Refactor health management to use float values for damage and healing; update serialized versions for assets

This commit is contained in:
Данил Ярош 2025-10-13 11:41:36 +03:00
parent a6bb1f9114
commit 37b0926a82
350 changed files with 1032637 additions and 7205 deletions

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{
"displayName" : "OutputEvent Helpers",
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{
"name": "VFXGraph.OutputEventHandlers.Editor",
"rootNamespace": "",
"references": [
"Unity.VisualEffectGraph.Runtime",
"Unity.RenderPipelines.HighDefinition.Runtime",
"Cinemachine",
"Unity.Cinemachine",
"VFXGraph.OutputEventHandlers"
],
"includePlatforms": [
"Editor"
],
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"versionDefines": [
{
"name": "com.unity.render-pipelines.high-definition",
"expression": "10.0.0-preview.1",
"define": "VFX_OUTPUTEVENT_HDRP_10_0_0_OR_NEWER"
},
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"name": "com.unity.cinemachine",
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"define": "VFX_OUTPUTEVENT_CINEMACHINE_2_6_0_OR_NEWER"
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"define": "VFX_OUTPUTEVENT_CINEMACHINE_3_0_0_OR_NEWER"
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{
"name": "com.unity.modules.physics",
"expression": "1.0.0",
"define": "VFX_OUTPUTEVENT_PHYSICS"
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{
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#if VFX_OUTPUTEVENT_CINEMACHINE_2_6_0_OR_NEWER
using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
[CustomEditor(typeof(VFXOutputEventCinemachineCameraShake))]
class VFXOutputEventCinemachineCameraShakeEditor : VFXOutputEventHandlerEditor
{
SerializedProperty m_CinemachineImpulseSource;
SerializedProperty m_AttributeSpace;
protected override void OnEnable()
{
base.OnEnable();
m_CinemachineImpulseSource = serializedObject.FindProperty(nameof(VFXOutputEventCinemachineCameraShake.cinemachineImpulseSource));
m_AttributeSpace = serializedObject.FindProperty(nameof(VFXOutputEventCinemachineCameraShake.attributeSpace));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
EditorGUILayout.PropertyField(m_CinemachineImpulseSource);
EditorGUILayout.PropertyField(m_AttributeSpace);
HelpBox("Attribute Usage", "- position : position of the camera impulse\n- velocity : impulse velocity");
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
}
}
#endif

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using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
public abstract class VFXOutputEventHandlerEditor : Editor
{
protected SerializedProperty m_ExecuteInEditor;
protected SerializedProperty m_OutputEvent;
protected VFXOutputEventAbstractHandler m_TargetHandler;
protected virtual void OnEnable()
{
m_TargetHandler = serializedObject.targetObject as VFXOutputEventAbstractHandler;
m_OutputEvent = serializedObject.FindProperty(nameof(VFXOutputEventAbstractHandler.outputEvent));
m_ExecuteInEditor = serializedObject.FindProperty(nameof(VFXOutputEventAbstractHandler.executeInEditor));
}
protected void DrawOutputEventProperties()
{
if (m_TargetHandler.canExecuteInEditor)
EditorGUILayout.PropertyField(m_ExecuteInEditor);
else
EditorGUILayout.HelpBox($"This VFX Output Event Handler cannot be previewed in edit mode. If you want to preview its behavior, please enter play mode.", MessageType.Info);
EditorGUILayout.PropertyField(m_OutputEvent);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
public void HelpBox(string title, string body)
{
using (new GUILayout.VerticalScope(Styles.helpBox))
{
GUILayout.Label(title, Styles.helpBoxTitle);
GUILayout.Label(body, Styles.helpBoxBody);
}
}
static class Styles
{
public static GUIStyle helpBox;
public static GUIStyle helpBoxTitle;
public static GUIStyle helpBoxBody;
static Styles()
{
helpBox = new GUIStyle(EditorStyles.helpBox);
helpBox.margin = new RectOffset(0, 0, 12, 0);
helpBoxTitle = new GUIStyle(EditorStyles.boldLabel);
helpBoxTitle.margin = new RectOffset(0, 0, 0, 4);
helpBoxBody = new GUIStyle(EditorStyles.label);
helpBoxBody.wordWrap = true;
helpBoxBody.padding = new RectOffset(8, 0, 0, 0);
}
}
}
}

