parent
91530cb030
commit
077fbcbc51
|
@ -0,0 +1,136 @@
|
|||
/// Credit CiaccoDavide
|
||||
/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
|
||||
public class UIPolygon : MaskableGraphic
|
||||
{
|
||||
[SerializeField]
|
||||
Texture m_Texture;
|
||||
public bool fill = true;
|
||||
public float thickness = 5;
|
||||
[Range(3, 360)]
|
||||
public int sides = 3;
|
||||
[Range(0, 360)]
|
||||
public float rotation = 0;
|
||||
[Range(0, 1)]
|
||||
public float[] VerticesDistances = new float[3];
|
||||
private float size = 0;
|
||||
|
||||
public override Texture mainTexture
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Texture == null ? s_WhiteTexture : m_Texture;
|
||||
}
|
||||
}
|
||||
public Texture texture
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Texture;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (m_Texture == value) return;
|
||||
m_Texture = value;
|
||||
SetVerticesDirty();
|
||||
SetMaterialDirty();
|
||||
}
|
||||
}
|
||||
public void DrawPolygon(int _sides)
|
||||
{
|
||||
sides = _sides;
|
||||
VerticesDistances = new float[_sides + 1];
|
||||
for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1; ;
|
||||
rotation = 0;
|
||||
}
|
||||
public void DrawPolygon(int _sides, float[] _VerticesDistances)
|
||||
{
|
||||
sides = _sides;
|
||||
VerticesDistances = _VerticesDistances;
|
||||
rotation = 0;
|
||||
}
|
||||
public void DrawPolygon(int _sides, float[] _VerticesDistances, float _rotation)
|
||||
{
|
||||
sides = _sides;
|
||||
VerticesDistances = _VerticesDistances;
|
||||
rotation = _rotation;
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
size = rectTransform.rect.width;
|
||||
if (rectTransform.rect.width > rectTransform.rect.height)
|
||||
size = rectTransform.rect.height;
|
||||
else
|
||||
size = rectTransform.rect.width;
|
||||
thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
|
||||
}
|
||||
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;
|
||||
}
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
vh.Clear();
|
||||
Vector2 prevX = Vector2.zero;
|
||||
Vector2 prevY = Vector2.zero;
|
||||
Vector2 uv0 = new Vector2(0, 0);
|
||||
Vector2 uv1 = new Vector2(0, 1);
|
||||
Vector2 uv2 = new Vector2(1, 1);
|
||||
Vector2 uv3 = new Vector2(1, 0);
|
||||
Vector2 pos0;
|
||||
Vector2 pos1;
|
||||
Vector2 pos2;
|
||||
Vector2 pos3;
|
||||
float degrees = 360f / sides;
|
||||
int vertices = sides + 1;
|
||||
if (VerticesDistances.Length != vertices)
|
||||
{
|
||||
VerticesDistances = new float[vertices];
|
||||
for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
|
||||
}
|
||||
// last vertex is also the first!
|
||||
VerticesDistances[vertices - 1] = VerticesDistances[0];
|
||||
for (int i = 0; i < vertices; i++)
|
||||
{
|
||||
float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
|
||||
float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
|
||||
float rad = Mathf.Deg2Rad * (i * degrees + rotation);
|
||||
float c = Mathf.Cos(rad);
|
||||
float s = Mathf.Sin(rad);
|
||||
uv0 = new Vector2(0, 1);
|
||||
uv1 = new Vector2(1, 1);
|
||||
uv2 = new Vector2(1, 0);
|
||||
uv3 = new Vector2(0, 0);
|
||||
pos0 = prevX;
|
||||
pos1 = new Vector2(outer * c, outer * s);
|
||||
if (fill)
|
||||
{
|
||||
pos2 = Vector2.zero;
|
||||
pos3 = Vector2.zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos2 = new Vector2(inner * c, inner * s);
|
||||
pos3 = prevY;
|
||||
}
|
||||
prevX = pos1;
|
||||
prevY = pos2;
|
||||
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue