Merge branch 'master' into ScrollSnapRefactoring

release
Johannes Deml 2017-08-02 12:00:35 +02:00
commit 59b6c579f9
108 changed files with 11660 additions and 638 deletions

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
[CustomEditor(typeof(CUIBezierCurve))]
[CanEditMultipleObjects]
public class CUIBezierCurveEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
}
protected void OnSceneGUI()
{
CUIBezierCurve script = (CUIBezierCurve)this.target;
if (script.ControlPoints != null)
{
Vector3[] controlPoints = script.ControlPoints;
Transform handleTransform = script.transform;
Quaternion handleRotation = script.transform.rotation;
for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
{
EditorGUI.BeginChangeCheck();
Vector3 newPt = Handles.DoPositionHandle(handleTransform.TransformPoint(controlPoints[p]), handleRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(script, "Move Point");
EditorUtility.SetDirty(script);
controlPoints[p] = handleTransform.InverseTransformPoint(newPt);
script.Refresh();
}
}
Handles.color = Color.gray;
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[0]), handleTransform.TransformPoint(controlPoints[1]));
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[1]), handleTransform.TransformPoint(controlPoints[2]));
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[2]), handleTransform.TransformPoint(controlPoints[3]));
int sampleSize = 10;
Handles.color = Color.white;
for (int s = 0; s < sampleSize; s++)
{
Handles.DrawLine(handleTransform.TransformPoint(script.GetPoint((float)s / sampleSize)), handleTransform.TransformPoint(script.GetPoint((float)(s + 1) / sampleSize)));
}
script.EDITOR_ControlPoints = controlPoints;
}
}
}
}

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187
Editor/CUIGraphicEditor.cs Normal file
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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
[CustomEditor(typeof(CUIGraphic), true)]
public class CUIGraphicEditor : Editor {
protected static bool isCurveGpFold = false;
protected Vector3[] reuse_Vector3s = new Vector3[4];
public override void OnInspectorGUI()
{
CUIGraphic script = (CUIGraphic)this.target;
EditorGUILayout.HelpBox("CurlyUI (CUI) should work with most of the Unity UI. For Image, use CUIImage; for Text, use CUIText; and for others (e.g. RawImage), use CUIGraphic", MessageType.Info);
if (script.UIGraphic == null)
{
EditorGUILayout.HelpBox("CUI is an extension to Unity's UI. You must set Ui Graphic with a Unity Graphic component (e.g. Image, Text, RawImage)", MessageType.Error);
}
else
{
if (script.UIGraphic is Image && script.GetType() != typeof(CUIImage))
{
EditorGUILayout.HelpBox("Although CUI components are generalized. It is recommended that for Image, use CUIImage", MessageType.Warning);
}
else if (script.UIGraphic is Text && script.GetType() != typeof(CUIText))
{
EditorGUILayout.HelpBox("Although CUI components are generalized. It is recommended that for Text, use CUIText", MessageType.Warning);
}
EditorGUILayout.HelpBox("Now that CUI is ready, change the control points of the top and bottom bezier curves to curve/morph the UI. Improve resolution when the UI seems to look poorly when curved/morphed should help.", MessageType.Info);
}
DrawDefaultInspector();
// draw the editor that shows the position ratio of all control points from the two bezier curves
isCurveGpFold = EditorGUILayout.Foldout(isCurveGpFold, "Curves Position Ratios");
if (isCurveGpFold)
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Top Curve");
EditorGUI.indentLevel++;
Vector3[] controlPoints = script.RefCurvesControlRatioPoints[1].array;
EditorGUI.BeginChangeCheck();
for (int p = 0; p < controlPoints.Length; p++)
{
reuse_Vector3s[p] = EditorGUILayout.Vector3Field(string.Format("Control Points {0}", p + 1), controlPoints[p]);
}
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(script, "Change Ratio Points");
EditorUtility.SetDirty(script);
System.Array.Copy(reuse_Vector3s, script.RefCurvesControlRatioPoints[1].array, controlPoints.Length);
script.UpdateCurveControlPointPositions();
}
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Bottom Curve");
EditorGUI.indentLevel++;
controlPoints = script.RefCurvesControlRatioPoints[0].array;
EditorGUI.BeginChangeCheck();
for (int p = 0; p < controlPoints.Length; p++)
{
reuse_Vector3s[p] = EditorGUILayout.Vector3Field(string.Format("Control Points {0}", p + 1), controlPoints[p]);
}
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(script, "Change Ratio Points");
EditorUtility.SetDirty(script);
System.Array.Copy(reuse_Vector3s, controlPoints, controlPoints.Length);
script.UpdateCurveControlPointPositions();
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
if (GUILayout.Button("Fit Bezier curves to rect transform"))
{
Undo.RecordObject(script, "Fit to Rect Transform");
Undo.RecordObject(script.RefCurves[0], "Fit to Rect Transform");
Undo.RecordObject(script.RefCurves[1], "Fit to Rect Transform");
EditorUtility.SetDirty(script);
script.FixTextToRectTrans();
script.Refresh();
}
EditorGUILayout.Space();
// disable group to prevent allowing the reference be used when there is no reference CUI
EditorGUI.BeginDisabledGroup(script.RefCUIGraphic == null);
if (GUILayout.Button("Reference CUI component for curves"))
{
Undo.RecordObject(script, "Reference Reference CUI");
Undo.RecordObject(script.RefCurves[0], "Reference Reference CUI");
Undo.RecordObject(script.RefCurves[1], "Reference Reference CUI");
EditorUtility.SetDirty(script);
script.ReferenceCUIForBCurves();
script.Refresh();
}
EditorGUILayout.HelpBox("Auto set the curves' control points by refencing another CUI. You need to set Ref CUI Graphic (e.g. CUIImage) first.", MessageType.Info);
EditorGUI.EndDisabledGroup();
}
protected virtual void OnSceneGUI()
{
// for CUITextEditor, allow using scene UI to change the control points of the bezier curves
CUIGraphic script = (CUIGraphic)this.target;
script.ReportSet();
for (int c = 0; c < script.RefCurves.Length; c++)
{
CUIBezierCurve curve = script.RefCurves[c];
if (curve.ControlPoints != null)
{
Vector3[] controlPoints = curve.ControlPoints;
Transform handleTransform = curve.transform;
Quaternion handleRotation = curve.transform.rotation;
for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
{
EditorGUI.BeginChangeCheck();
Handles.Label(handleTransform.TransformPoint(controlPoints[p]), string.Format("Control Point {0}", p + 1));
Vector3 newPt = Handles.DoPositionHandle(handleTransform.TransformPoint(controlPoints[p]), handleRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(curve, "Move Point");
Undo.RecordObject(script, "Move Point");
EditorUtility.SetDirty(curve);
controlPoints[p] = handleTransform.InverseTransformPoint(newPt);
}
}
Handles.color = Color.gray;
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[0]), handleTransform.TransformPoint(controlPoints[1]));
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[1]), handleTransform.TransformPoint(controlPoints[2]));
Handles.DrawLine(handleTransform.TransformPoint(controlPoints[2]), handleTransform.TransformPoint(controlPoints[3]));
int sampleSize = 10;
Handles.color = Color.white;
for (int s = 0; s < sampleSize; s++)
{
Handles.DrawLine(handleTransform.TransformPoint(curve.GetPoint((float)s / sampleSize)), handleTransform.TransformPoint(curve.GetPoint((float)(s + 1) / sampleSize)));
}
curve.EDITOR_ControlPoints = controlPoints;
}
}
if (script.RefCurves != null)
{
Handles.DrawLine(script.RefCurves[0].transform.TransformPoint(script.RefCurves[0].ControlPoints[0]), script.RefCurves[1].transform.TransformPoint(script.RefCurves[1].ControlPoints[0]));
Handles.DrawLine(script.RefCurves[0].transform.TransformPoint(script.RefCurves[0].ControlPoints[3]), script.RefCurves[1].transform.TransformPoint(script.RefCurves[1].ControlPoints[3]));
}
script.Refresh();
}
}
}

