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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
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using System.Collections ;
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using System.Collections.Generic ;
#if UNITY_EDITOR
using UnityEditor ;
# endif
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/Effects/Extensions/Curly UI Graphic")]
public class CUIGraphic : BaseMeshEffect
{
// Describing the properties that are shared by all objects of this class
#region Nature
readonly public static int bottomCurveIdx = 0 ;
readonly public static int topCurveIdx = 1 ;
# endregion
/// <summary>
/// Describing the properties of this object.
/// </summary>
#region Description
[Tooltip("Set true to make the curve/morph to work. Set false to quickly see the original UI.")]
[SerializeField]
protected bool isCurved = true ;
public bool IsCurved
{
get
{
return isCurved ;
}
}
[Tooltip("Set true to dynamically change the curve according to the dynamic change of the UI layout")]
[SerializeField]
protected bool isLockWithRatio = true ;
public bool IsLockWithRatio
{
get
{
return isLockWithRatio ;
}
}
[Tooltip("Pick a higher resolution to improve the quality of the curved graphic.")]
[SerializeField]
[Range(0.01f, 30.0f)]
protected float resolution = 5.0f ;
# endregion
/// <summary>
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/// Reference to other objects that are needed by this object.
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/// </summary>
#region Links
protected RectTransform rectTrans ;
public RectTransform RectTrans
{
get
{
return rectTrans ;
}
}
[Tooltip("Put in the Graphic you want to curve/morph here.")]
[SerializeField]
protected Graphic uiGraphic ;
public Graphic UIGraphic
{
get
{
return uiGraphic ;
}
}
[Tooltip("Put in the reference Graphic that will be used to tune the bezier curves. Think button image and text.")]
[SerializeField]
protected CUIGraphic refCUIGraphic ;
public CUIGraphic RefCUIGraphic
{
get
{
return refCUIGraphic ;
}
}
[Tooltip("Do not touch this unless you are sure what you are doing. The curves are (re)generated automatically.")]
[SerializeField]
protected CUIBezierCurve [ ] refCurves ;
public CUIBezierCurve [ ] RefCurves
{
get
{
return refCurves ;
}
}
[HideInInspector]
[SerializeField]
protected Vector3_Array2D [ ] refCurvesControlRatioPoints ;
public Vector3_Array2D [ ] RefCurvesControlRatioPoints
{
get
{
return refCurvesControlRatioPoints ;
}
}
#if UNITY_EDITOR
public CUIBezierCurve [ ] EDITOR_RefCurves
{
set
{
refCurves = value ;
}
}
public Vector3_Array2D [ ] EDITOR_RefCurvesControlRatioPoints
{
set
{
refCurvesControlRatioPoints = value ;
}
}
# endif
# endregion
// Methods that are used often.
#region Reuse
protected List < UIVertex > reuse_quads = new List < UIVertex > ( ) ;
# endregion
#region Action
protected void solveDoubleEquationWithVector ( float _x_1 , float _y_1 , float _x_2 , float _y_2 , Vector3 _constant_1 , Vector3 _contant_2 , out Vector3 _x , out Vector3 _y )
{
Vector3 f ;
float g ;
if ( Mathf . Abs ( _x_1 ) > Mathf . Abs ( _x_2 ) )
{
f = _constant_1 * _x_2 / _x_1 ;
g = _y_1 * _x_2 / _x_1 ;
_y = ( _contant_2 - f ) / ( _y_2 - g ) ;
if ( _x_2 ! = 0 )
_x = ( f - g * _y ) / _x_2 ;
else
_x = ( _constant_1 - _y_1 * _y ) / _x_1 ;
}
else
{
f = _contant_2 * _x_1 / _x_2 ;
g = _y_2 * _x_1 / _x_2 ;
_x = ( _constant_1 - f ) / ( _y_1 - g ) ;
if ( _x_1 ! = 0 )
_y = ( f - g * _x ) / _x_1 ;
else
_y = ( _contant_2 - _y_2 * _x ) / _x_2 ;
}
}
protected UIVertex uiVertexLerp ( UIVertex _a , UIVertex _b , float _time )
{
UIVertex tmpUIVertex = new UIVertex ( ) ;
