Major changes to UICircle with some member modifications and additions to the component behaviour.
* Added progress indicator capability to the component. * Component uses AddUIVertexStream to generate vertices and indices of triangle order. * Improves base geometry generation to prevent edge sliding on segment value changes (tris density, now called Arc Steps). * Corrects a minor issue with base mesh where first vertex is generate at center (only visable in wireframe mode at certain angles).release
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI.Extensions;
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public class ChangeColor : MonoBehaviour
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{
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public GameObject TargetUICircle;
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private Color baseColor;
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private Color progressColor;
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private float r, g, b = 0;
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private float factor = 1536.145f;
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private void Awake()
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{
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baseColor = TargetUICircle.GetComponent<UICircle>().color;
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progressColor = TargetUICircle.GetComponent<UICircle>().ProgressColor;
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}
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public void UpdateBaseColor(float value)
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{
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baseColor = SetFixedColor(value, baseColor.a);
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TargetUICircle.GetComponent<UICircle>().color = baseColor;
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}
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public void UpdateProgressColor(float value)
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{
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progressColor = SetFixedColor(value, progressColor.a);
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TargetUICircle.GetComponent<UICircle>().SetProgressColor(progressColor);
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}
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private Color SetFixedColor(float value,float alpha)
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{
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if (value <= 0.166f)
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{
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g = 0;
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r = 255f;
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b = 255f - (255f - (value * factor));
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}else if(value <= 0.332f)
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{
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g = 0;
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r = 255f - (255f - ((0.332f - value)*factor));
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b = 255f;
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}else if(value <= 0.498f)
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{
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g = 255f - (255f - ((0.498f - value) * factor));
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r = 0f;
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b = 255f;
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}else if(value <= 0.664f)
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{
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g = 255f;
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r = 0f;
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b = 255f - (255f - ((0.664f - value) * factor));
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}else if(value <= 0.83f)
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{
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g = 255f;
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r = 255f - (255f - ((0.83f - value) * factor));
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b = 0;
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}else
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{
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g = 255f - (255f - ((1 - value) * factor));
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r = 255f;
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b = 0;
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}
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return new Color(r, g, b, alpha);
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}
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}
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fileFormatVersion: 2
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guid: 7ae29b862df56504fac8133305afea62
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timeCreated: 1507577225
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI.Extensions;
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public class ChangeDensity : MonoBehaviour
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{
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public GameObject MultiColorObject;
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public GameObject TextOutputObject;
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private UICircle _uiCircleComponent;
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private Text _densityOutput;
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private void Awake()
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{
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_uiCircleComponent = MultiColorObject.GetComponent<UICircle>();
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_densityOutput = TextOutputObject.GetComponent<Text>();
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}
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private void OnEnable()
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{
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_densityOutput.text = _uiCircleComponent.ArcSteps.ToString();
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}
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public void UpdateDensity(float value)
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{
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_uiCircleComponent.SetArcSteps((int)value);
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_densityOutput.text = value.ToString();
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}
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}
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fileFormatVersion: 2
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guid: 970b2e1ba28dfa64e8fc65acb4f7e37c
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timeCreated: 1507668540
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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fileFormatVersion: 2
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guid: 79f0a411768319c48801b886b4530fb9
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timeCreated: 1507494554
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fileFormatVersion: 2
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guid: 203e0bdef973df44ba779da032273050
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timeCreated: 1507498573
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licenseType: Pro
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 4
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mipmaps:
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mipMapMode: 0
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enableMipMap: 0
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapMode: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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- buildTarget: Standalone
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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- buildTarget: iPhone
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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- buildTarget: Windows Store Apps
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,146 +2,219 @@
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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/ddreaper/unity-ui-extensions/issues/65/a-better-uicircle
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/// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
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///
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/// * Modified component to utilize vertex stream instead of quads
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/// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
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/// * Added progress capability to allow component to be used as an indicator
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/// * Added methods for use during runtime and event system(s) with other components
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/// * Change some terminology of members to reflect other component property changes
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/// * Added padding capability
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/// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
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/// * Sample usage in scene "UICircleProgress"
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/// Note: moving the pivot around from center to an edge can cause strange things
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/// as well as having the RectTransform be smaller than the Thickness and/or Padding.
