去掉obi,使用自写绳索
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@@ -1,63 +0,0 @@
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using UnityEngine;
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using Unity.Profiling;
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using System;
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using System.Threading;
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using System.Collections;
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using System.Collections.Generic;
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namespace Obi
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{
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[AddComponentMenu("Physics/Obi/Obi Instanced Particle Renderer", 1001)]
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[ExecuteInEditMode]
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[RequireComponent(typeof(ObiActor))]
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public class ObiInstancedParticleRenderer : MonoBehaviour, ObiActorRenderer<ObiInstancedParticleRenderer>
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{
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public Mesh mesh;
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public Material material;
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public RenderBatchParams renderParameters = new RenderBatchParams(true);
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public Color instanceColor = Color.white;
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public float instanceScale = 1;
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public ObiActor actor { get; private set; }
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void Awake()
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{
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actor = GetComponent<ObiActor>();
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}
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public void OnEnable()
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{
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((ObiActorRenderer<ObiInstancedParticleRenderer>)this).EnableRenderer();
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}
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public void OnDisable()
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{
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((ObiActorRenderer<ObiInstancedParticleRenderer>)this).DisableRenderer();
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}
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public void OnValidate()
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{
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((ObiActorRenderer<ObiInstancedParticleRenderer>)this).SetRendererDirty(Oni.RenderingSystemType.InstancedParticles);
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}
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RenderSystem<ObiInstancedParticleRenderer> ObiRenderer<ObiInstancedParticleRenderer>.CreateRenderSystem(ObiSolver solver)
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{
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switch (solver.backendType)
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{
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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case ObiSolver.BackendType.Burst: return new BurstInstancedParticleRenderSystem(solver);
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#endif
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case ObiSolver.BackendType.Compute:
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default:
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if (SystemInfo.supportsComputeShaders)
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return new ComputeInstancedParticleRenderSystem(solver);
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return null;
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}
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}
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}
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}
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