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88
Editor/CUIImageEditor.cs Normal file
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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
[CustomEditor(typeof(CUIImage))]
public class CUIImageEditor : CUIGraphicEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
CUIImage script = (CUIImage)this.target;
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUI.BeginDisabledGroup(!(script.UIImage.type == Image.Type.Sliced || script.UIImage.type == Image.Type.Tiled));
Vector2 newCornerRatio = EditorGUILayout.Vector2Field("Corner Ratio", script.cornerPosRatio);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(script, "Change Corner Ratio");
EditorUtility.SetDirty(script);
script.cornerPosRatio = newCornerRatio;
}
if (GUILayout.Button("Use native corner ratio"))
{
Undo.RecordObject(script, "Change Corner Ratio");
EditorUtility.SetDirty(script);
script.cornerPosRatio = script.OriCornerPosRatio;
}
if (script.UIImage.type == Image.Type.Sliced || script.UIImage.type == Image.Type.Filled)
{
EditorGUILayout.HelpBox("With CUIImage, you can also adjust the size of the corners for filled or sliced Image. The grey sphere in the editor scene could also be moved to change the corner's size.", MessageType.Info);
}
else
{
EditorGUILayout.HelpBox("With CUIImage, you can also adjust the size of the corners for filled or sliced Image. You need to set Image to filled or sliced to use this feature.", MessageType.Info);
}
EditorGUI.EndDisabledGroup();
}
protected override void OnSceneGUI()
{
base.OnSceneGUI();
CUIImage script = (CUIImage)this.target;
if (script.UIImage.type == Image.Type.Sliced || script.UIImage.type == Image.Type.Tiled)
{
Vector3 cornerPos = Vector3.zero;//
if (script.IsCurved)
{
cornerPos = script.GetBCurveSandwichSpacePoint(script.cornerPosRatio.x, script.cornerPosRatio.y);
}
else
{
cornerPos.x = script.cornerPosRatio.x * script.RectTrans.rect.width - script.RectTrans.pivot.x * script.RectTrans.rect.width;
cornerPos.y = script.cornerPosRatio.y * script.RectTrans.rect.height - script.RectTrans.pivot.y * script.RectTrans.rect.height;
}
Handles.color = Color.gray;
EditorGUI.BeginChangeCheck();
Vector3 newCornerPos = Handles.FreeMoveHandle(script.transform.TransformPoint(cornerPos), script.transform.rotation, HandleUtility.GetHandleSize(script.transform.TransformPoint(cornerPos)) / 7, Vector3.one, Handles.SphereHandleCap);
Handles.Label(newCornerPos, string.Format("Corner Mover"));
newCornerPos = script.transform.InverseTransformPoint(newCornerPos);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(script, "Move Corner");
EditorUtility.SetDirty(script);
script.cornerPosRatio = new Vector2(newCornerPos.x, newCornerPos.y);
script.cornerPosRatio.x = (script.cornerPosRatio.x + script.RectTrans.pivot.x * script.RectTrans.rect.width) / script.RectTrans.rect.width;
script.cornerPosRatio.y = (script.cornerPosRatio.y + script.RectTrans.pivot.y * script.RectTrans.rect.height) / script.RectTrans.rect.height;
}
}
}
}
}

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10
Editor/CUITextEditor.cs Normal file
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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
[CustomEditor(typeof(CUIText))]
public class CUITextEditor : CUIGraphicEditor { }
}

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@ -1777,6 +1777,44 @@ namespace UnityEditor.UI
}
#endregion
#region Radial Slider
[MenuItem("GameObject/UI/Extensions/RadialSlider", false)]
static public void AddRadialSlider(MenuCommand menuCommand)
{
GameObject sliderRoot = CreateUIElementRoot("Radial Slider", menuCommand, s_ThickGUIElementSize);
GameObject SliderControl = CreateUIObject("Slider", sliderRoot);
Image image = sliderRoot.AddComponent<Image>();
image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
image.type = Image.Type.Simple;
image.color = s_DefaultSelectableColor;
RectTransform sliderRootRectTransform = sliderRoot.GetComponent<RectTransform>();
sliderRootRectTransform.anchorMin = new Vector2(0.5f, 0.5f);
sliderRootRectTransform.anchorMax = new Vector2(0.5f, 0.5f);
sliderRootRectTransform.anchoredPosition = Vector2.zero;
sliderRootRectTransform.sizeDelta = new Vector2(250f, 250f);
Image slidrImage = SliderControl.AddComponent<Image>();
slidrImage.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
slidrImage.type = Image.Type.Filled;
slidrImage.fillMethod = Image.FillMethod.Radial360;
slidrImage.fillOrigin = 3;
slidrImage.color = Color.red;
slidrImage.fillAmount = 0;
RadialSlider slider = SliderControl.AddComponent<RadialSlider>();
slider.StartColor = Color.green;
slider.EndColor = Color.red;
RectTransform sliderRectTransform = SliderControl.GetComponent<RectTransform>();
sliderRectTransform.anchorMin = Vector2.zero;
sliderRectTransform.anchorMax = Vector2.one;
sliderRectTransform.sizeDelta = Vector2.zero;
Selection.activeGameObject = sliderRoot;
}
#endregion
#endregion

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@ -1,9 +1,10 @@
using UnityEngine;
public class ComboBoxChanged : MonoBehaviour {
public void ComboBoxChangedEvent (string text) {
namespace UnityEngine.UI.Extensions.Examples
{
public class ComboBoxChanged : MonoBehaviour
{
public void ComboBoxChangedEvent(string text)
{
Debug.Log("ComboBox changed [" + text + "]");
}
@ -26,3 +27,4 @@ public class ComboBoxChanged : MonoBehaviour {
Debug.Log("DropDown changed [" + newValue + "]");
}
}
}

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@ -1,7 +1,7 @@
/// Credit SimonDarksideJ
/// Sourced from my head
namespace UnityEngine.UI.Extensions
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(Image))]
public class CooldownEffect_Image : MonoBehaviour

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@ -1,7 +1,7 @@
/// Credit SimonDarksideJ
/// Sourced from my head
namespace UnityEngine.UI.Extensions
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(SoftMaskScript))]
public class CooldownEffect_SAUIM : MonoBehaviour {

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example01CellDto
{
public string Message;
}
}

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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example01Scene : MonoBehaviour
{
[SerializeField]
Example01ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example01CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example01ScrollView : FancyScrollView<Example01CellDto>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
base.Awake();
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
}
public void UpdateData(List<Example01CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example01ScrollViewCell : FancyScrollViewCell<Example01CellDto>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example01CellDto itemData)
{
message.text = itemData.Message;
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02CellDto
{
public string Message;
}
}

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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example02Scene : MonoBehaviour
{
[SerializeField]
Example02ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example02CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollView : FancyScrollView<Example02CellDto, Example02ScrollViewContext>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
SetContext(new Example02ScrollViewContext { OnPressedCell = OnPressedCell });
base.Awake();
}
public void UpdateData(List<Example02CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
void OnPressedCell(Example02ScrollViewCell cell)
{
scrollPositionController.ScrollTo(cell.DataIndex, 0.4f);
context.SelectedIndex = cell.DataIndex;
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollViewCell
: FancyScrollViewCell<Example02CellDto, Example02ScrollViewContext>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
[SerializeField]
Image image;
[SerializeField]
Button button;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
Example02ScrollViewContext context;
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
button.onClick.AddListener(OnPressedCell);
}
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
public override void SetContext(Example02ScrollViewContext context)
{
this.context = context;
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example02CellDto itemData)
{
message.text = itemData.Message;
if (context != null)
{
var isSelected = context.SelectedIndex == DataIndex;
image.color = isSelected
? new Color32(0, 255, 255, 100)
: new Color32(255, 255, 255, 77);
}
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
public void OnPressedCell()
{
if (context != null)
{
context.OnPressedCell(this);
}
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example02ScrollViewContext
{
public System.Action<Example02ScrollViewCell> OnPressedCell;
public int SelectedIndex;
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example03CellDto
{
public string Message;
}
}