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#if VFX_OUTPUTEVENT_AUDIO
using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
[CustomEditor(typeof(VFXOutputEventPlayAudio))]
class VFXOutputEventPlayAudioEditor : VFXOutputEventHandlerEditor
{
SerializedProperty m_AudioSource;
protected override void OnEnable()
{
base.OnEnable();
m_AudioSource = serializedObject.FindProperty(nameof(VFXOutputEventPlayAudio.audioSource));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
EditorGUILayout.PropertyField(m_AudioSource);
HelpBox("Attribute Usage", "VFX Attributes are not used for this Output Event Handler");
if (EditorGUI.EndChangeCheck())
{
var newAudioSource = m_AudioSource.objectReferenceValue;
if (newAudioSource != null
&& PrefabUtility.GetPrefabAssetType(newAudioSource) != PrefabAssetType.NotAPrefab
&& PrefabUtility.GetPrefabInstanceStatus(newAudioSource) != PrefabInstanceStatus.Connected)
m_AudioSource.objectReferenceValue = null;
serializedObject.ApplyModifiedProperties();
}
}
}
}
#endif

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@ -0,0 +1,87 @@
using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
[CustomEditor(typeof(VFXOutputEventPrefabSpawn))]
class VFXOutputEventPrefabSpawnEditor : VFXOutputEventHandlerEditor
{
VFXOutputEventPrefabSpawn m_PrefabSpawnHandler;
SerializedProperty m_InstanceCount;
SerializedProperty m_PrefabToSpawn;
SerializedProperty m_ParentInstances;
SerializedProperty m_UsePosition;
SerializedProperty m_UseAngle;
SerializedProperty m_UseScale;
SerializedProperty m_UseLifetime;
protected override void OnEnable()
{
base.OnEnable();
m_PrefabSpawnHandler = serializedObject.targetObject as VFXOutputEventPrefabSpawn;
m_InstanceCount = serializedObject.FindProperty("m_InstanceCount");
m_PrefabToSpawn = serializedObject.FindProperty("m_PrefabToSpawn");
m_ParentInstances = serializedObject.FindProperty("m_ParentInstances");
m_UsePosition = serializedObject.FindProperty(nameof(VFXOutputEventPrefabSpawn.usePosition));
m_UseAngle = serializedObject.FindProperty(nameof(VFXOutputEventPrefabSpawn.useAngle));
m_UseScale = serializedObject.FindProperty(nameof(VFXOutputEventPrefabSpawn.useScale));
m_UseLifetime = serializedObject.FindProperty(nameof(VFXOutputEventPrefabSpawn.useLifetime));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
if (m_ExecuteInEditor.boolValue)
EditorGUILayout.HelpBox($"While previewing Prefab Spawn in editor, some Attribute Handlers attached to prefabs cannot not be executed unless you are running in Play Mode.", MessageType.Info);
EditorGUILayout.LabelField("Prefab Instances", EditorStyles.boldLabel);
using (new EditorGUI.IndentLevelScope(1))
{
EditorGUILayout.PropertyField(m_PrefabToSpawn);
EditorGUILayout.PropertyField(m_InstanceCount);
EditorGUILayout.PropertyField(m_ParentInstances);
}
EditorGUILayout.LabelField("Event Attribute Usage", EditorStyles.boldLabel);
using (new EditorGUI.IndentLevelScope(1))
{
EditorGUILayout.PropertyField(m_UsePosition);
EditorGUILayout.PropertyField(m_UseAngle);
EditorGUILayout.PropertyField(m_UseScale);
EditorGUILayout.PropertyField(m_UseLifetime);
}
HelpBox("Help", @"Spawns prefab from a managed pool of prefabs of given instance count. Event attributes can be caught in prefabs by using VFXOutputEventPrefabAttributeHandler scripts in the prefab.
Attribute Usage:
- position : spawns prefab at given position
- angle : spawns prefab at given angle
- scale : spawns prefab at given scale
- lifetime : destroys prefab after given lifetime
");
if (EditorGUI.EndChangeCheck())
{
//m_PrefabToSpawn can't be a children of m_PrefabSpawnHandler.
//Avoid infinite hierarchy recursion.
if (m_PrefabToSpawn.objectReferenceValue != null)
{
var prefab = m_PrefabToSpawn.objectReferenceValue as GameObject;
var self = m_PrefabSpawnHandler.gameObject;
if (prefab.transform.IsChildOf(self.transform))
m_PrefabToSpawn.objectReferenceValue = null;
}
serializedObject.ApplyModifiedProperties();
}
}
}
}

