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/// Credit zge, jeremie sellam
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/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
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/// Updated from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/65/a-better-uicircle
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/// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
///
/// * Modified component to utilize vertex stream instead of quads
/// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
/// * Added progress capability to allow component to be used as an indicator
/// * Added methods for use during runtime and event system(s) with other components
/// * Change some terminology of members to reflect other component property changes
/// * Added padding capability
/// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
/// * Sample usage in scene "UICircleProgress"
/// Note: moving the pivot around from center to an edge can cause strange things
/// as well as having the RectTransform be smaller than the Thickness and/or Padding.
/// When making an initial layout for the component, it would be best to test multiple
/// aspect ratios and resolutions to ensure consistent behaviour.
using System.Collections.Generic ;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
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public class UICircle : UIPrimitiveBase
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{
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[Tooltip("The Arc Invert property will invert the construction of the Arc.")]
public bool ArcInvert = true ;
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[Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
[Range(0, 1)]
public float Arc = 1 ;
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[Tooltip("The Arc Steps property defines the number of segments that the Arc will be divided into.")]
[Range(0, 1000)]
public int ArcSteps = 100 ;
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[Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
[Range(0, 360)]
public int ArcRotation = 0 ;
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[Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
[Range(0, 1)]
public float Progress = 0 ;
private float _progress = 0 ;
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public Color ProgressColor = new Color ( 255 , 255 , 255 , 255 ) ;
public bool Fill = true ; //solid circle
public float Thickness = 5 ;
public int Padding = 0 ;
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private List < int > indices = new List < int > ( ) ; //ordered list of vertices per tri
private List < UIVertex > vertices = new List < UIVertex > ( ) ;
private Vector2 uvCenter = new Vector2 ( 0.5f , 0.5f ) ;
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protected override void OnPopulateMesh ( VertexHelper vh )
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{
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int _inversion = ArcInvert ? - 1 : 1 ;
float Diameter = ( rectTransform . rect . width < rectTransform . rect . height ? rectTransform . rect . width : rectTransform . rect . height ) - Padding ; //correct for padding and always fit RectTransform
float outerDiameter = - rectTransform . pivot . x * Diameter ;
float innerDiameter = - rectTransform . pivot . x * Diameter + Thickness ;
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vh . Clear ( ) ;
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indices . Clear ( ) ;
vertices . Clear ( ) ;
int i = 0 ;
int j = 1 ;
int k = 0 ;
float stepDegree = ( Arc * 360f ) / ArcSteps ;
_progress = ArcSteps * Progress ;
float rad = _inversion * Mathf . Deg2Rad * ArcRotation ;
float X = Mathf . Cos ( rad ) ;
float Y = Mathf . Sin ( rad ) ;
var vertex = UIVertex . simpleVert ;
vertex . color = _progress > 0 ? ProgressColor : color ;
//initial vertex
vertex . position = new Vector2 ( outerDiameter * X , outerDiameter * Y ) ;
vertex . uv0 = new Vector2 ( vertex . position . x / Diameter + 0.5f , vertex . position . y / Diameter + 0.5f ) ;
vertices . Add ( vertex ) ;
var iV = new Vector2 ( innerDiameter * X , innerDiameter * Y ) ;
if ( Fill ) iV = Vector2 . zero ; //center vertex to pivot
vertex . position = iV ;
vertex . uv0 = Fill ? uvCenter : new Vector2 ( vertex . position . x / Diameter + 0.5f , vertex . position . y / Diameter + 0.5f ) ;
vertices . Add ( vertex ) ;
for ( int counter = 1 ; counter < = ArcSteps ; counter + + )
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{
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rad = _inversion * Mathf . Deg2Rad * ( counter * stepDegree + ArcRotation ) ;
X = Mathf . Cos ( rad ) ;
Y = Mathf . Sin ( rad ) ;
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vertex . color = counter > _progress ? color : ProgressColor ;
vertex . position = new Vector2 ( outerDiameter * X , outerDiameter * Y ) ;
vertex . uv0 = new Vector2 ( vertex . position . x / Diameter + 0.5f , vertex . position . y / Diameter + 0.5f ) ;
vertices . Add ( vertex ) ;
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//add additional vertex if required and generate indices for tris in clockwise order
if ( ! Fill )
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{
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vertex . position = new Vector2 ( innerDiameter * X , innerDiameter * Y ) ;
vertex . uv0 = new Vector2 ( vertex . position . x / Diameter + 0.5f , vertex . position . y / Diameter + 0.5f ) ;
vertices . Add ( vertex ) ;
k = j ;
indices . Add ( i ) ;
indices . Add ( j + 1 ) ;
indices . Add ( j ) ;
j + + ;
i = j ;
j + + ;
indices . Add ( i ) ;
indices . Add ( j ) ;
indices . Add ( k ) ;
}
else
{
indices . Add ( i ) ;
indices . Add ( j + 1 ) ;
//Fills (solid circle) with progress require an additional vertex to
// prevent the base circle from becoming a gradient from center to edge
if ( counter > _progress )
{
indices . Add ( ArcSteps + 2 ) ;
}
else
{
indices . Add ( 1 ) ;
}
j + + ;
i = j ;
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}
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}
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//this vertex is added to the end of the list to simplify index ordering on geometry fill
if ( Fill )
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{
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vertex . position = iV ;
vertex . color = color ;
vertex . uv0 = uvCenter ;
vertices . Add ( vertex ) ;
}
vh . AddUIVertexStream ( vertices , indices ) ;
}
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//the following methods may be used during run-time
//to update the properties of the component
public void SetProgress ( float progress )
{
Progress = progress ;
SetVerticesDirty ( ) ;
}
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public void SetArc ( float arc )
{
Arc = arc ;
SetVerticesDirty ( ) ;
}
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public void SetArcSteps ( int steps )
{
ArcSteps = steps ;
SetVerticesDirty ( ) ;
}
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public void SetInvertArc ( bool invert )
{
ArcInvert = invert ;
SetVerticesDirty ( ) ;
}
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public void SetArcRotation ( int rotation )
{
ArcRotation = rotation ;
SetVerticesDirty ( ) ;
}
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public void SetFill ( bool fill )
{
Fill = fill ;
SetVerticesDirty ( ) ;
}
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public void SetBaseColor ( Color color )
{
this . color = color ;
SetVerticesDirty ( ) ;
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}
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public void UpdateBaseAlpha ( float value )
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{
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var _color = this . color ;
_color . a = value ;
this . color = _color ;
SetVerticesDirty ( ) ;
}
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public void SetProgressColor ( Color color )
{
ProgressColor = color ;
SetVerticesDirty ( ) ;
}
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public void UpdateProgressAlpha ( float value )
{
ProgressColor . a = value ;
SetVerticesDirty ( ) ;
}
public void SetPadding ( int padding )
{
Padding = padding ;
SetVerticesDirty ( ) ;
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}
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public void SetThickness ( int thickness )
{
Thickness = thickness ;
SetVerticesDirty ( ) ;
}
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}
}