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using System.Linq;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example03Scene : MonoBehaviour
{
[SerializeField]
Example03ScrollView scrollView;
void Start()
{
var cellData = Enumerable.Range(0, 20)
.Select(i => new Example03CellDto { Message = "Cell " + i })
.ToList();
scrollView.UpdateData(cellData);
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollView : FancyScrollView<Example03CellDto, Example03ScrollViewContext>
{
[SerializeField]
ScrollPositionController scrollPositionController;
new void Awake()
{
scrollPositionController.OnUpdatePosition.AddListener(UpdatePosition);
SetContext(new Example03ScrollViewContext { OnPressedCell = OnPressedCell });
base.Awake();
}
public void UpdateData(List<Example03CellDto> data)
{
cellData = data;
scrollPositionController.SetDataCount(cellData.Count);
UpdateContents();
}
void OnPressedCell(Example03ScrollViewCell cell)
{
scrollPositionController.ScrollTo(cell.DataIndex, 0.4f);
context.SelectedIndex = cell.DataIndex;
UpdateContents();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollViewCell
: FancyScrollViewCell<Example03CellDto, Example03ScrollViewContext>
{
[SerializeField]
Animator animator;
[SerializeField]
Text message;
[SerializeField]
Image image;
[SerializeField]
Button button;
readonly int scrollTriggerHash = Animator.StringToHash("scroll");
Example03ScrollViewContext context;
void Start()
{
var rectTransform = transform as RectTransform;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchoredPosition3D = Vector3.zero;
UpdatePosition(0);
button.onClick.AddListener(OnPressedCell);
}
/// <summary>
/// コンテキストを設定します
/// </summary>
/// <param name="context"></param>
public override void SetContext(Example03ScrollViewContext context)
{
this.context = context;
}
/// <summary>
/// セルの内容を更新します
/// </summary>
/// <param name="itemData"></param>
public override void UpdateContent(Example03CellDto itemData)
{
message.text = itemData.Message;
if (context != null)
{
var isSelected = context.SelectedIndex == DataIndex;
image.color = isSelected
? new Color32(0, 255, 255, 100)
: new Color32(255, 255, 255, 77);
}
}
/// <summary>
/// セルの位置を更新します
/// </summary>
/// <param name="position"></param>
public override void UpdatePosition(float position)
{
animator.Play(scrollTriggerHash, -1, position);
animator.speed = 0;
}
public void OnPressedCell()
{
if (context != null)
{
context.OnPressedCell(this);
}
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class Example03ScrollViewContext
{
public System.Action<Example03ScrollViewCell> OnPressedCell;
public int SelectedIndex;
}
}

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using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions.Examples
{
public class PaginationScript : MonoBehaviour, IPointerClickHandler
{
public HorizontalScrollSnap hss;
public int Page;
public void OnPointerClick(PointerEventData eventData)
{
if (hss != null)
{
hss.GoToScreen(Page);
}
}
}
}

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m_Text: Page_4
--- !u!222 &1735277982
CanvasRenderer:
m_ObjectHideFlags: 0
@ -4465,6 +4893,7 @@ GameObject:
m_Component:
- component: {fileID: 1771801965}
- component: {fileID: 1771801966}
- component: {fileID: 1771801967}
m_Layer: 5
m_Name: Toggle (1)
m_TagString: Untagged
@ -4537,6 +4966,19 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.Toggle+ToggleEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
m_IsOn: 1
--- !u!114 &1771801967
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1771801964}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5ea46c3573b42624aa573f2d6b091ed1, type: 3}
m_Name:
m_EditorClassIdentifier:
hss: {fileID: 67156823}
Page: 1
--- !u!1 &1790564029
GameObject:
m_ObjectHideFlags: 0
@ -4834,7 +5276,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: Page_01
m_Text: Page_1
--- !u!222 &1857291964
CanvasRenderer:
m_ObjectHideFlags: 0
@ -4993,6 +5435,7 @@ GameObject:
m_Component:
- component: {fileID: 2019749174}
- component: {fileID: 2019749175}
- component: {fileID: 2019749176}
m_Layer: 5
m_Name: Toggle (2)
m_TagString: Untagged
@ -5065,6 +5508,19 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.Toggle+ToggleEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
m_IsOn: 1
--- !u!114 &2019749176
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2019749173}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5ea46c3573b42624aa573f2d6b091ed1, type: 3}
m_Name:
m_EditorClassIdentifier:
hss: {fileID: 67156823}
Page: 2
--- !u!1 &2069867491
GameObject:
m_ObjectHideFlags: 0
@ -5180,7 +5636,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -5376,7 +5832,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -5450,7 +5906,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:

View File

@ -1,6 +1,7 @@
using UnityEngine;
public class UpdateScrollSnap : MonoBehaviour {
namespace UnityEngine.UI.Extensions.Examples
{
public class UpdateScrollSnap : MonoBehaviour
{
public UnityEngine.UI.Extensions.HorizontalScrollSnap HSS;
public UnityEngine.UI.Extensions.VerticalScrollSnap VSS;
@ -70,4 +71,10 @@ public class UpdateScrollSnap : MonoBehaviour {
HSS.RemoveAllChildren(out children);
VSS.RemoveAllChildren(out children);
}
public void JumpToSelectedToggle(int page)
{
HSS.GoToScreen(page);
}
}
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 06c6e9a20a01e2348acb20c103a628f2
folderAsset: yes
timeCreated: 1501105181
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,29 @@
namespace UnityEngine.UI.Extensions.Examples
{
public class UpdateRadialValue : MonoBehaviour
{
public InputField input;
public RadialSlider slider;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
public void UpdateSliderValue()
{
float value;
float.TryParse(input.text, out value);
slider.Value = value;
}
public void UpdateSliderAndle()
{
int value;
int.TryParse(input.text, out value);
slider.Angle = value;
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: b5921b909b28e7f4f9a57906c667c9ce
timeCreated: 1501345599
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,8 @@
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timeCreated: 1501350786
licenseType: Free
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userData:
assetBundleName:
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@ -0,0 +1,55 @@
fileFormatVersion: 2
guid: ad716093ca8bdf84189f6a67bfb8e30e
timeCreated: 1431884735
licenseType: Free
TextureImporter:
fileIDToRecycleName: {}
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 1
linearTexture: 0
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
cubemapConvolution: 0
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: 16
mipBias: -1
wrapMode: 1
nPOTScale: 0
lightmap: 0
rGBM: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePackingTag:
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View File

@ -1,8 +1,8 @@
using UnityEngine;
namespace UnityEngine.UI.Extensions.Examples
{
[System.Serializable]
public class TestClass {
public class TestClass
{
public string myString;
public GameObject go;
public string go_id;
@ -10,4 +10,4 @@ public class TestClass {
public Color color;
public int[] myArray = new int[] { 2, 43, 12 };
}
}

