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using System ;
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using System.Collections.Generic ;
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namespace UnityEngine.UI.Extensions
{
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public enum ResolutionMode
{
None ,
PerSegment ,
PerLine
}
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public class UIPrimitiveBase : MaskableGraphic , ILayoutElement , ICanvasRaycastFilter
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{
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static protected Material s_ETC1DefaultUI = null ;
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List < Vector2 > outputList = new List < Vector2 > ( ) ;
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[SerializeField] private Sprite m_Sprite ;
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public Sprite sprite { get { return m_Sprite ; } set { if ( SetPropertyUtility . SetClass ( ref m_Sprite , value ) ) GeneratedUVs ( ) ; SetAllDirty ( ) ; } }
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[NonSerialized]
private Sprite m_OverrideSprite ;
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public Sprite overrideSprite { get { return activeSprite ; } set { if ( SetPropertyUtility . SetClass ( ref m_OverrideSprite , value ) ) GeneratedUVs ( ) ; SetAllDirty ( ) ; } }
protected Sprite activeSprite { get { return m_OverrideSprite ! = null ? m_OverrideSprite : sprite ; } }
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// Not serialized until we support read-enabled sprites better.
internal float m_EventAlphaThreshold = 1 ;
public float eventAlphaThreshold { get { return m_EventAlphaThreshold ; } set { m_EventAlphaThreshold = value ; } }
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[SerializeField]
private ResolutionMode m_improveResolution ;
public ResolutionMode ImproveResolution { get { return m_improveResolution ; } set { m_improveResolution = value ; SetAllDirty ( ) ; } }
[SerializeField]
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protected float m_Resolution ;
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public float Resoloution { get { return m_Resolution ; } set { m_Resolution = value ; SetAllDirty ( ) ; } }
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[SerializeField]
private bool m_useNativeSize ;
public bool UseNativeSize { get { return m_useNativeSize ; } set { m_useNativeSize = value ; SetAllDirty ( ) ; } }
protected UIPrimitiveBase ( )
{
useLegacyMeshGeneration = false ;
}
/// <summary>
/// Default material used to draw everything if no explicit material was specified.
/// </summary>
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static public Material defaultETC1GraphicMaterial
{
get
{
if ( s_ETC1DefaultUI = = null )
s_ETC1DefaultUI = Canvas . GetETC1SupportedCanvasMaterial ( ) ;
return s_ETC1DefaultUI ;
}
}
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/// <summary>
/// Image's texture comes from the UnityEngine.Image.
/// </summary>
public override Texture mainTexture
{
get
{
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if ( activeSprite = = null )
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{
if ( material ! = null & & material . mainTexture ! = null )
{
return material . mainTexture ;
}
return s_WhiteTexture ;
}
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return activeSprite . texture ;
}
}
/// <summary>
/// Whether the Image has a border to work with.
/// </summary>
public bool hasBorder
{
get
{
if ( activeSprite ! = null )
{
Vector4 v = activeSprite . border ;
return v . sqrMagnitude > 0f ;
}
return false ;
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}
}
public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100 ;
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if ( activeSprite )
spritePixelsPerUnit = activeSprite . pixelsPerUnit ;
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float referencePixelsPerUnit = 100 ;
if ( canvas )
referencePixelsPerUnit = canvas . referencePixelsPerUnit ;
return spritePixelsPerUnit / referencePixelsPerUnit ;
}
}
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public override Material material
{
get
{
if ( m_Material ! = null )
return m_Material ;
if ( activeSprite & & activeSprite . associatedAlphaSplitTexture ! = null )
return defaultETC1GraphicMaterial ;
return defaultMaterial ;
}
set
{
base . material = value ;
}
}
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protected UIVertex [ ] SetVbo ( Vector2 [ ] vertices , Vector2 [ ] uvs )
{
UIVertex [ ] vbo = new UIVertex [ 4 ] ;
for ( int i = 0 ; i < vertices . Length ; i + + )
{
var vert = UIVertex . simpleVert ;
vert . color = color ;
vert . position = vertices [ i ] ;
vert . uv0 = uvs [ i ] ;
vbo [ i ] = vert ;
}
return vbo ;
}
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protected Vector2 [ ] IncreaseResolution ( Vector2 [ ] input )
{
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return IncreaseResolution ( new List < Vector2 > ( input ) ) . ToArray ( ) ;
}
protected List < Vector2 > IncreaseResolution ( List < Vector2 > input )
{
outputList . Clear ( ) ;
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switch ( ImproveResolution )
{
case ResolutionMode . PerLine :
float totalDistance = 0 , increments = 0 ;
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for ( int i = 0 ; i < input . Count - 1 ; i + + )
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{
totalDistance + = Vector2 . Distance ( input [ i ] , input [ i + 1 ] ) ;
}
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ResolutionToNativeSize ( totalDistance ) ;
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increments = totalDistance / m_Resolution ;
var incrementCount = 0 ;
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for ( int i = 0 ; i < input . Count - 1 ; i + + )
