Files
ADOFAIRenderer/Util/ParticleUtil.cs
T

39 lines
1.7 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace ADOFAIRenderer.Util
{
/// <summary>Particle system helpers.</summary>
internal static class ParticleUtil
{
/// <summary>
/// Renderer found for each particle system. Weak keys: an entry is dropped when its ParticleSystem object is collected.
/// Main thread.
/// </summary>
private static readonly ConditionalWeakTable<ParticleSystem, ParticleSystemRenderer> Cache = new();
/// <summary>
/// Returns the ParticleSystemRenderer that belongs to <paramref name="ps"/>. When a GameObject has several particle
/// systems and renderers, the renderer with the same component index as the particle system is used; otherwise the
/// first renderer of the GameObject. The result is cached per particle system. Main thread.
/// </summary>
/// <param name="ps">Particle system; null or destroyed returns null.</param>
/// <returns>The renderer, or null when the GameObject has none.</returns>
public static ParticleSystemRenderer? GetRenderer(this ParticleSystem ps)
{
if (!ps) return null;
if (Cache.TryGetValue(ps, out var renderer) && renderer) return renderer;
var particleSystems = ps.GetComponents<ParticleSystem>();
var renderers = ps.GetComponents<ParticleSystemRenderer>();
var index = Array.IndexOf(particleSystems, ps);
renderer = index >= 0 && index < renderers.Length ? renderers[index] : ps.GetComponent<ParticleSystemRenderer>();
if (renderer) Cache.Add(ps, renderer);
return renderer;
}
}
}