View File

@ -1,8 +1,7 @@
using UnityEngine;
using UnityEngine.UI.Extensions;
public class TestScript : MonoBehaviour {
namespace UnityEngine.UI.Extensions.Examples
{
public class TestScript : MonoBehaviour
{
public string testString = "Hello";
public GameObject someGameObject;
public string someGameObject_id;
@ -10,7 +9,8 @@ public class TestScript : MonoBehaviour {
public TestClass[] testClassArray = new TestClass[2];
[DontSaveField] public Transform TransformThatWontBeSaved;//The [DontSaveField] attribute we wrote ourselves prevents the field from being included in the packed component data
public void OnSerialize() {
public void OnSerialize()
{
//This is an example of a OnSerialize method, called before a gameobject is packed into serializable form.
//In this case, the GameObject variable "someGameObject" and those in the testClass and testclass Array instances of TestClass should be reconstructed after loading.
//Since GameObject (and Transform) references assigned during runtime can't be serialized directly,
@ -20,19 +20,25 @@ public class TestScript : MonoBehaviour {
//This example is one way of dealing with GameObject (and Transform) references. If a lot of those occur in your project,
//it might be more efficient to go directly into the static SaveLoad.PackComponent method. and doing it there.
if(someGameObject != null && someGameObject.GetComponent<ObjectIdentifier>()) {
if (someGameObject != null && someGameObject.GetComponent<ObjectIdentifier>())
{
someGameObject_id = someGameObject.GetComponent<ObjectIdentifier>().id;
}
else {
else
{
someGameObject_id = null;
}
if(testClassArray != null) {
foreach(TestClass testClass_cur in testClassArray) {
if(testClass_cur.go != null && testClass_cur.go.GetComponent<ObjectIdentifier>()) {
if (testClassArray != null)
{
foreach (TestClass testClass_cur in testClassArray)
{
if (testClass_cur.go != null && testClass_cur.go.GetComponent<ObjectIdentifier>())
{
testClass_cur.go_id = testClass_cur.go.GetComponent<ObjectIdentifier>().id;
}
else {
else
{
testClass_cur.go_id = null;
}
}
@ -40,7 +46,8 @@ public class TestScript : MonoBehaviour {
}
}
public void OnDeserialize() {
public void OnDeserialize()
{
//Since we saved the ID of the GameObject references, we can now use those to recreate the references.
//We just iterate through all the ObjectIdentifier component occurences in the scene, compare their id value to our saved and loaded someGameObject id (etc.) value,
@ -50,11 +57,15 @@ public class TestScript : MonoBehaviour {
ObjectIdentifier[] objectsIdentifiers = FindObjectsOfType(typeof(ObjectIdentifier)) as ObjectIdentifier[];
if(string.IsNullOrEmpty(someGameObject_id) == false) {
foreach(ObjectIdentifier objectIdentifier in objectsIdentifiers) {
if (string.IsNullOrEmpty(someGameObject_id) == false)
{
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers)
{
if(string.IsNullOrEmpty(objectIdentifier.id) == false) {
if(objectIdentifier.id == someGameObject_id) {
if (string.IsNullOrEmpty(objectIdentifier.id) == false)
{
if (objectIdentifier.id == someGameObject_id)
{
someGameObject = objectIdentifier.gameObject;
break;
}
@ -62,12 +73,18 @@ public class TestScript : MonoBehaviour {
}
}
if(testClassArray != null) {
foreach(TestClass testClass_cur in testClassArray) {
if(string.IsNullOrEmpty(testClass_cur.go_id) == false) {
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers) {
if(string.IsNullOrEmpty(objectIdentifier.id) == false) {
if(objectIdentifier.id == testClass_cur.go_id) {
if (testClassArray != null)
{
foreach (TestClass testClass_cur in testClassArray)
{
if (string.IsNullOrEmpty(testClass_cur.go_id) == false)
{
foreach (ObjectIdentifier objectIdentifier in objectsIdentifiers)
{
if (string.IsNullOrEmpty(objectIdentifier.id) == false)
{
if (objectIdentifier.id == testClass_cur.go_id)
{
testClass_cur.go = objectIdentifier.gameObject;
break;
}
@ -78,4 +95,4 @@ public class TestScript : MonoBehaviour {
}
}
}
}

View File

@ -1,11 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI.Extensions;
namespace UnityEngine.UI.Extensions.Examples
{
public class AnimateEffects : MonoBehaviour
{
public LetterSpacing letterSpacing;
float letterSpacingMax = 10, letterSpacingMin = -10, letterSpacingModifier = 0.1f;
public CurvedText curvedText;
@ -52,3 +48,4 @@ public class AnimateEffects : MonoBehaviour
}
}
}

View File

@ -0,0 +1,30 @@
/// Credit playemgames
/// Sourced from - http://forum.unity3d.com/threads/sprite-icons-with-text-e-g-emoticons.265927/
namespace UnityEngine.UI.Extensions.Examples
{
public class testHref : MonoBehaviour
{
public TextPic textPic;
void Awake()
{
textPic = GetComponent<TextPic>();
}
void OnEnable()
{
textPic.onHrefClick.AddListener(OnHrefClick);
}
void OnDisable()
{
textPic.onHrefClick.RemoveListener(OnHrefClick);
}
private void OnHrefClick(string hrefName)
{
Debug.Log("Click on the " + hrefName);
}
}
}

View File

@ -1,12 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI.Extensions;
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions.Examples
{
[RequireComponent(typeof(UILineRenderer))]
public class LineRendererOrbit : MonoBehaviour {
public class LineRendererOrbit : MonoBehaviour
{
UILineRenderer lr;
Circle circle;
public GameObject OrbitGO;
@ -43,14 +41,16 @@ public class LineRendererOrbit : MonoBehaviour {
// Use this for initialization
void Awake () {
void Awake()
{
lr = GetComponent<UILineRenderer>();
orbitGOrt = OrbitGO.GetComponent<RectTransform>();
GenerateOrbit();
}
// Update is called once per frame
void Update () {
void Update()
{
orbitTime = orbitTime > _steps ? orbitTime = 0 : orbitTime + Time.deltaTime;
orbitGOrt.localPosition = circle.Evaluate(orbitTime);
}
@ -74,6 +74,5 @@ public class LineRendererOrbit : MonoBehaviour {
GenerateOrbit();
}
}
}
}

View File

@ -1,14 +1,16 @@
using System.Collections.Generic;
using UnityEngine;
public class TestAddingPoints : MonoBehaviour {
public UnityEngine.UI.Extensions.UILineRenderer LineRenderer;
public UnityEngine.UI.Text XValue;
public UnityEngine.UI.Text YValue;
namespace UnityEngine.UI.Extensions.Examples
{
public class TestAddingPoints : MonoBehaviour
{
public UILineRenderer LineRenderer;
public Text XValue;
public Text YValue;
// Use this for initialization
public void AddNewPoint () {
public void AddNewPoint()
{
var point = new Vector2() { x = float.Parse(XValue.text), y = float.Parse(YValue.text) };
var pointlist = new List<Vector2>(LineRenderer.Points);
pointlist.Add(point);
@ -20,3 +22,4 @@ public class TestAddingPoints : MonoBehaviour {
LineRenderer.Points = new Vector2[0];
}
}
}

View File

@ -140,8 +140,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -220, y: 1.5}
m_SizeDelta: {x: 263, y: 52}
m_AnchoredPosition: {x: -116, y: -23.5}
m_SizeDelta: {x: 361, y: 47}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &23818492
MonoBehaviour:
@ -284,9 +284,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -339.5, y: -40}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 58, y: 186}
m_SizeDelta: {x: 100, y: 102}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &125539413
@ -735,9 +735,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 243, y: -109}
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -165, y: 112}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &651515359
@ -777,12 +777,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points: []
lineThickness: 2
relativeSize: 0
@ -929,6 +924,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_useNativeSize: 0
m_fillPercent: 100
FixedToSegments: 0
m_fill: 1
@ -974,7 +970,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 314, y: -148}
m_AnchoredPosition: {x: 332, y: -121}
m_SizeDelta: {x: 160, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &772182605
@ -1083,7 +1079,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 35.5, y: 244}
m_AnchoredPosition: {x: 184.5, y: 197}
m_SizeDelta: {x: 311, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &977566256
@ -1157,7 +1153,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -120, y: 40}
m_AnchoredPosition: {x: 29, y: 25.5}
m_SizeDelta: {x: 311, y: 189}
m_Pivot: {x: 0, y: 0}
--- !u!114 &1025621201
@ -1182,12 +1178,7 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points:
- {x: 0, y: 0}
- {x: 1, y: 0}
@ -1239,7 +1230,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 309, y: -193}
m_AnchoredPosition: {x: 320, y: -169}
m_SizeDelta: {x: 358, y: 44}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1032145591
@ -1984,7 +1975,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -178, y: 114.5}
m_AnchoredPosition: {x: -124, y: 81}
m_SizeDelta: {x: 154, y: 162}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1545772328
@ -2253,9 +2244,9 @@ RectTransform:
m_Father: {fileID: 1754109030}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -358, y: -224}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1625078207
@ -2843,17 +2834,12 @@ MonoBehaviour:
m_Sprite: {fileID: 0}
m_improveResolution: 0
m_Resolution: 0
m_UVRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
m_useNativeSize: 0
m_points:
- {x: -339, y: -39.5}
- {x: -266, y: -180.5}
- {x: -127, y: -67.5}
- {x: -25, y: -187.5}
- {x: -300, y: -37.5}
- {x: -227, y: -178.5}
- {x: -88, y: -65.5}
- {x: 32, y: -158.5}
lineThickness: 7.41
relativeSize: 0
lineList: 0