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#if VFX_OUTPUTEVENT_PHYSICS
using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
[CustomEditor(typeof(VFXOutputEventRigidBody))]
class VFXOutputEventRigidBodyEditor : VFXOutputEventHandlerEditor
{
SerializedProperty m_RigidBody;
SerializedProperty m_AttributeSpace;
SerializedProperty m_EventType;
protected override void OnEnable()
{
base.OnEnable();
m_RigidBody = serializedObject.FindProperty(nameof(VFXOutputEventRigidBody.rigidBody));
m_AttributeSpace = serializedObject.FindProperty(nameof(VFXOutputEventRigidBody.attributeSpace));
m_EventType = serializedObject.FindProperty(nameof(VFXOutputEventRigidBody.eventType));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
EditorGUILayout.PropertyField(m_RigidBody);
EditorGUILayout.PropertyField(m_AttributeSpace);
EditorGUILayout.PropertyField(m_EventType);
var helpText = string.Empty;
switch ((VFXOutputEventRigidBody.RigidBodyEventType)(m_EventType.intValue))
{
default:
case VFXOutputEventRigidBody.RigidBodyEventType.Impulse:
helpText = " - velocity : impulse force";
break;
case VFXOutputEventRigidBody.RigidBodyEventType.Explosion:
helpText = " - velocity : magnitude as force\n - position : explosion center\n - size : explosion radius";
break;
case VFXOutputEventRigidBody.RigidBodyEventType.VelocityChange:
helpText = " - velocity : new velocity for the RigidBody";
break;
}
HelpBox("Attribute Usage", helpText);
if (EditorGUI.EndChangeCheck())
{
var newRigidBody = m_RigidBody.objectReferenceValue;
if (newRigidBody != null
&& PrefabUtility.GetPrefabAssetType(newRigidBody) != PrefabAssetType.NotAPrefab
&& PrefabUtility.GetPrefabInstanceStatus(newRigidBody) != PrefabInstanceStatus.Connected)
m_RigidBody.objectReferenceValue = null;
serializedObject.ApplyModifiedProperties();
}
}
}
}
#endif

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using UnityEngine;
using UnityEngine.VFX.Utility;
namespace UnityEditor.VFX.Utility
{
[CustomEditor(typeof(VFXOutputEventUnityEvent))]
class VFXOutputEventUnityEventEditor : VFXOutputEventHandlerEditor
{
SerializedProperty m_OnEvent;
protected override void OnEnable()
{
base.OnEnable();
m_OnEvent = serializedObject.FindProperty(nameof(VFXOutputEventUnityEvent.onEvent));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawOutputEventProperties();
EditorGUILayout.PropertyField(m_OnEvent);
HelpBox("Attribute Usage", "VFX Attributes are not used for this Output Event Handler");
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("VFXGraph.OutputEventHandlers.Editor")]

