Update SoftMaskAlpha with new "fix"

Patched UISelectableExtension from issue #47
Added new UI Polygon control

--HG--
branch : develop_5.2
release
Simon (darkside) Jackson 2015-12-15 22:43:35 +00:00
parent 077fbcbc51
commit 38650cc536
6 changed files with 234 additions and 195 deletions

View File

@ -30,6 +30,9 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Flip the masks alpha value")]
public bool FlipAlphaMask = false;
[Tooltip("If Mask Scals Rect is given, and this value is true, the area around the mask will not be clipped")]
public bool DontClipMaskScalingRect = false;
Vector3[] worldCorners;
Vector2 AlphaUV;
@ -173,6 +176,8 @@ namespace UnityEngine.UI.Extensions
mat.SetTexture("_AlphaMask", AlphaMask);
mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
mat.SetInt("_NoOuterClip", DontClipMaskScalingRect && maskScalingRect != null ? 1 : 0);
if (!isText) // No mod needed for Text
mat.SetVector("_AlphaUV", AlphaUV);

View File

@ -82,9 +82,11 @@ namespace UnityEngine.UI.Extensions
}
return vbo;
}
protected override void OnPopulateMesh(VertexHelper vh)
protected override void OnPopulateMesh(Mesh toFill)
{
vh.Clear();
toFill.Clear();
var vbo = new VertexHelper(toFill);
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
@ -129,7 +131,12 @@ namespace UnityEngine.UI.Extensions
}
prevX = pos1;
prevY = pos2;
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
}
if (vbo.currentVertCount > 3)
{
vbo.FillMesh(toFill);
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: fcd1b8078a416f844b695454a4358409
timeCreated: 1450200166
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2,6 +2,7 @@
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
/// Extended to include a HELD state that continually fires while the button is held down.
/// Refactored so it can be added to any button and expose the events in the editor.
/// Unselect fix by @Sfyne
using UnityEngine.Events;
using UnityEngine.EventSystems;
@ -21,27 +22,27 @@ namespace UnityEngine.UI.Extensions
#endregion
#region Events
[Tooltip("Event that fires when a button is initially pressed down")]
[Tooltip("Event that fires when a button is initially pressed down")]
public UIButtonEvent OnButtonPress;
[Tooltip("Event that fires when a button is released")]
[Tooltip("Event that fires when a button is released")]
public UIButtonEvent OnButtonRelease;
[Tooltip("Event that continually fires while a button is held down")]
[Tooltip("Event that continually fires while a button is held down")]
public UIButtonEvent OnButtonHeld;
#endregion
private bool _pressed;
private bool _pressed;
private PointerEventData _heldEventData;
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
//Can't set the state as it's too locked down.
//DoStateTransition(SelectionState.Pressed, false);
//DoStateTransition(SelectionState.Pressed, false);
if (OnButtonPress != null)
{
OnButtonPress.Invoke(eventData.button);
}
_pressed = true;
_pressed = true;
_heldEventData = eventData;
}
@ -54,59 +55,65 @@ namespace UnityEngine.UI.Extensions
{
OnButtonRelease.Invoke(eventData.button);
}
_pressed = false;
_pressed = false;
_heldEventData = null;
}
void Update()
{
if (!_pressed)
return;
void Update()
{
if (!_pressed)
return;
if (OnButtonHeld != null)
if (OnButtonHeld != null)
{
OnButtonHeld.Invoke(_heldEventData.button);
}
}
}
/// <summary>
/// Test method to verify a control has been clicked
/// </summary>
public void TestClicked()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Clicked");
#endif
}
/// <summary>
/// Test method to verify a control has been clicked
/// </summary>
public void TestClicked()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Clicked");
#endif
}
/// <summary>
/// Test method to verify a controll is pressed
/// </summary>
public void TestPressed()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Pressed");
#endif
}
/// <summary>
/// Test method to verify a controll is pressed
/// </summary>
public void TestPressed()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Pressed");
#endif
}
/// <summary>
/// est method to verify if a control is released
/// </summary>
public void TestReleased()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Released");
#endif
}
/// <summary>
/// est method to verify if a control is released
/// </summary>
public void TestReleased()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Released");
#endif
}
/// <summary>
/// est method to verify if a control is being held
/// </summary>
public void TestHold()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Held");
#endif
}
/// <summary>
/// est method to verify if a control is being held
/// </summary>
public void TestHold()
{
#if DEBUG || UNITY_EDITOR
Debug.Log("Control Held");
#endif
}
//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
void OnDisable ()
{
_pressed = false;
}
}
}

View File

@ -21,6 +21,7 @@
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
_NoOuterClip("Outer Clip",int) = 0
}
SubShader
@ -43,6 +44,8 @@
WriteMask[_StencilWriteMask]
}
LOD 0
Cull Off
Lighting Off
ZWrite Off
@ -120,13 +123,14 @@
float _CutOff;
bool _HardBlend = false;
bool _NoOuterClip = false;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// Do we want to clip the image to the Mask Rectangle?
if (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y) // Yes we do
if (!_NoOuterClip && (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) // Yes we do
color.a = 0;
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
@ -143,7 +147,8 @@
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a = a;
if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y))
color.a *= a;
}
if (_UseClipRect)

View File

@ -91,7 +91,7 @@
float _Value;
int _LeftToRight;
bool _HardBlend = false;
int _HardBlend = false;
int _FlipAlphaMask = 0;
@ -122,6 +122,7 @@
float2 _Mul;
float _CutOff;
int _NoOuterClip;
fixed4 frag(v2f IN) : SV_Target
{
@ -134,6 +135,7 @@
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
float a = tex2D(_AlphaMask, (IN.worldPosition2.xy - _Max) / (_Max-_Min)).a;
if (a <= _CutOff)
a = 0;
else
@ -145,7 +147,8 @@
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a = a * color.a;
if(!(IN.worldPosition2.x <= _Min.x || IN.worldPosition2.x >= _Max.x || IN.worldPosition2.y <= _Min.y || IN.worldPosition2.y >= _Max.y))
color *= a;
}
if (_UseClipRect)