View File

@ -5,14 +5,9 @@
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
/// </summary>
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
namespace UnityEngine.UI.Extensions.Examples
{
public class ScrollingCalendar : MonoBehaviour
{
public RectTransform monthsScrollingPanel;
public RectTransform yearsScrollingPanel;
@ -228,3 +223,4 @@ public class ScrollingCalendar : MonoBehaviour
yearsVerticalScroller.ScrollDown();
}
}
}

View File

@ -1,30 +0,0 @@
/// Credit playemgames
/// Sourced from - http://forum.unity3d.com/threads/sprite-icons-with-text-e-g-emoticons.265927/
using UnityEngine;
using UnityEngine.UI.Extensions;
public class testHref : MonoBehaviour
{
public TextPic textPic;
void Awake()
{
textPic = GetComponent<TextPic>();
}
void OnEnable()
{
textPic.onHrefClick.AddListener(OnHrefClick);
}
void OnDisable()
{
textPic.onHrefClick.RemoveListener(OnHrefClick);
}
private void OnHrefClick(string hrefName)
{
Debug.Log("Click on the " + hrefName);
}
}

View File

@ -130,7 +130,7 @@ Scroll Snap (alt implementation)|Reorderable List|UI Vertical Scroller|Curved La
------|------|------|------|
Best Fit Outline|Curved Text|Gradient|Gradient2|Letter Spacing
NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask
CylinderText|UIParticleSystem|||
CylinderText|UIParticleSystem|CurlyUI||
||||
[VR Components](https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/Controls#markdown-header-vr_components)|||||

View File

@ -0,0 +1,252 @@
/// Credit mgear, SimonDarksideJ
/// Sourced from - https://forum.unity3d.com/threads/radial-slider-circle-slider.326392/#post-3143582
/// Updated to include lerping features and programatic access to angle/value
using System;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Radial Slider")]
[RequireComponent(typeof(Image))]
public class RadialSlider : MonoBehaviour, IPointerEnterHandler, IPointerDownHandler, IPointerUpHandler
{
private bool isPointerDown, isPointerReleased, lerpInProgress;
private Vector2 m_localPos;
private float m_targetAngle, m_lerpTargetAngle, m_startAngle, m_currentLerpTime, m_lerpTime;
private Camera m_eventCamera;
private Image m_image;
[SerializeField]
[Tooltip("Radial Gradient Start Color")]
private Color m_startColor = Color.green;
[SerializeField]
[Tooltip("Radial Gradient End Color")]
private Color m_endColor = Color.red;
[Tooltip("Move slider absolute or use Lerping?\nDragging only supported with absolute")]
[SerializeField]
private bool m_lerpToTarget;
[Tooltip("Curve to apply to the Lerp\nMust be set to enable Lerp")]
[SerializeField]
private AnimationCurve m_lerpCurve;
[Tooltip("Event fired when value of control changes, outputs an INT angle value")]
[SerializeField]
private RadialSliderValueChangedEvent _onValueChanged = new RadialSliderValueChangedEvent();
[Tooltip("Event fired when value of control changes, outputs a TEXT angle value")]
[SerializeField]
private RadialSliderTextValueChangedEvent _onTextValueChanged = new RadialSliderTextValueChangedEvent();
public float Angle
{
get { return RadialImage.fillAmount * 360f; }
set
{
if (LerpToTarget)
{
StartLerp(value / 360f);
}
else
{
UpdateRadialImage(value / 360f);
}
}
}
public float Value
{
get { return RadialImage.fillAmount; }
set
{
if (LerpToTarget)
{
StartLerp(value);
}
else
{
UpdateRadialImage(value);
}
}
}
public Color EndColor
{
get { return m_endColor; }
set { m_endColor = value; }
}
public Color StartColor
{
get { return m_startColor; }
set { m_startColor = value; }
}
public bool LerpToTarget
{
get { return m_lerpToTarget; }
set { m_lerpToTarget = value; }
}
public AnimationCurve LerpCurve
{
get { return m_lerpCurve; }
set { m_lerpCurve = value; m_lerpTime = LerpCurve[LerpCurve.length - 1].time; }
}
public bool LerpInProgress
{
get { return lerpInProgress; }
}
[Serializable]
public class RadialSliderValueChangedEvent : UnityEvent<int> { }
[Serializable]
public class RadialSliderTextValueChangedEvent : UnityEvent<string> { }
public Image RadialImage
{
get
{
if (m_image == null)
{
m_image = GetComponent<Image>();
m_image.type = Image.Type.Filled;
m_image.fillMethod = Image.FillMethod.Radial360;
m_image.fillOrigin = 3;
m_image.fillAmount = 0;
}
return m_image;
}
}
public RadialSliderValueChangedEvent onValueChanged
{
get { return _onValueChanged; }
set { _onValueChanged = value; }
}
public RadialSliderTextValueChangedEvent onTextValueChanged
{
get { return _onTextValueChanged; }
set { _onTextValueChanged = value; }
}
private void Awake()
{
if (LerpCurve != null && LerpCurve.length > 0)
{
m_lerpTime = LerpCurve[LerpCurve.length - 1].time;
}
else
{
m_lerpTime = 1;
}
}
private void Update()
{
if (isPointerDown)
{
m_targetAngle = GetAngleFromMousePoint();
if (!lerpInProgress)
{
if (!LerpToTarget)
{
UpdateRadialImage(m_targetAngle);
NotifyValueChanged();
}
else
{
if (isPointerReleased) StartLerp(m_targetAngle);
isPointerReleased = false;
}
}
}
if (lerpInProgress && Value != m_lerpTargetAngle)
{
m_currentLerpTime += Time.deltaTime;
float perc = m_currentLerpTime / m_lerpTime;
if (LerpCurve != null && LerpCurve.length > 0)
{
UpdateRadialImage(Mathf.Lerp(m_startAngle, m_lerpTargetAngle, LerpCurve.Evaluate(perc)));
}
else
{
UpdateRadialImage(Mathf.Lerp(m_startAngle, m_lerpTargetAngle, perc));
}
}
if (m_currentLerpTime >= m_lerpTime || Value == m_lerpTargetAngle)
{
lerpInProgress = false;
UpdateRadialImage(m_lerpTargetAngle);
NotifyValueChanged();
}
}
private void StartLerp(float targetAngle)
{
if (!lerpInProgress)
{
m_startAngle = Value;
m_lerpTargetAngle = targetAngle;
m_currentLerpTime = 0f;
lerpInProgress = true;
}
}
private float GetAngleFromMousePoint()
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(transform as RectTransform, Input.mousePosition, m_eventCamera, out m_localPos);
// radial pos of the mouse position.
return (Mathf.Atan2(-m_localPos.y, m_localPos.x) * 180f / Mathf.PI + 180f) / 360f;
}
private void UpdateRadialImage(float targetAngle)
{
RadialImage.fillAmount = targetAngle;
RadialImage.color = Color.Lerp(m_startColor, m_endColor, targetAngle);
}
private void NotifyValueChanged()
{
_onValueChanged.Invoke((int)(m_targetAngle * 360f));
_onTextValueChanged.Invoke(((int)(m_targetAngle * 360f)).ToString());
}
//#if UNITY_EDITOR
// private void OnValidate()
// {
// if (LerpToTarget && LerpCurve.length < 2)
// {
// LerpToTarget = false;
// Debug.LogError("You need to define a Lerp Curve to enable 'Lerp To Target'");
// }
// }
//#endif
#region Interfaces
// Called when the pointer enters our GUI component.
// Start tracking the mouse
public void OnPointerEnter(PointerEventData eventData)
{
m_eventCamera = eventData.enterEventCamera;
}
public void OnPointerDown(PointerEventData eventData)
{
m_eventCamera = eventData.enterEventCamera;
isPointerDown = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isPointerDown = false;
isPointerReleased = true;
}
#endregion
}
}