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{
"name": "VFXGraph.OutputEventHandlers",
"rootNamespace": "",
"references": [
"Unity.VisualEffectGraph.Runtime",
"Unity.RenderPipelines.HighDefinition.Runtime",
"Cinemachine",
"Unity.Cinemachine"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.render-pipelines.high-definition",
"expression": "10.0.0-preview.1",
"define": "VFX_OUTPUTEVENT_HDRP_10_0_0_OR_NEWER"
},
{
"name": "com.unity.cinemachine",
"expression": "2.6.0",
"define": "VFX_OUTPUTEVENT_CINEMACHINE_2_6_0_OR_NEWER"
},
{
"name": "com.unity.cinemachine",
"expression": "3.0.0",
"define": "VFX_OUTPUTEVENT_CINEMACHINE_3_0_0_OR_NEWER"
},
{
"name": "com.unity.modules.physics",
"expression": "1.0.0",
"define": "VFX_OUTPUTEVENT_PHYSICS"
},
{
"name": "com.unity.modules.audio",
"expression": "1.0.0",
"define": "VFX_OUTPUTEVENT_AUDIO"
}
],
"noEngineReferences": false
}

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#if VFX_OUTPUTEVENT_CINEMACHINE_2_6_0_OR_NEWER
#if VFX_OUTPUTEVENT_CINEMACHINE_3_0_0_OR_NEWER
using Unity.Cinemachine;
#else
using Cinemachine;
#endif
namespace UnityEngine.VFX.Utility
{
[ExecuteAlways]
[RequireComponent(typeof(VisualEffect))]
class VFXOutputEventCinemachineCameraShake : VFXOutputEventAbstractHandler
{
public override bool canExecuteInEditor => true;
public enum Space
{
Local,
World
}
static readonly int k_Position = Shader.PropertyToID("position");
static readonly int k_Velocity = Shader.PropertyToID("velocity");
[Tooltip("The Cinemachine Impulse Source to use in order to send impulses.")]
public CinemachineImpulseSource cinemachineImpulseSource;
[Tooltip("The space in which the position and velocity attributes values are defined (local to the VFX, or world).")]
public Space attributeSpace;
public override void OnVFXOutputEvent(VFXEventAttribute eventAttribute)
{
if (cinemachineImpulseSource != null)
{
Vector3 pos = eventAttribute.GetVector3(k_Position);
Vector3 vel = eventAttribute.GetVector3(k_Velocity);
if (attributeSpace == Space.Local)
{
pos = transform.localToWorldMatrix.MultiplyPoint(pos);
vel = transform.localToWorldMatrix.MultiplyVector(vel);
}
cinemachineImpulseSource.GenerateImpulseAt(pos, vel);
}
}
}
}
#endif

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#if VFX_OUTPUTEVENT_AUDIO
using UnityEngine.Events;
namespace UnityEngine.VFX.Utility
{
[ExecuteAlways]
[RequireComponent(typeof(VisualEffect))]
class VFXOutputEventPlayAudio : VFXOutputEventAbstractHandler
{
public override bool canExecuteInEditor => true;
public AudioSource audioSource;
public override void OnVFXOutputEvent(VFXEventAttribute eventAttribute)
{
if (audioSource != null)
audioSource.Play();
}
}
}
#endif

