying = true;
if (reset)
ResetSimulation();
else
UpdateSimulation(true);
}
void ParticleEffect::Pause()
{
_play = false;
_isPlaying = false;
}
void ParticleEffect::Stop()
{
_play = false;
_isPlaying = false;
ResetSimulation();
}
void ParticleEffect::UpdateBounds()
{
BoundingBox bounds = BoundingBox::Empty;
@@ -395,6 +424,9 @@ void ParticleEffect::SetParametersOverrides(const Array<ParameterOverride>& valu
void ParticleEffect::Update()
{
if (!_play)
return;
// Skip if off-screen
if (!UpdateWhenOffscreen && _lastMinDstSqr >= MAX_Real)
return;
@@ -417,7 +449,17 @@ void ParticleEffect::Update()
void ParticleEffect::UpdateExecuteInEditor()
{
if (!Editor::IsPlayMode)
{
// Always Play in editor while not playing.
// Could be useful to have a GUI to change this state
if (!_play)
{
_play = true;
_isPlaying = true;
}
Update();
}
}
#endif
@@ -576,6 +618,7 @@ void ParticleEffect::Serialize(SerializeStream& stream, const void* otherObj)
SERIALIZE(SimulationSpeed);
SERIALIZE(UseTimeScale);
SERIALIZE(IsLooping);
SERIALIZE(PlayOnStart);
SERIALIZE(UpdateWhenOffscreen);
SERIALIZE(DrawModes);
SERIALIZE(SortOrder);
@@ -675,6 +718,7 @@ void ParticleEffect::Deserialize(DeserializeStream& stream, ISerializeModifier*
DESERIALIZE(SimulationSpeed);
DESERIALIZE(UseTimeScale);
DESERIALIZE(IsLooping);
DESERIALIZE(PlayOnStart);
DESERIALIZE(UpdateWhenOffscreen);
DESERIALIZE(DrawModes);
DESERIALIZE(SortOrder);
@@ -706,6 +750,9 @@ void ParticleEffect::OnEnable()
GetScene()->Ticking.Update.AddTickExecuteInEditor<ParticleEffect, &ParticleEffect::UpdateExecuteInEditor>(this);
#endif
if (PlayOnStart)
Play();
// Base
Actor::OnEnable();
}

View File

@@ -184,6 +184,8 @@ private:
uint32 _parametersVersion = 0; // Version number for _parameters to be in sync with Instance.ParametersVersion
Array<ParticleEffectParameter> _parameters; // Cached for scripting API
Array<ParameterOverride> _parametersOverrides; // Cached parameter modifications to be applied to the parameters
bool _play = false;
bool _isPlaying = false;
public:
/// <summary>
@@ -235,9 +237,15 @@ public:
bool IsLooping = true;
/// <summary>
/// If true, the particle simulation will be updated even when an actor cannot be seen by any camera. Otherwise, the simulation will stop running when the actor is off-screen.
/// Determines whether the particle effect should play on start.
/// </summary>
API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), DefaultValue(true), EditorOrder(60)")
bool PlayOnStart = true;
/// <summary>
/// If true, the particle simulation will be updated even when an actor cannot be seen by any camera. Otherwise, the simulation will stop running when the actor is off-screen.
/// </summary>
API_FIELD(Attributes="EditorDisplay(\"Particle Effect\"), DefaultValue(true), EditorOrder(70)")
bool UpdateWhenOffscreen = true;
/// <summary>
@@ -326,6 +334,11 @@ public:
/// </summary>
API_PROPERTY() int32 GetParticlesCount() const;
/// <summary>
/// Gets whether or not the particle effect is playing.
/// </summary>
API_PROPERTY(Attributes="NoSerialize, HideInEditor") bool GetIsPlaying() const;
/// <summary>
/// Resets the particles simulation state (clears the instance state data but preserves the instance parameters values).
/// </summary>
@@ -337,6 +350,22 @@ public:
/// <param name="singleFrame">True if update animation by a single frame only (time time since last engine update), otherwise will update simulation with delta time since last update.</param>
API_FUNCTION() void UpdateSimulation(bool singleFrame = false);
/// <summary>
/// Plays the simulation.
/// </summary>
/// /// <param name="reset">If true, the simulation will be reset</param>
API_FUNCTION() void Play(bool reset = true);
/// <summary>
/// Pauses the simulation.
/// </summary>
API_FUNCTION() void Pause();
/// <summary>
/// Stops and resets the simulation.
/// </summary>
API_FUNCTION() void Stop();
/// <summary>
/// Updates the actor bounds.
/// </summary>