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/// Updated Credit BenZed
/// Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
namespace UnityEngine.UI.Extensions
{
public class ExampleSelectable : MonoBehaviour, IBoxSelectable
{
#region Implemented members of IBoxSelectable
bool _selected = false;
public bool selected

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Assume to be a cubic bezier curve at the moment.
/// </summary>
public class CUIBezierCurve : MonoBehaviour
{
public readonly static int CubicBezierCurvePtNum = 4;
#region Descriptions
[SerializeField]
protected Vector3[] controlPoints;
public Vector3[] ControlPoints
{
get
{
return controlPoints;
}
}
#if UNITY_EDITOR
/// <summary>
/// Reserve for editor only
/// </summary>
public Vector3[] EDITOR_ControlPoints
{
set
{
controlPoints = value;
}
}
#endif
#endregion
#region Events
#if UNITY_EDITOR
protected void OnValidate()
{
Refresh();
}
#endif
public void Refresh()
{
if (OnRefresh != null)
OnRefresh();
}
#endregion
#region Services
/// <summary>
/// call this to get a sample
/// </summary>
/// <param name="_time"></param>
/// <returns>sample returned by said time</returns>
public Vector3 GetPoint(float _time)
{
float oneMinusTime = 1 - _time;
return oneMinusTime * oneMinusTime * oneMinusTime * controlPoints[0] +
3 * oneMinusTime * oneMinusTime * _time * controlPoints[1] +
3 * oneMinusTime * _time * _time * controlPoints[2] +
_time * _time * _time * controlPoints[3];
}
public Vector3 GetTangent(float _time)
{
float oneMinusTime = 1 - _time;
return 3 * oneMinusTime * oneMinusTime * (controlPoints[1] - controlPoints[0]) +
6 * oneMinusTime * _time * (controlPoints[2] - controlPoints[1]) +
3 * _time * _time * (controlPoints[3] - controlPoints[2]);
}
#endregion
#region Configurations
public void ReportSet()
{
if (controlPoints == null)
{
controlPoints = new Vector3[CUIBezierCurve.CubicBezierCurvePtNum];
controlPoints[0] = new Vector3(0, 0, 0);
controlPoints[1] = new Vector3(0, 1, 0);
controlPoints[2] = new Vector3(1, 1, 0);
controlPoints[3] = new Vector3(1, 0, 0);
}
bool isPointsReady = true;
isPointsReady = isPointsReady & controlPoints.Length == CUIBezierCurve.CubicBezierCurvePtNum;
}
#endregion
#region Services
public System.Action OnRefresh;
#endregion
}
}

