升级XR插件版本
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121
Packages/MCPForUnity/Editor/Tools/Vfx/ParticleControl.cs
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121
Packages/MCPForUnity/Editor/Tools/Vfx/ParticleControl.cs
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using System;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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using MCPForUnity.Editor.Helpers;
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namespace MCPForUnity.Editor.Tools.Vfx
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{
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internal static class ParticleControl
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{
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public static object EnableModule(JObject @params)
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{
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ParticleSystem ps = ParticleCommon.FindParticleSystem(@params);
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if (ps == null) return new { success = false, message = "ParticleSystem not found" };
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string moduleName = @params["module"]?.ToString()?.ToLowerInvariant();
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bool enabled = @params["enabled"]?.ToObject<bool>() ?? true;
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if (string.IsNullOrEmpty(moduleName)) return new { success = false, message = "Module name required" };
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Undo.RecordObject(ps, $"Toggle {moduleName}");
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switch (moduleName.Replace("_", ""))
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{
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case "emission": var em = ps.emission; em.enabled = enabled; break;
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case "shape": var sh = ps.shape; sh.enabled = enabled; break;
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case "coloroverlifetime": var col = ps.colorOverLifetime; col.enabled = enabled; break;
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case "sizeoverlifetime": var sol = ps.sizeOverLifetime; sol.enabled = enabled; break;
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case "velocityoverlifetime": var vol = ps.velocityOverLifetime; vol.enabled = enabled; break;
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case "noise": var n = ps.noise; n.enabled = enabled; break;
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case "collision": var coll = ps.collision; coll.enabled = enabled; break;
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case "trails": var tr = ps.trails; tr.enabled = enabled; break;
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case "lights": var li = ps.lights; li.enabled = enabled; break;
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default: return new { success = false, message = $"Unknown module: {moduleName}" };
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}
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EditorUtility.SetDirty(ps);
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return new { success = true, message = $"Module '{moduleName}' {(enabled ? "enabled" : "disabled")}" };
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}
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public static object Control(JObject @params, string action)
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{
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ParticleSystem ps = ParticleCommon.FindParticleSystem(@params);
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if (ps == null) return new { success = false, message = "ParticleSystem not found" };
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// Ensure material is assigned before playing
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if (action == "play" || action == "restart")
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{
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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if (renderer != null)
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{
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RendererHelpers.EnsureMaterial(renderer);
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}
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}
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bool withChildren = @params["withChildren"]?.ToObject<bool>() ?? true;
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switch (action)
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{
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case "play": ps.Play(withChildren); break;
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case "stop": ps.Stop(withChildren, ParticleSystemStopBehavior.StopEmitting); break;
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case "pause": ps.Pause(withChildren); break;
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case "restart": ps.Stop(withChildren, ParticleSystemStopBehavior.StopEmittingAndClear); ps.Play(withChildren); break;
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case "clear": ps.Clear(withChildren); break;
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default: return new { success = false, message = $"Unknown action: {action}" };
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}
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return new { success = true, message = $"ParticleSystem {action}" };
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}
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public static object AddBurst(JObject @params)
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{
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ParticleSystem ps = ParticleCommon.FindParticleSystem(@params);
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if (ps == null) return new { success = false, message = "ParticleSystem not found" };
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// Ensure material is assigned
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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if (renderer != null)
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{
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RendererHelpers.EnsureMaterial(renderer);
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}
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Undo.RecordObject(ps, "Add Burst");
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var emission = ps.emission;
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float time = @params["time"]?.ToObject<float>() ?? 0f;
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int minCountRaw = @params["minCount"]?.ToObject<int>() ?? @params["count"]?.ToObject<int>() ?? 30;
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int maxCountRaw = @params["maxCount"]?.ToObject<int>() ?? @params["count"]?.ToObject<int>() ?? 30;
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short minCount = (short)Math.Clamp(minCountRaw, 0, short.MaxValue);
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short maxCount = (short)Math.Clamp(maxCountRaw, 0, short.MaxValue);
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int cycles = @params["cycles"]?.ToObject<int>() ?? 1;
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float interval = @params["interval"]?.ToObject<float>() ?? 0.01f;
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var burst = new ParticleSystem.Burst(time, minCount, maxCount, cycles, interval);
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burst.probability = @params["probability"]?.ToObject<float>() ?? 1f;
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int idx = emission.burstCount;
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var bursts = new ParticleSystem.Burst[idx + 1];
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emission.GetBursts(bursts);
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bursts[idx] = burst;
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emission.SetBursts(bursts);
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EditorUtility.SetDirty(ps);
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return new { success = true, message = $"Added burst at t={time}", burstIndex = idx };
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}
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public static object ClearBursts(JObject @params)
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{
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ParticleSystem ps = ParticleCommon.FindParticleSystem(@params);
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if (ps == null) return new { success = false, message = "ParticleSystem not found" };
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Undo.RecordObject(ps, "Clear Bursts");
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var emission = ps.emission;
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int count = emission.burstCount;
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emission.SetBursts(new ParticleSystem.Burst[0]);
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EditorUtility.SetDirty(ps);
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return new { success = true, message = $"Cleared {count} bursts" };
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}
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}
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}
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