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/// When making an initial layout for the component, it would be best to test multiple
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/// aspect ratios and resolutions to ensure consistent behaviour.
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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 circular fill percentage of the primitive, affected by FixedToSegments")]
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[Range(0, 100)]
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[SerializeField]
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private int m_fillPercent = 100;
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[Tooltip("Should the primitive fill draw by segments or absolute percentage")]
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public bool FixedToSegments = false;
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[Tooltip("Draw the primitive filled or as a line")]
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[SerializeField]
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private bool m_fill = true;
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[Tooltip("If not filled, the thickness of the primitive line")]
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[SerializeField]
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private float m_thickness = 5;
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[Tooltip("The number of segments to draw the primitive, more segments = smoother primitive")]
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[Tooltip("The Arc Invert property will invert the construction of the Arc.")]
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public bool ArcInvert = true;
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[Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
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[Range(0, 1)]
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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.")]
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[Range(0, 1000)]
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public int ArcSteps = 100;
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[Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
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[Range(0, 360)]
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[SerializeField]
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private int m_segments = 360;
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public int ArcRotation = 0;
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[Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
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[Range(0, 1)]
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public float Progress = 0;
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private float _progress = 0;
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public int FillPercent
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{
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get { return m_fillPercent; }
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set { m_fillPercent = value; SetAllDirty(); }
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}
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public Color ProgressColor = new Color(255, 255, 255, 255);
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public bool Fill = true; //solid circle
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public float Thickness = 5;
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public int Padding = 0;
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public bool Fill
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{
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get { return m_fill; }
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set { m_fill = value; SetAllDirty(); }
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}
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public float Thickness
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{
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get { return m_thickness; }
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set { m_thickness = value; SetAllDirty(); }
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}
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void Update()
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{
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this.m_thickness = (float)Mathf.Clamp(this.m_thickness, 0, rectTransform.rect.width / 2);
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}
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public int Segments
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{
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get { return m_segments; }
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set { m_segments = value; SetAllDirty(); }
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}
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private List<int> indices = new List<int>(); //ordered list of vertices per tri
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private List<UIVertex> vertices = new List<UIVertex>();
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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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float outer = -rectTransform.pivot.x * rectTransform.rect.width;
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float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.m_thickness;
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int _inversion = ArcInvert ? -1 : 1;
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float Diameter = (rectTransform.rect.width < rectTransform.rect.height ? rectTransform.rect.width : rectTransform.rect.height) - Padding; //correct for padding and always fit RectTransform
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float outerDiameter = -rectTransform.pivot.x * Diameter;
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float innerDiameter = -rectTransform.pivot.x * Diameter + Thickness;
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vh.Clear();
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indices.Clear();
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vertices.Clear();
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Vector2 prevX = Vector2.zero;
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Vector2 prevY = Vector2.zero;
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Vector2 uv0 = new Vector2(0, 0);
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Vector2 uv1 = new Vector2(0, 1);
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Vector2 uv2 = new Vector2(1, 1);
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Vector2 uv3 = new Vector2(1, 0);
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Vector2 pos0;
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Vector2 pos1;
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Vector2 pos2;
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Vector2 pos3;
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int i = 0;
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int j = 1;
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int k = 0;
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if (FixedToSegments)
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float stepDegree = (Arc * 360f) / ArcSteps;
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_progress = ArcSteps * Progress;
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float rad = _inversion * Mathf.Deg2Rad * ArcRotation;
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float X = Mathf.Cos(rad);
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float Y = Mathf.Sin(rad);
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var vertex = UIVertex.simpleVert;
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vertex.color = _progress > 0 ? ProgressColor : color;
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//initial vertex
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vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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var iV = new Vector2(innerDiameter * X, innerDiameter * Y);