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{
var p1 = input [ i ] ;
outputList . Add ( p1 ) ;
var p2 = input [ i + 1 ] ;
var segmentDistance = Vector2 . Distance ( p1 , p2 ) / increments ;
var incrementTime = 1f / segmentDistance ;
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for ( int j = 0 ; j < segmentDistance ; j + + )
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{
outputList . Add ( Vector2 . Lerp ( p1 , ( Vector2 ) p2 , j * incrementTime ) ) ;
incrementCount + + ;
}
outputList . Add ( p2 ) ;
}
break ;
case ResolutionMode . PerSegment :
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for ( int i = 0 ; i < input . Count - 1 ; i + + )
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{
var p1 = input [ i ] ;
outputList . Add ( p1 ) ;
var p2 = input [ i + 1 ] ;
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ResolutionToNativeSize ( Vector2 . Distance ( p1 , p2 ) ) ;
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increments = 1f / m_Resolution ;
for ( Single j = 1 ; j < m_Resolution ; j + + )
{
outputList . Add ( Vector2 . Lerp ( p1 , ( Vector2 ) p2 , increments * j ) ) ;
}
outputList . Add ( p2 ) ;
}
break ;
}
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return outputList ;
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}
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protected virtual void GeneratedUVs ( ) { }
protected virtual void ResolutionToNativeSize ( float distance ) { }
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#region ILayoutElement Interface
public virtual void CalculateLayoutInputHorizontal ( ) { }
public virtual void CalculateLayoutInputVertical ( ) { }
public virtual float minWidth { get { return 0 ; } }
public virtual float preferredWidth
{
get
{
if ( overrideSprite = = null )
return 0 ;
return overrideSprite . rect . size . x / pixelsPerUnit ;
}
}
public virtual float flexibleWidth { get { return - 1 ; } }
public virtual float minHeight { get { return 0 ; } }
public virtual float preferredHeight
{
get
{
if ( overrideSprite = = null )
return 0 ;
return overrideSprite . rect . size . y / pixelsPerUnit ;
}
}
public virtual float flexibleHeight { get { return - 1 ; } }
public virtual int layoutPriority { get { return 0 ; } }
# endregion
#region ICanvasRaycastFilter Interface
public virtual bool IsRaycastLocationValid ( Vector2 screenPoint , Camera eventCamera )
{
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// add test for line check
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if ( m_EventAlphaThreshold > = 1 )
return true ;
Sprite sprite = overrideSprite ;
if ( sprite = = null )
return true ;
Vector2 local ;
RectTransformUtility . ScreenPointToLocalPointInRectangle ( rectTransform , screenPoint , eventCamera , out local ) ;
Rect rect = GetPixelAdjustedRect ( ) ;
// Convert to have lower left corner as reference point.
local . x + = rectTransform . pivot . x * rect . width ;
local . y + = rectTransform . pivot . y * rect . height ;
local = MapCoordinate ( local , rect ) ;
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//test local coord with Mesh
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// Normalize local coordinates.
Rect spriteRect = sprite . textureRect ;
Vector2 normalized = new Vector2 ( local . x / spriteRect . width , local . y / spriteRect . height ) ;
// Convert to texture space.
float x = Mathf . Lerp ( spriteRect . x , spriteRect . xMax , normalized . x ) / sprite . texture . width ;
float y = Mathf . Lerp ( spriteRect . y , spriteRect . yMax , normalized . y ) / sprite . texture . height ;
try
{
return sprite . texture . GetPixelBilinear ( x , y ) . a > = m_EventAlphaThreshold ;
}
catch ( UnityException e )
{
Debug . LogError ( "Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e . Message + " Also make sure to disable sprite packing for this sprite." , this ) ;
return true ;
}
}
/// <summary>
/// Return image adjusted position
/// **Copied from Unity's Image component for now and simplified for UI Extensions primatives
/// </summary>
/// <param name="local"></param>
/// <param name="rect"></param>
/// <returns></returns>
private Vector2 MapCoordinate ( Vector2 local , Rect rect )
{
Rect spriteRect = sprite . rect ;
//if (type == Type.Simple || type == Type.Filled)
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return new Vector2 ( local . x * rect . width , local . y * rect . height ) ;
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//Vector4 border = sprite.border;
//Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
//for (int i = 0; i < 2; i++)
//{
// if (local[i] <= adjustedBorder[i])
// continue;
// if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
// {
// local[i] -= (rect.size[i] - spriteRect.size[i]);
// continue;
// }
// if (type == Type.Sliced)
// {
// float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
// local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
// continue;
// }
// else
// {
// local[i] -= adjustedBorder[i];
// local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]);
// local[i] += border[i];
// continue;
// }
//}
//return local;
}
Vector4 GetAdjustedBorders ( Vector4 border , Rect rect )
{
for ( int axis = 0 ; axis < = 1 ; axis + + )
{
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
float combinedBorders = border [ axis ] + border [ axis + 2 ] ;
if ( rect . size [ axis ] < combinedBorders & & combinedBorders ! = 0 )
{
float borderScaleRatio = rect . size [ axis ] / combinedBorders ;
border [ axis ] * = borderScaleRatio ;
border [ axis + 2 ] * = borderScaleRatio ;
}
}
return border ;
}
# endregion
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#region onEnable
protected override void OnEnable ( )
{
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base . OnEnable ( ) ;
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SetAllDirty ( ) ;
}
# endregion
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}
}