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namespace UnityEngine.VFX.Utility
{
public abstract class VFXOutputEventPrefabAttributeAbstractHandler : MonoBehaviour
{
public abstract void OnVFXEventAttribute(VFXEventAttribute eventAttribute, VisualEffect visualEffect);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if VFX_OUTPUTEVENT_HDRP_10_0_0_OR_NEWER
using UnityEngine.Rendering.HighDefinition;
#endif
namespace UnityEngine.VFX.Utility
{
[RequireComponent(typeof(Light))]
#if VFX_OUTPUTEVENT_HDRP_10_0_0_OR_NEWER
[RequireComponent(typeof(HDAdditionalLightData))]
#endif
class VFXOutputEventPrefabAttributeLightHandler : VFXOutputEventPrefabAttributeAbstractHandler
{
public float brightnessScale = 1.0f;
static readonly int k_Color = Shader.PropertyToID("color");
public override void OnVFXEventAttribute(VFXEventAttribute eventAttribute, VisualEffect visualEffect)
{
var color = eventAttribute.GetVector3(k_Color);
var intensity = color.magnitude;
var c = new Color(color.x, color.y, color.z) / intensity;
intensity *= brightnessScale;
#if VFX_OUTPUTEVENT_HDRP_10_0_0_OR_NEWER
var hdlight = GetComponent<HDAdditionalLightData>();
hdlight.SetColor(c);
hdlight.SetIntensity(intensity);
#else
var light = GetComponent<Light>();
light.color = c;
light.intensity = intensity;
#endif
}
}
}

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#if VFX_OUTPUTEVENT_PHYSICS
namespace UnityEngine.VFX.Utility
{
[RequireComponent(typeof(Rigidbody))]
class VFXOutputEventPrefabAttributeRigidBodyVelocityHandler : VFXOutputEventPrefabAttributeAbstractHandler
{
Rigidbody m_RigidBody;
public enum Space
{
Local,
World
}
public Space attributeSpace;
static readonly int k_Velocity = Shader.PropertyToID("velocity");
public override void OnVFXEventAttribute(VFXEventAttribute eventAttribute, VisualEffect visualEffect)
{
var velocity = eventAttribute.GetVector3(k_Velocity);
if (attributeSpace == Space.Local)
velocity = visualEffect.transform.localToWorldMatrix.MultiplyVector(velocity);
if (TryGetComponent<Rigidbody>(out m_RigidBody))
{
m_RigidBody.WakeUp();
m_RigidBody.linearVelocity = velocity;
}
}
}
}
#endif

