com.unity.uiextensions.nosa.../Scripts/NicerOutline.cs

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/// Credit Melang
/// Sourced from - http://forum.unity3d.com/members/melang.593409/
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
public class NicerOutline : BaseMeshEffect
{
private const int VERTICES_PER_QUAD = 6;
[SerializeField]
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
[SerializeField]
private bool m_UseGraphicAlpha = true;
//
// Properties
//
public Color effectColor
{
get
{
return this.m_EffectColor;
}
set
{
this.m_EffectColor = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public Vector2 effectDistance
{
get
{
return this.m_EffectDistance;
}
set
{
if (value.x > 600f)
{
value.x = 600f;
}
if (value.x < -600f)
{
value.x = -600f;
}
if (value.y > 600f)
{
value.y = 600f;
}
if (value.y < -600f)
{
value.y = -600f;
}
if (this.m_EffectDistance == value)
{
return;
}
this.m_EffectDistance = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public bool useGraphicAlpha
{
get
{
return this.m_UseGraphicAlpha;
}
set
{
this.m_UseGraphicAlpha = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
{
UIVertex vt;
for (int i = start; i < end; ++i)
{
vt = verts[i];
verts.Add(vt);
Vector3 v = vt.position;
v.x += x;
v.y += y;
vt.position = v;
var newColor = color;
if (m_UseGraphicAlpha)
newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
vt.color = newColor;
verts[i] = vt;
}
}
protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
{
ApplyShadowZeroAlloc(verts, color, start, end, x, y);
}
public override void ModifyMesh (Mesh mesh)
{
if (!this.IsActive ())
{
return;
}
// Initilize a list with the correct capacity, to avoid unneeded allocations later.
// The list will hold 9 copies of the vertex data (original + 8 copies).
List < UIVertex > verts = new List<UIVertex>(9 * (mesh.vertices.Length / 4 * VERTICES_PER_QUAD));
using (var helper = new VertexHelper(mesh))
{
helper.GetUIVertexStream(verts);
}
Text foundtext = GetComponent<Text>();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
float distanceX = this.effectDistance.x * best_fit_adjustment;
float distanceY = this.effectDistance.y * best_fit_adjustment;
int start = 0;
int count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
using (var helper = new VertexHelper())
{
helper.AddUIVertexTriangleStream(verts);
helper.FillMesh(mesh);
}
}
#if UNITY_EDITOR
protected override void OnValidate ()
{
this.effectDistance = this.m_EffectDistance;
base.OnValidate ();
}
#endif
}
}