tmpUIVertex . position = Vector3 . Lerp ( _a . position , _b . position , _time ) ;
tmpUIVertex . normal = Vector3 . Lerp ( _a . normal , _b . normal , _time ) ;
tmpUIVertex . tangent = Vector3 . Lerp ( _a . tangent , _b . tangent , _time ) ;
tmpUIVertex . uv0 = Vector2 . Lerp ( _a . uv0 , _b . uv0 , _time ) ;
tmpUIVertex . uv1 = Vector2 . Lerp ( _a . uv1 , _b . uv1 , _time ) ;
tmpUIVertex . color = Color . Lerp ( _a . color , _b . color , _time ) ;
return tmpUIVertex ;
}
/// <summary>
/// Bilinear Interpolation
/// </summary>
protected UIVertex uiVertexBerp ( UIVertex v_bottomLeft , UIVertex v_topLeft , UIVertex v_topRight , UIVertex v_bottomRight , float _xTime , float _yTime )
{
UIVertex topX = uiVertexLerp ( v_topLeft , v_topRight , _xTime ) ;
UIVertex bottomX = uiVertexLerp ( v_bottomLeft , v_bottomRight , _xTime ) ;
return uiVertexLerp ( bottomX , topX , _yTime ) ;
}
protected void tessellateQuad ( List < UIVertex > _quads , int _thisQuadIdx )
{
UIVertex v_bottomLeft = _quads [ _thisQuadIdx ] ;
UIVertex v_topLeft = _quads [ _thisQuadIdx + 1 ] ;
UIVertex v_topRight = _quads [ _thisQuadIdx + 2 ] ;
UIVertex v_bottomRight = _quads [ _thisQuadIdx + 3 ] ;
float quadSize = 100.0f / resolution ;
int heightQuadEdgeNum = Mathf . Max ( 1 , Mathf . CeilToInt ( ( v_topLeft . position - v_bottomLeft . position ) . magnitude / quadSize ) ) ;
int widthQuadEdgeNum = Mathf . Max ( 1 , Mathf . CeilToInt ( ( v_topRight . position - v_topLeft . position ) . magnitude / quadSize ) ) ;
int quadIdx = 0 ;
for ( int x = 0 ; x < widthQuadEdgeNum ; x + + )
{
for ( int y = 0 ; y < heightQuadEdgeNum ; y + + , quadIdx + + )
{
_quads . Add ( new UIVertex ( ) ) ;
_quads . Add ( new UIVertex ( ) ) ;
_quads . Add ( new UIVertex ( ) ) ;
_quads . Add ( new UIVertex ( ) ) ;
float xRatio = ( float ) x / widthQuadEdgeNum ;
float yRatio = ( float ) y / heightQuadEdgeNum ;
float xPlusOneRatio = ( float ) ( x + 1 ) / widthQuadEdgeNum ;
float yPlusOneRatio = ( float ) ( y + 1 ) / heightQuadEdgeNum ;
_quads [ _quads . Count - 4 ] = uiVertexBerp ( v_bottomLeft , v_topLeft , v_topRight , v_bottomRight , xRatio , yRatio ) ;
_quads [ _quads . Count - 3 ] = uiVertexBerp ( v_bottomLeft , v_topLeft , v_topRight , v_bottomRight , xRatio , yPlusOneRatio ) ;
_quads [ _quads . Count - 2 ] = uiVertexBerp ( v_bottomLeft , v_topLeft , v_topRight , v_bottomRight , xPlusOneRatio , yPlusOneRatio ) ;
_quads [ _quads . Count - 1 ] = uiVertexBerp ( v_bottomLeft , v_topLeft , v_topRight , v_bottomRight , xPlusOneRatio , yRatio ) ;
}
}
}
protected void tessellateGraphic ( List < UIVertex > _verts )
{
for ( int v = 0 ; v < _verts . Count ; v + = 6 )
{
reuse_quads . Add ( _verts [ v ] ) ; // bottom left
reuse_quads . Add ( _verts [ v + 1 ] ) ; // top left
reuse_quads . Add ( _verts [ v + 2 ] ) ; // top right
// verts[3] is redundant, top right
reuse_quads . Add ( _verts [ v + 4 ] ) ; // bottom right
// verts[5] is redundant, bottom left
}
int oriQuadNum = reuse_quads . Count / 4 ;
for ( int q = 0 ; q < oriQuadNum ; q + + )
{
tessellateQuad ( reuse_quads , q * 4 ) ;
}
// remove original quads
reuse_quads . RemoveRange ( 0 , oriQuadNum * 4 ) ;
_verts . Clear ( ) ;
// process new quads and turn them into triangles
for ( int q = 0 ; q < reuse_quads . Count ; q + = 4 )
{
_verts . Add ( reuse_quads [ q ] ) ;
_verts . Add ( reuse_quads [ q + 1 ] ) ;
_verts . Add ( reuse_quads [ q + 2 ] ) ;
_verts . Add ( reuse_quads [ q + 2 ] ) ;
_verts . Add ( reuse_quads [ q + 3 ] ) ;
_verts . Add ( reuse_quads [ q ] ) ;
}
reuse_quads . Clear ( ) ;
}
# endregion
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// Events are for handling reoccurring function calls that react to the changes of the environment.