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using System;
namespace UnityEngine.VFX.Utility
{
[ExecuteAlways]
[RequireComponent(typeof(VisualEffect))]
class VFXOutputEventPrefabSpawn : VFXOutputEventAbstractHandler
{
public override bool canExecuteInEditor => true;
public uint instanceCount => m_InstanceCount;
public GameObject prefabToSpawn => m_PrefabToSpawn;
public bool parentInstances => m_ParentInstances;
#pragma warning disable 414, 649
[SerializeField, Tooltip("The maximum number of prefabs that can be active at a time")]
uint m_InstanceCount = 5;
[SerializeField, Tooltip("The prefab to enable upon event received. Prefabs are created as hidden and stored in a pool, upon enabling this behavior. Upon receiving an event a prefab from the pool is enabled and will be disabled when reaching its lifetime.")]
GameObject m_PrefabToSpawn;
[SerializeField, Tooltip("Whether to attach prefab instances to current game object. Use this setting to treat position and angle attributes as local space.")]
bool m_ParentInstances;
#pragma warning restore 414, 649
#if UNITY_EDITOR
bool m_Dirty = true;
#endif
[Tooltip("Whether to use the position attribute to set prefab position on spawn")]
public bool usePosition = true;
[Tooltip("Whether to use the angle attribute to set prefab rotation on spawn")]
public bool useAngle = true;
[Tooltip("Whether to use the scale attribute to set prefab localScale on spawn")]
public bool useScale = true;
[Tooltip("Whether to use the lifetime attribute to determine how long the prefab will be enabled")]
public bool useLifetime = true;
static readonly GameObject[] k_EmptyGameObjects = new GameObject[0];
static readonly float[] k_EmptyTimeToLive = new float[0];
GameObject[] m_Instances = k_EmptyGameObjects;
float[] m_TimesToLive = k_EmptyTimeToLive;
protected override void OnDisable()
{
base.OnDisable();
foreach (var instance in m_Instances)
instance.SetActive(false);
}
void OnDestroy()
{
DisposeInstances();
}
#if UNITY_EDITOR
void OnValidate()
{
m_Dirty = true;
}
#endif
void DisposeInstances()
{
foreach (var instance in m_Instances)
{
if (instance)
{
if (Application.isPlaying)
Destroy(instance);
else
DestroyImmediate(instance);
}
}
m_Instances = k_EmptyGameObjects;
m_TimesToLive = k_EmptyTimeToLive;
}
static readonly int k_PositionID = Shader.PropertyToID("position");
static readonly int k_AngleID = Shader.PropertyToID("angle");
static readonly int k_ScaleID = Shader.PropertyToID("scale");
static readonly int k_LifetimeID = Shader.PropertyToID("lifetime");
void UpdateHideFlag(GameObject instance)
{
instance.hideFlags = HideFlags.HideAndDontSave;
//We are using HideInHierarchy to prevent unexpected deletion in edit mode.
//instance.hideFlags = HideFlags.DontSave | HideFlags.NotEditable;
}
void CheckAndRebuildInstances()
{
bool rebuild = m_Instances.Length != m_InstanceCount;
#if UNITY_EDITOR
if (m_Dirty)
{
rebuild = true;
m_Dirty = false;
}
#endif
if (rebuild)
{
DisposeInstances();
if (m_PrefabToSpawn != null && m_InstanceCount != 0)
{
m_Instances = new GameObject[m_InstanceCount];
m_TimesToLive = new float[m_InstanceCount];
#if UNITY_EDITOR
var prefabAssetType = UnityEditor.PrefabUtility.GetPrefabAssetType(m_PrefabToSpawn);
#endif
for (int i = 0; i < m_Instances.Length; i++)
{
GameObject newInstance = null;
#if UNITY_EDITOR
if (prefabAssetType != UnityEditor.PrefabAssetType.NotAPrefab)
newInstance = UnityEditor.PrefabUtility.InstantiatePrefab(m_PrefabToSpawn) as GameObject;
if (newInstance == null)
newInstance = Instantiate(m_PrefabToSpawn);
#else
newInstance = Instantiate(m_PrefabToSpawn);
#endif
newInstance.name = $"{name} - #{i} - {m_PrefabToSpawn.name}";
newInstance.SetActive(false);
newInstance.transform.parent = m_ParentInstances ? transform : null;
UpdateHideFlag(newInstance);
m_Instances[i] = newInstance;
m_TimesToLive[i] = float.NegativeInfinity;
}
}
}
}
public override void OnVFXOutputEvent(VFXEventAttribute eventAttribute)
{
CheckAndRebuildInstances();
int freeIdx = -1;
for (int i = 0; i < m_Instances.Length; i++)
{
if (!m_Instances[i].activeSelf)
{
freeIdx = i;
break;
}
}
if (freeIdx != -1)
{
var availableInstance = m_Instances[freeIdx];
availableInstance.SetActive(true);
if (usePosition && eventAttribute.HasVector3(k_PositionID))
{
if (m_ParentInstances)
availableInstance.transform.localPosition = eventAttribute.GetVector3(k_PositionID);
else
availableInstance.transform.position = eventAttribute.GetVector3(k_PositionID);
}
if (useAngle && eventAttribute.HasVector3(k_AngleID))
{
if (parentInstances)
availableInstance.transform.localEulerAngles = eventAttribute.GetVector3(k_AngleID);
else
availableInstance.transform.eulerAngles = eventAttribute.GetVector3(k_AngleID);
}
if (useScale && eventAttribute.HasVector3(k_ScaleID))
availableInstance.transform.localScale = eventAttribute.GetVector3(k_ScaleID);
if (useLifetime && eventAttribute.HasFloat(k_LifetimeID))
m_TimesToLive[freeIdx] = eventAttribute.GetFloat(k_LifetimeID);
else
m_TimesToLive[freeIdx] = float.NegativeInfinity;
var handlers = availableInstance.GetComponentsInChildren<VFXOutputEventPrefabAttributeAbstractHandler>();
foreach (var handler in handlers)
handler.OnVFXEventAttribute(eventAttribute, m_VisualEffect);
} //Else, can't find an instance available, ignoring.
}
void Update()
{
if (Application.isPlaying || (executeInEditor && canExecuteInEditor))
{
CheckAndRebuildInstances();
var dt = Time.deltaTime;
for (int i = 0; i < m_Instances.Length; i++)
{
#if UNITY_EDITOR
//Reassign hide flag, "open prefab" could have resetted this hide flag.
UpdateHideFlag(m_Instances[i]);
#endif
// Negative infinity for non-time managed
if (m_TimesToLive[i] == float.NegativeInfinity)
continue;
// Else, manage time
if (m_TimesToLive[i] <= 0.0f && m_Instances[i].activeSelf)
m_Instances[i].SetActive(false);
else
m_TimesToLive[i] -= dt;
}
}
else
{
DisposeInstances();
}
}
}
}