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/Effects/Extensions/Curly UI Graphic")]
public class CUIGraphic : BaseMeshEffect
{
// Describing the properties that are shared by all objects of this class
#region Nature
readonly public static int bottomCurveIdx = 0;
readonly public static int topCurveIdx = 1;
#endregion
/// <summary>
/// Describing the properties of this object.
/// </summary>
#region Description
[Tooltip("Set true to make the curve/morph to work. Set false to quickly see the original UI.")]
[SerializeField]
protected bool isCurved = true;
public bool IsCurved
{
get
{
return isCurved;
}
}
[Tooltip("Set true to dynamically change the curve according to the dynamic change of the UI layout")]
[SerializeField]
protected bool isLockWithRatio = true;
public bool IsLockWithRatio
{
get
{
return isLockWithRatio;
}
}
[Tooltip("Pick a higher resolution to improve the quality of the curved graphic.")]
[SerializeField]
[Range(0.01f, 30.0f)]
protected float resolution = 5.0f;
#endregion
/// <summary>
/// Refernce to other objects that are needed by this object.
/// </summary>
#region Links
protected RectTransform rectTrans;
public RectTransform RectTrans
{
get
{
return rectTrans;
}
}
[Tooltip("Put in the Graphic you want to curve/morph here.")]
[SerializeField]
protected Graphic uiGraphic;
public Graphic UIGraphic
{
get
{
return uiGraphic;
}
}
[Tooltip("Put in the reference Graphic that will be used to tune the bezier curves. Think button image and text.")]
[SerializeField]
protected CUIGraphic refCUIGraphic;
public CUIGraphic RefCUIGraphic
{
get
{
return refCUIGraphic;
}
}
[Tooltip("Do not touch this unless you are sure what you are doing. The curves are (re)generated automatically.")]
[SerializeField]
protected CUIBezierCurve[] refCurves;
public CUIBezierCurve[] RefCurves
{
get
{
return refCurves;
}
}
[HideInInspector]
[SerializeField]
protected Vector3_Array2D[] refCurvesControlRatioPoints;
public Vector3_Array2D[] RefCurvesControlRatioPoints
{
get
{
return refCurvesControlRatioPoints;
}
}
#if UNITY_EDITOR
public CUIBezierCurve[] EDITOR_RefCurves
{
set
{
refCurves = value;
}
}
public Vector3_Array2D[] EDITOR_RefCurvesControlRatioPoints
{
set
{
refCurvesControlRatioPoints = value;
}
}
#endif
#endregion
// Methods that are used often.
#region Reuse
protected List<UIVertex> reuse_quads = new List<UIVertex>();
#endregion
#region Action
protected void solveDoubleEquationWithVector(float _x_1, float _y_1, float _x_2, float _y_2, Vector3 _constant_1, Vector3 _contant_2, out Vector3 _x, out Vector3 _y)
{
Vector3 f;
float g;
if (Mathf.Abs(_x_1) > Mathf.Abs(_x_2))
{
f = _constant_1 * _x_2 / _x_1;
g = _y_1 * _x_2 / _x_1;
_y = (_contant_2 - f) / (_y_2 - g);
if (_x_2 != 0)
_x = (f - g * _y) / _x_2;
else
_x = (_constant_1 - _y_1 * _y) / _x_1;
}
else
{
f = _contant_2 * _x_1 / _x_2;
g = _y_2 * _x_1 / _x_2;
_x = (_constant_1 - f) / (_y_1 - g);
if (_x_1 != 0)
_y = (f - g * _x) / _x_1;
else
_y = (_contant_2 - _y_2 * _x) / _x_2;
}
}
protected UIVertex uiVertexLerp(UIVertex _a, UIVertex _b, float _time)
{
UIVertex tmpUIVertex = new UIVertex();
tmpUIVertex.position = Vector3.Lerp(_a.position, _b.position, _time);
tmpUIVertex.normal = Vector3.Lerp(_a.normal, _b.normal, _time);
tmpUIVertex.tangent = Vector3.Lerp(_a.tangent, _b.tangent, _time);
tmpUIVertex.uv0 = Vector2.Lerp(_a.uv0, _b.uv0, _time);
tmpUIVertex.uv1 = Vector2.Lerp(_a.uv1, _b.uv1, _time);
tmpUIVertex.color = Color.Lerp(_a.color, _b.color, _time);
return tmpUIVertex;
}
/// <summary>
/// Bilinear Interpolation
/// </summary>
protected UIVertex uiVertexBerp(UIVertex v_bottomLeft, UIVertex v_topLeft, UIVertex v_topRight, UIVertex v_bottomRight, float _xTime, float _yTime)
{
UIVertex topX = uiVertexLerp(v_topLeft, v_topRight, _xTime);
UIVertex bottomX = uiVertexLerp(v_bottomLeft, v_bottomRight, _xTime);
return uiVertexLerp(bottomX, topX, _yTime);
}
protected void tessellateQuad(List<UIVertex> _quads, int _thisQuadIdx)
{
UIVertex v_bottomLeft = _quads[_thisQuadIdx];
UIVertex v_topLeft = _quads[_thisQuadIdx + 1];
UIVertex v_topRight = _quads[_thisQuadIdx + 2];
UIVertex v_bottomRight = _quads[_thisQuadIdx + 3];
float quadSize = 100.0f / resolution;
int heightQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topLeft.position - v_bottomLeft.position).magnitude / quadSize));
int widthQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topRight.position - v_topLeft.position).magnitude / quadSize));
int quadIdx = 0;
for (int x = 0; x < widthQuadEdgeNum; x++)
{
for (int y = 0; y < heightQuadEdgeNum; y++, quadIdx++)
{
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
float xRatio = (float)x / widthQuadEdgeNum;
float yRatio = (float)y / heightQuadEdgeNum;
float xPlusOneRatio = (float)(x + 1) / widthQuadEdgeNum;
float yPlusOneRatio = (float)(y + 1) / heightQuadEdgeNum;
_quads[_quads.Count - 4] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yRatio);
_quads[_quads.Count - 3] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yPlusOneRatio);
_quads[_quads.Count - 2] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yPlusOneRatio);
_quads[_quads.Count - 1] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yRatio);
}
}
}
protected void tessellateGraphic(List<UIVertex> _verts)
{
for (int v = 0; v < _verts.Count; v += 6)
{
reuse_quads.Add(_verts[v]); // bottom left
reuse_quads.Add(_verts[v + 1]); // top left
reuse_quads.Add(_verts[v + 2]); // top right
// verts[3] is redundant, top right
reuse_quads.Add(_verts[v + 4]); // bottom right
// verts[5] is redundant, bottom left
}
int oriQuadNum = reuse_quads.Count / 4;
for (int q = 0; q < oriQuadNum; q++)
{
tessellateQuad(reuse_quads, q * 4);
}
// remove original quads
reuse_quads.RemoveRange(0, oriQuadNum * 4);
_verts.Clear();
// process new quads and turn them into triangles
for (int q = 0; q < reuse_quads.Count; q += 4)
{
_verts.Add(reuse_quads[q]);
_verts.Add(reuse_quads[q + 1]);
_verts.Add(reuse_quads[q + 2]);
_verts.Add(reuse_quads[q + 2]);
_verts.Add(reuse_quads[q + 3]);
_verts.Add(reuse_quads[q]);
}
reuse_quads.Clear();
}
#endregion
// Events are for handling reoccuring function calls that react to the changes of the environment.
#region Events
protected override void OnRectTransformDimensionsChange()
{
if (isLockWithRatio)
{
UpdateCurveControlPointPositions();
}
}
public void Refresh()
{
ReportSet();
// we use local position as the true value. Ratio position follows it, so it should be updated when refresh
for (int c = 0; c < refCurves.Length; c++)
{
CUIBezierCurve curve = refCurves[c];
if (curve.ControlPoints != null)
{
Vector3[] controlPoints = curve.ControlPoints;
for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
{
#if UNITY_EDITOR
Undo.RecordObject(this, "Move Point");
#endif
Vector3 ratioPoint = controlPoints[p];
ratioPoint.x = (ratioPoint.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
ratioPoint.y = (ratioPoint.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
refCurvesControlRatioPoints[c][p] = ratioPoint;
}
}
}
//uiText.SetAllDirty();
// need this to refresh the UI text, SetAllDirty does not seem to work for all cases
if (uiGraphic != null)
{
uiGraphic.enabled = false;
uiGraphic.enabled = true;
}
}
#endregion
// Methods that change the behaviour of the object.
#region Flash-Phase
protected override void Awake()
{
base.Awake();
OnRectTransformDimensionsChange();
}
protected override void OnEnable()
{
base.OnEnable();
OnRectTransformDimensionsChange();
}
#endregion
#region Configurations
/// <summary>
/// Check, prepare and set everything needed.
/// </summary>
public virtual void ReportSet()
{
if (rectTrans == null)
rectTrans = GetComponent<RectTransform>();
if (refCurves == null)
refCurves = new CUIBezierCurve[2];
bool isCurvesReady = true;
for (int c = 0; c < 2; c++)
{
isCurvesReady = isCurvesReady & refCurves[c] != null;
}
isCurvesReady = isCurvesReady & refCurves.Length == 2;
if (!isCurvesReady)
{
CUIBezierCurve[] curves = refCurves;
for (int c = 0; c < 2; c++)
{
if (refCurves[c] == null)
{
GameObject go = new GameObject();
go.transform.SetParent(transform);
go.transform.localPosition = Vector3.zero;
go.transform.localEulerAngles = Vector3.zero;
if (c == 0)
{
go.name = "BottomRefCurve";
}
else
{
go.name = "TopRefCurve";
}
curves[c] = go.AddComponent<CUIBezierCurve>();
}
else
{
curves[c] = refCurves[c];
}
curves[c].ReportSet();
}
refCurves = curves;
}
if (refCurvesControlRatioPoints == null)
{
refCurvesControlRatioPoints = new Vector3_Array2D[refCurves.Length];
for (int c = 0; c < refCurves.Length; c++)
{
{
refCurvesControlRatioPoints[c].array = new Vector3[refCurves[c].ControlPoints.Length];
}
}
FixTextToRectTrans();
Refresh();
}
for (int c = 0; c < 2; c++)
{
refCurves[c].OnRefresh = Refresh;
}
}
public void FixTextToRectTrans()
{
for (int c = 0; c < refCurves.Length; c++)
{
CUIBezierCurve curve = refCurves[c];
for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++)
{
if (curve.ControlPoints != null)
{
Vector3[] controlPoints = curve.ControlPoints;
if (c == 0)
{
controlPoints[p].y = -rectTrans.rect.height * rectTrans.pivot.y;
}
else
{
controlPoints[p].y = rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y;
}
controlPoints[p].x = rectTrans.rect.width * p / (CUIBezierCurve.CubicBezierCurvePtNum - 1);
controlPoints[p].x -= rectTrans.rect.width * rectTrans.pivot.x;
controlPoints[p].z = 0;
}
}
}
}
public void ReferenceCUIForBCurves()
{
// compute the position ratio of this rect transform in perspective of reference rect transform
Vector3 posDeltaBetweenBottomLeftCorner = rectTrans.localPosition;// Difference between pivot
posDeltaBetweenBottomLeftCorner.x += -rectTrans.rect.width * rectTrans.pivot.x + (refCUIGraphic.rectTrans.rect.width * refCUIGraphic.rectTrans.pivot.x);
posDeltaBetweenBottomLeftCorner.y += -rectTrans.rect.height * rectTrans.pivot.y + (refCUIGraphic.rectTrans.rect.height * refCUIGraphic.rectTrans.pivot.y);
//posDeltaBetweenBottomLeftCorner.z = rectTrans.localPosition.z;
Vector3 bottomLeftPosRatio = new Vector3(posDeltaBetweenBottomLeftCorner.x / refCUIGraphic.RectTrans.rect.width, posDeltaBetweenBottomLeftCorner.y / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z);
Vector3 topRightPosRatio = new Vector3((posDeltaBetweenBottomLeftCorner.x + rectTrans.rect.width) / refCUIGraphic.RectTrans.rect.width, (posDeltaBetweenBottomLeftCorner.y + rectTrans.rect.height) / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z);
refCurves[0].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition;
refCurves[0].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition;
refCurves[1].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition;
refCurves[1].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition;
// use two sample points from the reference curves to find the second and third controls points for this curves
for (int c = 0; c < refCurves.Length; c++)
{
CUIBezierCurve curve = refCurves[c];
float yTime = c == 0 ? bottomLeftPosRatio.y : topRightPosRatio.y;
Vector3 leftPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, yTime);
Vector3 rightPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, yTime);
float quarter = 0.25f,
threeQuarter = 0.75f;
Vector3 quarterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.75f + topRightPosRatio.x * 0.25f) / 1.0f, yTime);
Vector3 threeQuaterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.25f + topRightPosRatio.x * 0.75f) / 1.0f, yTime);
float x_1 = 3 * threeQuarter * threeQuarter * quarter, // (1 - t)(1 - t)t
y_1 = 3 * threeQuarter * quarter * quarter,
x_2 = 3 * quarter * quarter * threeQuarter,
y_2 = 3 * quarter * threeQuarter * threeQuarter;
Vector3 contant_1 = quarterPoint - Mathf.Pow(threeQuarter, 3) * leftPoint - Mathf.Pow(quarter, 3) * rightPoint,
contant_2 = threeQuaterPoint - Mathf.Pow(quarter, 3) * leftPoint - Mathf.Pow(threeQuarter, 3) * rightPoint,
p1,
p2;
solveDoubleEquationWithVector(x_1, y_1, x_2, y_2, contant_1, contant_2, out p1, out p2);
curve.ControlPoints[1] = p1 - rectTrans.localPosition;
curve.ControlPoints[2] = p2 - rectTrans.localPosition;
}
// use tangent and start and end time to derive control point 2 and 3
}
public override void ModifyMesh(Mesh _mesh)
{
if (!IsActive())
return;
using (VertexHelper vh = new VertexHelper(_mesh))
{
ModifyMesh(vh);
vh.FillMesh(_mesh);
}
}
public override void ModifyMesh(VertexHelper _vh)
{
if (!IsActive())
return;
List<UIVertex> vertexList = new List<UIVertex>();
_vh.GetUIVertexStream(vertexList);
modifyVertices(vertexList);
_vh.Clear();
_vh.AddUIVertexTriangleStream(vertexList);
}
protected virtual void modifyVertices(List<UIVertex> _verts)
{
if (!IsActive())
return;
tessellateGraphic(_verts);
if (!isCurved)
{
return;
}
for (int index = 0; index < _verts.Count; index++)
{
var uiVertex = _verts[index];
// finding the horizontal ratio position (0.0 - 1.0) of a vertex
float horRatio = (uiVertex.position.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
float verRatio = (uiVertex.position.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
//Vector3 pos = Vector3.Lerp(refCurves[0].GetPoint(horRatio), refCurves[1].GetPoint(horRatio), verRatio);
Vector3 pos = GetBCurveSandwichSpacePoint(horRatio, verRatio);
uiVertex.position.x = pos.x;
uiVertex.position.y = pos.y;
uiVertex.position.z = pos.z;
_verts[index] = uiVertex;
}
}
public void UpdateCurveControlPointPositions()
{
ReportSet();
for (int c = 0; c < refCurves.Length; c++)
{
CUIBezierCurve curve = refCurves[c];
#if UNITY_EDITOR
Undo.RecordObject(curve, "Move Rect");
#endif
for (int p = 0; p < refCurves[c].ControlPoints.Length; p++)
{
Vector3 newPt = refCurvesControlRatioPoints[c][p];
newPt.x = newPt.x * rectTrans.rect.width - rectTrans.rect.width * rectTrans.pivot.x;
newPt.y = newPt.y * rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y;
curve.ControlPoints[p] = newPt;
}
}
}
#endregion
// Methods that serves other objects
#region Services
public Vector3 GetBCurveSandwichSpacePoint(float _xTime, float _yTime)
{
//return Vector3.Lerp(refCurves[0].GetPoint(_xTime), refCurves[1].GetPoint(_xTime), _yTime);
return refCurves[0].GetPoint(_xTime) * (1 - _yTime) + refCurves[1].GetPoint(_xTime) * _yTime; // use a custom made lerp so that the value is not clamped between 0 and 1
}
public Vector3 GetBCurveSandwichSpaceTangent(float _xTime, float _yTime)
{
return refCurves[0].GetTangent(_xTime) * (1 - _yTime) + refCurves[1].GetTangent(_xTime) * _yTime;
}
#endregion
}
}