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#region Events
protected override void OnRectTransformDimensionsChange ( )
{
if ( isLockWithRatio )
{
UpdateCurveControlPointPositions ( ) ;
}
}
public void Refresh ( )
{
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StartCoroutine ( RefreshOnNextFrame ( ) ) ;
}
public IEnumerator RefreshOnNextFrame ( )
{
yield return new WaitForEndOfFrame ( ) ;
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ReportSet ( ) ;
// we use local position as the true value. Ratio position follows it, so it should be updated when refresh
for ( int c = 0 ; c < refCurves . Length ; c + + )
{
CUIBezierCurve curve = refCurves [ c ] ;
if ( curve . ControlPoints ! = null )
{
Vector3 [ ] controlPoints = curve . ControlPoints ;
for ( int p = 0 ; p < CUIBezierCurve . CubicBezierCurvePtNum ; p + + )
{
#if UNITY_EDITOR
Undo . RecordObject ( this , "Move Point" ) ;
# endif
Vector3 ratioPoint = controlPoints [ p ] ;
ratioPoint . x = ( ratioPoint . x + rectTrans . rect . width * rectTrans . pivot . x ) / rectTrans . rect . width ;
ratioPoint . y = ( ratioPoint . y + rectTrans . rect . height * rectTrans . pivot . y ) / rectTrans . rect . height ;
refCurvesControlRatioPoints [ c ] [ p ] = ratioPoint ;
}
}
}
//uiText.SetAllDirty();
// need this to refresh the UI text, SetAllDirty does not seem to work for all cases
if ( uiGraphic ! = null )
{
uiGraphic . enabled = false ;
uiGraphic . enabled = true ;
}
}
# endregion
// Methods that change the behaviour of the object.
#region Flash-Phase
protected override void Awake ( )
{
base . Awake ( ) ;
OnRectTransformDimensionsChange ( ) ;
}
protected override void OnEnable ( )
{
base . OnEnable ( ) ;
OnRectTransformDimensionsChange ( ) ;
}
# endregion
#region Configurations
/// <summary>
/// Check, prepare and set everything needed.
/// </summary>
public virtual void ReportSet ( )
{
if ( rectTrans = = null )
rectTrans = GetComponent < RectTransform > ( ) ;
if ( refCurves = = null )
refCurves = new CUIBezierCurve [ 2 ] ;
bool isCurvesReady = true ;
for ( int c = 0 ; c < 2 ; c + + )
{
isCurvesReady = isCurvesReady & refCurves [ c ] ! = null ;
}
isCurvesReady = isCurvesReady & refCurves . Length = = 2 ;
if ( ! isCurvesReady )
{
CUIBezierCurve [ ] curves = refCurves ;
for ( int c = 0 ; c < 2 ; c + + )
{
if ( refCurves [ c ] = = null )
{
GameObject go = new GameObject ( ) ;
go . transform . SetParent ( transform ) ;
go . transform . localPosition = Vector3 . zero ;
go . transform . localEulerAngles = Vector3 . zero ;
if ( c = = 0 )
{
go . name = "BottomRefCurve" ;
}
else
{
go . name = "TopRefCurve" ;
}
curves [ c ] = go . AddComponent < CUIBezierCurve > ( ) ;
}
else
{
curves [ c ] = refCurves [ c ] ;
}
curves [ c ] . ReportSet ( ) ;
}
refCurves = curves ;
}
if ( refCurvesControlRatioPoints = = null )
{
refCurvesControlRatioPoints = new Vector3_Array2D [ refCurves . Length ] ;
for ( int c = 0 ; c < refCurves . Length ; c + + )
{
{
refCurvesControlRatioPoints [ c ] . array = new Vector3 [ refCurves [ c ] . ControlPoints . Length ] ;
}
}
FixTextToRectTrans ( ) ;
Refresh ( ) ;
}
for ( int c = 0 ; c < 2 ; c + + )
{
refCurves [ c ] . OnRefresh = Refresh ;
}
}
public void FixTextToRectTrans ( )
{
for ( int c = 0 ; c < refCurves . Length ; c + + )
{
CUIBezierCurve curve = refCurves [ c ] ;