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#if VFX_OUTPUTEVENT_PHYSICS
using UnityEngine.Events;
namespace UnityEngine.VFX.Utility
{
[ExecuteAlways]
[RequireComponent(typeof(VisualEffect))]
class VFXOutputEventRigidBody : VFXOutputEventAbstractHandler
{
public override bool canExecuteInEditor => false;
public enum Space
{
Local,
World
}
static readonly int k_Position = Shader.PropertyToID("position");
static readonly int k_Size = Shader.PropertyToID("size");
static readonly int k_Velocity = Shader.PropertyToID("velocity");
[Tooltip("The Rigid body to apply a force on.")]
public Rigidbody rigidBody;
[Tooltip("The Space VFX Attributes values are expressed.")]
public Space attributeSpace;
public enum RigidBodyEventType
{
Impulse,
Explosion,
VelocityChange
}
[Tooltip("Type of Instantaneous Force to apply on the RigidBody upon event:\n - Impulse using the Velocity attribute \n - Explosion at given Position attribute, using the Size for radius and the magnitude of Velocity Attribute for intensity\n - Velocity Change using Velocity Attribute")]
public RigidBodyEventType eventType;
public override void OnVFXOutputEvent(VFXEventAttribute eventAttribute)
{
if (rigidBody == null)
return;
var position = eventAttribute.GetVector3(k_Position);
var size = eventAttribute.GetFloat(k_Size);
var velocity = eventAttribute.GetVector3(k_Velocity);
if (attributeSpace == Space.Local)
{
position = transform.localToWorldMatrix.MultiplyPoint(position);
velocity = transform.localToWorldMatrix.MultiplyVector(velocity);
// We assume that the size is bound to the X component of the transform scale
// and that the transform is uniform.
size = transform.localToWorldMatrix.MultiplyVector(Vector3.right * size).magnitude;
}
switch (eventType)
{
case RigidBodyEventType.Impulse:
rigidBody.AddForce(velocity, ForceMode.Impulse);
break;
case RigidBodyEventType.Explosion:
rigidBody.AddExplosionForce(velocity.magnitude, position, size);
break;
case RigidBodyEventType.VelocityChange:
rigidBody.AddForce(velocity, ForceMode.VelocityChange);
break;
default:
break;
}
}
}
}
#endif

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using UnityEngine.Events;
namespace UnityEngine.VFX.Utility
{
[ExecuteAlways]
[RequireComponent(typeof(VisualEffect))]
class VFXOutputEventUnityEvent : VFXOutputEventAbstractHandler
{
public override bool canExecuteInEditor => false;
public UnityEvent onEvent;
public override void OnVFXOutputEvent(VFXEventAttribute eventAttribute)
{
onEvent?.Invoke();
}
}
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