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Image))]
[AddComponentMenu("UI/Effects/Extensions/Curly UI Image")]
public class CUIImage : CUIGraphic
{
#region Nature
public static int SlicedImageCornerRefVertexIdx = 2;
public static int FilledImageCornerRefVertexIdx = 0;
/// <summary>
/// For sliced and filled image only.
/// </summary>
/// <param name="_type"></param>
/// <returns></returns>
public static int ImageTypeCornerRefVertexIdx(Image.Type _type)
{
if (_type == Image.Type.Sliced)
{
return SlicedImageCornerRefVertexIdx;
}
else
{
return FilledImageCornerRefVertexIdx;
}
}
#endregion
#region Description
[Tooltip("For changing the size of the corner for tiled or sliced Image")]
[HideInInspector]
[SerializeField]
public Vector2 cornerPosRatio = Vector2.one * -1; // -1 means unset value
[HideInInspector]
[SerializeField]
protected Vector2 oriCornerPosRatio = Vector2.one * -1;
public Vector2 OriCornerPosRatio
{
get
{
return oriCornerPosRatio;
}
}
#endregion
public Image UIImage
{
get
{
return (Image)uiGraphic;
}
}
#region Configurations
public override void ReportSet()
{
if (uiGraphic == null)
uiGraphic = GetComponent<Image>();
base.ReportSet();
}
protected override void modifyVertices(List<UIVertex> _verts)
{
if (!IsActive())
return;
if (UIImage.type == Image.Type.Filled)
{
Debug.LogWarning("Might not work well Radial Filled at the moment!");
}
else if (UIImage.type == Image.Type.Sliced || UIImage.type == Image.Type.Tiled)
{
// setting the starting cornerRatio
if (cornerPosRatio == Vector2.one * -1)
{
cornerPosRatio = _verts[ImageTypeCornerRefVertexIdx(UIImage.type)].position;
cornerPosRatio.x = (cornerPosRatio.x + rectTrans.pivot.x * rectTrans.rect.width) / rectTrans.rect.width;
cornerPosRatio.y = (cornerPosRatio.y + rectTrans.pivot.y * rectTrans.rect.height) / rectTrans.rect.height;
oriCornerPosRatio = cornerPosRatio;
}
// constraing the corner ratio
if (cornerPosRatio.x < 0)
{
cornerPosRatio.x = 0;
}
if (cornerPosRatio.x >= 0.5f)
{
cornerPosRatio.x = 0.5f;
}
if (cornerPosRatio.y < 0)
{
cornerPosRatio.y = 0;
}
if (cornerPosRatio.y >= 0.5f)
{
cornerPosRatio.y = 0.5f;
}
for (int index = 0; index < _verts.Count; index++)
{
var uiVertex = _verts[index];
// finding the horizontal ratio position (0.0 - 1.0) of a vertex
float horRatio = (uiVertex.position.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
float verRatio = (uiVertex.position.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
if (horRatio < oriCornerPosRatio.x)
{
horRatio = Mathf.Lerp(0, cornerPosRatio.x, horRatio / oriCornerPosRatio.x);
}
else if (horRatio > 1 - oriCornerPosRatio.x)
{
horRatio = Mathf.Lerp(1 - cornerPosRatio.x, 1, (horRatio - (1 - oriCornerPosRatio.x)) / oriCornerPosRatio.x);
}
else
{
horRatio = Mathf.Lerp(cornerPosRatio.x, 1 - cornerPosRatio.x, (horRatio - oriCornerPosRatio.x) / (1 - oriCornerPosRatio.x * 2));
}
if (verRatio < oriCornerPosRatio.y)
{
verRatio = Mathf.Lerp(0, cornerPosRatio.y, verRatio / oriCornerPosRatio.y);
}
else if (verRatio > 1 - oriCornerPosRatio.y)
{
verRatio = Mathf.Lerp(1 - cornerPosRatio.y, 1, (verRatio - (1 - oriCornerPosRatio.y)) / oriCornerPosRatio.y);
}
else
{
verRatio = Mathf.Lerp(cornerPosRatio.y, 1 - cornerPosRatio.y, (verRatio - oriCornerPosRatio.y) / (1 - oriCornerPosRatio.y * 2));
}
uiVertex.position.x = horRatio * rectTrans.rect.width - rectTrans.rect.width * rectTrans.pivot.x;
uiVertex.position.y = verRatio * rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y;
//uiVertex.position.z = pos.z;
_verts[index] = uiVertex;
}
}
base.modifyVertices(_verts);
}
#endregion
}
}

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
namespace UnityEngine.UI.Extensions
{
[System.Serializable]
public struct Vector3_Array2D
{
[SerializeField]
public Vector3[] array;
public Vector3 this[int _idx]
{
get
{
return array[_idx];
}
set
{
array[_idx] = value;
}
}
}
}

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/// Credit Titinious (https://github.com/Titinious)
/// Sourced from - https://github.com/Titinious/CurlyUI
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Text))]
[AddComponentMenu("UI/Effects/Extensions/Curly UI Text")]
public class CUIText : CUIGraphic
{
public override void ReportSet()
{
if (uiGraphic == null)
uiGraphic = GetComponent<Text>();
base.ReportSet();
}
}
}

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