for ( int p = 0 ; p < CUIBezierCurve . CubicBezierCurvePtNum ; p + + )
{
if ( curve . ControlPoints ! = null )
{
Vector3 [ ] controlPoints = curve . ControlPoints ;
if ( c = = 0 )
{
controlPoints [ p ] . y = - rectTrans . rect . height * rectTrans . pivot . y ;
}
else
{
controlPoints [ p ] . y = rectTrans . rect . height - rectTrans . rect . height * rectTrans . pivot . y ;
}
controlPoints [ p ] . x = rectTrans . rect . width * p / ( CUIBezierCurve . CubicBezierCurvePtNum - 1 ) ;
controlPoints [ p ] . x - = rectTrans . rect . width * rectTrans . pivot . x ;
controlPoints [ p ] . z = 0 ;
}
}
}
}
public void ReferenceCUIForBCurves ( )
{
// compute the position ratio of this rect transform in perspective of reference rect transform
Vector3 posDeltaBetweenBottomLeftCorner = rectTrans . localPosition ; // Difference between pivot
posDeltaBetweenBottomLeftCorner . x + = - rectTrans . rect . width * rectTrans . pivot . x + ( refCUIGraphic . rectTrans . rect . width * refCUIGraphic . rectTrans . pivot . x ) ;
posDeltaBetweenBottomLeftCorner . y + = - rectTrans . rect . height * rectTrans . pivot . y + ( refCUIGraphic . rectTrans . rect . height * refCUIGraphic . rectTrans . pivot . y ) ;
//posDeltaBetweenBottomLeftCorner.z = rectTrans.localPosition.z;
Vector3 bottomLeftPosRatio = new Vector3 ( posDeltaBetweenBottomLeftCorner . x / refCUIGraphic . RectTrans . rect . width , posDeltaBetweenBottomLeftCorner . y / refCUIGraphic . RectTrans . rect . height , posDeltaBetweenBottomLeftCorner . z ) ;
Vector3 topRightPosRatio = new Vector3 ( ( posDeltaBetweenBottomLeftCorner . x + rectTrans . rect . width ) / refCUIGraphic . RectTrans . rect . width , ( posDeltaBetweenBottomLeftCorner . y + rectTrans . rect . height ) / refCUIGraphic . RectTrans . rect . height , posDeltaBetweenBottomLeftCorner . z ) ;
refCurves [ 0 ] . ControlPoints [ 0 ] = refCUIGraphic . GetBCurveSandwichSpacePoint ( bottomLeftPosRatio . x , bottomLeftPosRatio . y ) - rectTrans . localPosition ;
refCurves [ 0 ] . ControlPoints [ 3 ] = refCUIGraphic . GetBCurveSandwichSpacePoint ( topRightPosRatio . x , bottomLeftPosRatio . y ) - rectTrans . localPosition ;
refCurves [ 1 ] . ControlPoints [ 0 ] = refCUIGraphic . GetBCurveSandwichSpacePoint ( bottomLeftPosRatio . x , topRightPosRatio . y ) - rectTrans . localPosition ;
refCurves [ 1 ] . ControlPoints [ 3 ] = refCUIGraphic . GetBCurveSandwichSpacePoint ( topRightPosRatio . x , topRightPosRatio . y ) - rectTrans . localPosition ;
// use two sample points from the reference curves to find the second and third controls points for this curves
for ( int c = 0 ; c < refCurves . Length ; c + + )
{
CUIBezierCurve curve = refCurves [ c ] ;
float yTime = c = = 0 ? bottomLeftPosRatio . y : topRightPosRatio . y ;
Vector3 leftPoint = refCUIGraphic . GetBCurveSandwichSpacePoint ( bottomLeftPosRatio . x , yTime ) ;
Vector3 rightPoint = refCUIGraphic . GetBCurveSandwichSpacePoint ( topRightPosRatio . x , yTime ) ;
float quarter = 0.25f ,
threeQuarter = 0.75f ;
Vector3 quarterPoint = refCUIGraphic . GetBCurveSandwichSpacePoint ( ( bottomLeftPosRatio . x * 0.75f + topRightPosRatio . x * 0.25f ) / 1.0f , yTime ) ;
Vector3 threeQuaterPoint = refCUIGraphic . GetBCurveSandwichSpacePoint ( ( bottomLeftPosRatio . x * 0.25f + topRightPosRatio . x * 0.75f ) / 1.0f , yTime ) ;
float x_1 = 3 * threeQuarter * threeQuarter * quarter , // (1 - t)(1 - t)t
y_1 = 3 * threeQuarter * quarter * quarter ,
x_2 = 3 * quarter * quarter * threeQuarter ,
y_2 = 3 * quarter * threeQuarter * threeQuarter ;
Vector3 contant_1 = quarterPoint - Mathf . Pow ( threeQuarter , 3 ) * leftPoint - Mathf . Pow ( quarter , 3 ) * rightPoint ,
contant_2 = threeQuaterPoint - Mathf . Pow ( quarter , 3 ) * leftPoint - Mathf . Pow ( threeQuarter , 3 ) * rightPoint ,
p1 ,
p2 ;
solveDoubleEquationWithVector ( x_1 , y_1 , x_2 , y_2 , contant_1 , contant_2 , out p1 , out p2 ) ;
curve . ControlPoints [ 1 ] = p1 - rectTrans . localPosition ;
curve . ControlPoints [ 2 ] = p2 - rectTrans . localPosition ;
}
// use tangent and start and end time to derive control point 2 and 3
}
public override void ModifyMesh ( Mesh _mesh )
{
if ( ! IsActive ( ) )
return ;
using ( VertexHelper vh = new VertexHelper ( _mesh ) )
{
ModifyMesh ( vh ) ;
vh . FillMesh ( _mesh ) ;
}
}
public override void ModifyMesh ( VertexHelper _vh )
{
if ( ! IsActive ( ) )
return ;
List < UIVertex > vertexList = new List < UIVertex > ( ) ;
_vh . GetUIVertexStream ( vertexList ) ;
modifyVertices ( vertexList ) ;
_vh . Clear ( ) ;
_vh . AddUIVertexTriangleStream ( vertexList ) ;
}
protected virtual void modifyVertices ( List < UIVertex > _verts )
{
if ( ! IsActive ( ) )
return ;
tessellateGraphic ( _verts ) ;
if ( ! isCurved )
{
return ;
}
for ( int index = 0 ; index < _verts . Count ; index + + )
{
var uiVertex = _verts [ index ] ;
// finding the horizontal ratio position (0.0 - 1.0) of a vertex
float horRatio = ( uiVertex . position . x + rectTrans . rect . width * rectTrans . pivot . x ) / rectTrans . rect . width ;
float verRatio = ( uiVertex . position . y + rectTrans . rect . height * rectTrans . pivot . y ) / rectTrans . rect . height ;
//Vector3 pos = Vector3.Lerp(refCurves[0].GetPoint(horRatio), refCurves[1].GetPoint(horRatio), verRatio);
Vector3 pos = GetBCurveSandwichSpacePoint ( horRatio , verRatio ) ;
uiVertex . position . x = pos . x ;
uiVertex . position . y = pos . y ;
uiVertex . position . z = pos . z ;
_verts [ index ] = uiVertex ;
}
}
public void UpdateCurveControlPointPositions ( )
{
ReportSet ( ) ;
for ( int c = 0 ; c < refCurves . Length ; c + + )
{
CUIBezierCurve curve = refCurves [ c ] ;
#if UNITY_EDITOR
Undo . RecordObject ( curve , "Move Rect" ) ;
# endif
for ( int p = 0 ; p < refCurves [ c ] . ControlPoints . Length ; p + + )
{
Vector3 newPt = refCurvesControlRatioPoints [ c ] [ p ] ;
newPt . x = newPt . x * rectTrans . rect . width - rectTrans . rect . width * rectTrans . pivot . x ;
newPt . y = newPt . y * rectTrans . rect . height - rectTrans . rect . height * rectTrans . pivot . y ;
curve . ControlPoints [ p ] = newPt ;
}
}
}
# endregion
// Methods that serves other objects
#region Services
public Vector3 GetBCurveSandwichSpacePoint ( float _xTime , float _yTime )
{
//return Vector3.Lerp(refCurves[0].GetPoint(_xTime), refCurves[1].GetPoint(_xTime), _yTime);
return refCurves [ 0 ] . GetPoint ( _xTime ) * ( 1 - _yTime ) + refCurves [ 1 ] . GetPoint ( _xTime ) * _yTime ; // use a custom made lerp so that the value is not clamped between 0 and 1
}
public Vector3 GetBCurveSandwichSpaceTangent ( float _xTime , float _yTime )
{
return refCurves [ 0 ] . GetTangent ( _xTime ) * ( 1 - _yTime ) + refCurves [ 1 ] . GetTangent ( _xTime ) * _yTime ;
}
# endregion
}
}