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if (Fill) iV = Vector2.zero; //center vertex to pivot
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vertex.position = iV;
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vertex.uv0 = Fill ? uvCenter : new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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for (int counter = 1; counter <= ArcSteps; counter++)
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{
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float f = (this.m_fillPercent / 100f);
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float degrees = 360f / m_segments;
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int fa = (int)((m_segments + 1) * f);
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rad = _inversion * Mathf.Deg2Rad * (counter * stepDegree + ArcRotation);
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X = Mathf.Cos(rad);
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Y = Mathf.Sin(rad);
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vertex.color = counter > _progress ? color : ProgressColor;
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vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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for (int i = 0; i < fa; i++)
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//add additional vertex if required and generate indices for tris in clockwise order
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if (!Fill)
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{
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float rad = Mathf.Deg2Rad * (i * degrees);
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float c = Mathf.Cos(rad);
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float s = Mathf.Sin(rad);
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uv0 = new Vector2(0, 1);
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uv1 = new Vector2(1, 1);
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uv2 = new Vector2(1, 0);
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uv3 = new Vector2(0, 0);
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StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
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vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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}
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vertex.position = new Vector2(innerDiameter * X, innerDiameter * Y);
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vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
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vertices.Add(vertex);
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k = j;
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indices.Add(i);
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indices.Add(j + 1);
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indices.Add(j);
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j++;
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i = j;
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j++;
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indices.Add(i);
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indices.Add(j);
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indices.Add(k);
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}
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else
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{
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float tw = rectTransform.rect.width;
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float th = rectTransform.rect.height;
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float angleByStep = (m_fillPercent / 100f * (Mathf.PI * 2f)) / m_segments;
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float currentAngle = 0f;
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for (int i = 0; i < m_segments + 1; i++)
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indices.Add(i);
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indices.Add(j + 1);
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//Fills (solid circle) with progress require an additional vertex to
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// prevent the base circle from becoming a gradient from center to edge
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if (counter > _progress)
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{
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float c = Mathf.Cos(currentAngle);
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float s = Mathf.Sin(currentAngle);
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StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
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uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f);
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uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f);
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uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f);
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uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f);
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vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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currentAngle += angleByStep;
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}
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}
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}
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private void StepThroughPointsAndFill(float outer, float inner, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s)
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{
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pos0 = prevX;
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pos1 = new Vector2(outer * c, outer * s);
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if (m_fill)
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{
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pos2 = Vector2.zero;
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pos3 = Vector2.zero;
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||||
indices.Add(ArcSteps + 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos2 = new Vector2(inner * c, inner * s);
|
||||
pos3 = prevY;
|
||||
indices.Add(1);
|
||||
}
|
||||
|
||||
prevX = pos1;
|
||||
prevY = pos2;
|
||||
j++;
|
||||
i = j;
|
||||
}
|
||||
}
|
||||
|
||||
//this vertex is added to the end of the list to simplify index ordering on geometry fill
|
||||
if (Fill)
|
||||
{
|
||||
vertex.position = iV;
|
||||
vertex.color = color;
|
||||
vertex.uv0 = uvCenter;
|
||||
vertices.Add(vertex);
|
||||
}
|
||||
vh.AddUIVertexStream(vertices, indices);
|
||||
}
|
||||
|
||||
//the following methods may be used during run-time
|
||||
//to update the properties of the component
|
||||
public void SetProgress(float progress)
|
||||
{
|
||||
Progress = progress;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetArcSteps(int steps)
|
||||
{
|
||||
ArcSteps = steps;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetInvertArc(bool invert)
|
||||
{
|
||||
ArcInvert = invert;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetArcRotation(int rotation)
|
||||
{
|
||||
ArcRotation = rotation;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetFill(bool fill)
|
||||
{
|
||||
Fill = fill;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetBaseColor(Color color)
|
||||
{
|
||||
this.color = color;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void UpdateBaseAlpha(float value)
|
||||
{
|
||||
var _color = this.color;
|
||||
_color.a = value;
|
||||
this.color = _color;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetProgressColor(Color color)
|
||||
{
|
||||
ProgressColor = color;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void UpdateProgressAlpha(float value)
|
||||
{
|
||||
ProgressColor.a = value;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetPadding(int padding)
|
||||
{
|
||||
Padding = padding;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
public void SetThickness(int thickness)
|
||||
{
|
||||
Thickness = thickness;
|
||||
SetVerticesDirty();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue