Updated Line Renderer to work with Textures better.
Also now uses Sprite Boxing / slicingrelease
parent
3abf84dc76
commit
3084644c4f
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@ -15,6 +15,7 @@ namespace UnityEngine.UI.Extensions
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Start,
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Middle,
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End,
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Full,
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}
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public enum JoinType
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@ -38,20 +39,10 @@ namespace UnityEngine.UI.Extensions
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// there is no overlapping.
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private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad;
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private static readonly Vector2 UV_TOP_LEFT = Vector2.zero;
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private static readonly Vector2 UV_BOTTOM_LEFT = new Vector2(0, 1);
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private static readonly Vector2 UV_TOP_CENTER = new Vector2(0.5f, 0);
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private static readonly Vector2 UV_BOTTOM_CENTER = new Vector2(0.5f, 1);
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private static readonly Vector2 UV_TOP_RIGHT = new Vector2(1, 0);
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private static readonly Vector2 UV_BOTTOM_RIGHT = new Vector2(1, 1);
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private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT;
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private static Vector2[] startUvs, middleUvs, endUvs, fullUvs;
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private static readonly Vector2[] startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER, UV_TOP_CENTER };
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private static readonly Vector2[] middleUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_CENTER, UV_TOP_CENTER };
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private static readonly Vector2[] endUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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[SerializeField]
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internal Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
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[SerializeField]
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[SerializeField]
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internal Vector2[] m_points;
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[SerializeField]
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@ -102,24 +93,6 @@ namespace UnityEngine.UI.Extensions
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[HideInInspector]
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public bool drivenExternally = false;
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/// <summary>
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/// UV rectangle used by the texture.
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/// </summary>
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public Rect uvRect
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{
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get
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{
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return m_UVRect;
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}
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set
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{
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if (m_UVRect == value)
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return;
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m_UVRect = value;
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SetVerticesDirty();
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}
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}
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/// <summary>
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/// Points to be drawn in the line.
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@ -144,6 +117,7 @@ namespace UnityEngine.UI.Extensions
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{
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if (m_points == null)
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return;
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GeneratedUVs();
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Vector2[] pointsToDraw = m_points;
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//If Bezier is desired, pick the implementation
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if (BezierMode != BezierType.None && m_points.Length > 3)
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@ -198,9 +172,10 @@ namespace UnityEngine.UI.Extensions
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segments.Add(CreateLineCap(start, end, SegmentType.Start));
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}
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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
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if (lineCaps)
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if (lineCaps)
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{
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segments.Add(CreateLineCap(start, end, SegmentType.End));
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}
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@ -221,6 +196,7 @@ namespace UnityEngine.UI.Extensions
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}
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segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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if (lineCaps && i == pointsToDraw.Length - 1)
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{
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@ -314,6 +290,7 @@ namespace UnityEngine.UI.Extensions
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private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type)
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{
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Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2;
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var v1 = start - offset;
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var v2 = start + offset;
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var v3 = end + offset;
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@ -325,9 +302,54 @@ namespace UnityEngine.UI.Extensions
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return SetVbo(new[] { v1, v2, v3, v4 }, startUvs);
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case SegmentType.End:
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return SetVbo(new[] { v1, v2, v3, v4 }, endUvs);
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case SegmentType.Full:
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return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs);
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default:
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return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs);
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}
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}
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protected override void GeneratedUVs()
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{
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if (activeSprite != null)
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{
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var outer = Sprites.DataUtility.GetOuterUV(activeSprite);
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var inner = Sprites.DataUtility.GetInnerUV(activeSprite);
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UV_TOP_LEFT = new Vector2(outer.x, outer.y);
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UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w);
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UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y);
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UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y);
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UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w);
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UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w);
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UV_TOP_RIGHT = new Vector2(outer.z, outer.y);
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UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w);
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}
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else
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{
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UV_TOP_LEFT = Vector2.zero;
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UV_BOTTOM_LEFT = new Vector2(0, 1);
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UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0);
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UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0);
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UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1);
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UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1);
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UV_TOP_RIGHT = new Vector2(1, 0);
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UV_BOTTOM_RIGHT = Vector2.one;
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}
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startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT };
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middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT };
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endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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}
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protected override void ResolutionToNativeSize(float distance)
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{
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if (UseNativeSize)
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{
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m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit);
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lineThickness = activeSprite.rect.height / pixelsPerUnit;
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}
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}
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}
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}
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@ -12,14 +12,16 @@ namespace UnityEngine.UI.Extensions
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public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
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{
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static protected Material s_ETC1DefaultUI = null;
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[SerializeField]
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private Sprite m_Sprite;
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public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
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[SerializeField] private Sprite m_Sprite;
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public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) ; GeneratedUVs(); SetAllDirty(); } }
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[NonSerialized]
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private Sprite m_OverrideSprite;
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public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
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public Sprite overrideSprite { get { return activeSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) GeneratedUVs(); SetAllDirty(); } }
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protected Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } }
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// Not serialized until we support read-enabled sprites better.
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internal float m_EventAlphaThreshold = 1;
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@ -30,10 +32,31 @@ namespace UnityEngine.UI.Extensions
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public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } }
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[SerializeField]
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private float m_Resolution;
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protected float m_Resolution;
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public float Resoloution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } }
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[SerializeField]
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private bool m_useNativeSize;
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public bool UseNativeSize { get { return m_useNativeSize; } set { m_useNativeSize = value; SetAllDirty(); } }
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protected UIPrimitiveBase()
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{
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useLegacyMeshGeneration = false;
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}
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/// <summary>
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/// Default material used to draw everything if no explicit material was specified.
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/// </summary>
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static public Material defaultETC1GraphicMaterial
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{
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get
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{
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if (s_ETC1DefaultUI == null)
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s_ETC1DefaultUI = Canvas.GetETC1SupportedCanvasMaterial();
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return s_ETC1DefaultUI;
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}
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}
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/// <summary>
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/// Image's texture comes from the UnityEngine.Image.
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@ -42,7 +65,7 @@ namespace UnityEngine.UI.Extensions
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{
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get
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{
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if (overrideSprite == null)
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if (activeSprite == null)
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{
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if (material != null && material.mainTexture != null)
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{
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@ -51,7 +74,24 @@ namespace UnityEngine.UI.Extensions
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return s_WhiteTexture;
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}
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return overrideSprite.texture;
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return activeSprite.texture;
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}
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}
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/// <summary>
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/// Whether the Image has a border to work with.
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/// </summary>
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public bool hasBorder
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{
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get
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{
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if (activeSprite != null)
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{
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Vector4 v = activeSprite.border;
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return v.sqrMagnitude > 0f;
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}
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return false;
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}
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}
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@ -60,8 +100,8 @@ namespace UnityEngine.UI.Extensions
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get
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{
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float spritePixelsPerUnit = 100;
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if (sprite)
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spritePixelsPerUnit = sprite.pixelsPerUnit;
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if (activeSprite)
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spritePixelsPerUnit = activeSprite.pixelsPerUnit;
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float referencePixelsPerUnit = 100;
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if (canvas)
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@ -71,6 +111,25 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public override Material material
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{
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get
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{
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if (m_Material != null)
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return m_Material;
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if (activeSprite && activeSprite.associatedAlphaSplitTexture != null)
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return defaultETC1GraphicMaterial;
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return defaultMaterial;
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}
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set
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{
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base.material = value;
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}
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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@ -98,6 +157,7 @@ namespace UnityEngine.UI.Extensions
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{
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totalDistance += Vector2.Distance(input[i], input[i + 1]);
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}
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ResolutionToNativeSize(totalDistance);
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increments = totalDistance / m_Resolution;
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var incrementCount = 0;
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for (int i = 0; i < input.Length - 1; i++)
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@ -121,6 +181,7 @@ namespace UnityEngine.UI.Extensions
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var p1 = input[i];
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outputList.Add(p1);
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var p2 = input[i + 1];
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ResolutionToNativeSize(Vector2.Distance(p1, p2));
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increments = 1f / m_Resolution;
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for (Single j = 1; j < m_Resolution; j++)
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{
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@ -133,6 +194,11 @@ namespace UnityEngine.UI.Extensions
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return outputList.ToArray();
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}
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protected virtual void GeneratedUVs() { }
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protected virtual void ResolutionToNativeSize(float distance) { }
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#region ILayoutElement Interface
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public virtual void CalculateLayoutInputHorizontal() { }
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