Merged in newgradienttypes (pull request #7)

Added 2 new gradient types for the Gradient2 component: radial and diamond
release
Simon Jackson 2017-05-08 11:09:41 +00:00
commit 438fc0fa81
1 changed files with 114 additions and 1 deletions

View File

@ -107,6 +107,117 @@ namespace UnityEngine.UI.Extensions
}
}
break;
case Type.Diamond: {
float bottom = _vertexList[0].position.y;
float top = _vertexList[0].position.y;
float y = 0f;
for(int i = nCount - 1; i >= 1; --i) {
y = _vertexList[i].position.y;
if(y > top) top = y;
else if(y < bottom) bottom = y;
}
float height = 1f / (top - bottom);
helper.Clear();
for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
float center = (bottom + top) / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = (Vector3.right + Vector3.up) * center + Vector3.forward * _vertexList[0].position.z;
centralVertex.normal = _vertexList[0].normal;
centralVertex.color = Color.white;
helper.AddVert(centralVertex);
for (int i = 1; i < nCount; i++) helper.AddTriangle(i-1,i,nCount);
helper.AddTriangle(0,nCount-1,nCount);
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Vector3.Distance(vertex.position, centralVertex.position) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Radial: {
float left = _vertexList[0].position.x;
float right = _vertexList[0].position.x;
float bottom = _vertexList[0].position.y;
float top = _vertexList[0].position.y;
float x = 0f;
float y = 0f;
for(int i = nCount - 1; i >= 1; --i) {
x = _vertexList[i].position.x;
if(x > right) right = x;
else if(x < left) left = x;
y = _vertexList[i].position.y;
if(y > top) top = y;
else if(y < bottom) bottom = y;
}
float width = 1f / (right - left);
float height = 1f / (top - bottom);
helper.Clear();
float centerX = (right + left) / 2f;
float centerY = (bottom + top) / 2f;
float radiusX = (right - left) / 2f;
float radiusY = (top - bottom) / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = Vector3.right * centerX + Vector3.up * centerY + Vector3.forward * _vertexList[0].position.z;
centralVertex.normal = _vertexList[0].normal;
centralVertex.color = Color.white;
int steps = 64;
for (int i = 0; i < steps; i++)
{
UIVertex curVertex = new UIVertex();
float angle = (float)i * 360f / (float)steps;
float curX = Mathf.Cos(Mathf.Deg2Rad * angle) * radiusX;
float curY = Mathf.Sin(Mathf.Deg2Rad * angle) * radiusY;
curVertex.position = Vector3.right * curX + Vector3.up * curY + Vector3.forward * _vertexList[0].position.z;
curVertex.normal = _vertexList[0].normal;
curVertex.color = Color.white;
helper.AddVert(curVertex);
}
helper.AddVert(centralVertex);
for (int i = 1; i < steps; i++) helper.AddTriangle(i-1,i,steps);
helper.AddTriangle(0,steps-1,steps);
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Mathf.Sqrt(
Mathf.Pow(Mathf.Abs(vertex.position.x - centerX) * width, 2f) +
Mathf.Pow(Mathf.Abs(vertex.position.y - centerY) * height, 2f)) * 2f - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
}
}
@ -120,7 +231,9 @@ namespace UnityEngine.UI.Extensions
public enum Type {
Horizontal,
Vertical
Vertical,
Radial,
Diamond
}
public enum Blend {