Upstream merge of 4.6 enhancements plus 5.2 fixes

Updated to V1.0.6.1

--HG--
branch : develop_5.2
release
Simon (darkside) Jackson 2015-12-10 22:04:32 +00:00
commit 91530cb030
10 changed files with 105 additions and 3 deletions

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@ -21,13 +21,13 @@ You can either download / fork the project to access the scripts, or you can dow
### [Unity UI Extensions Unity 5.2 Asset](https://bitbucket.org/ddreaper/unity-ui-extensions/downloads/UnityUIExtensions-5.2.unitypackage)### <- 5.2.0 - 5.2.1 base releases ONLY
### [Unity UI Extensions Unity 5.3 (5.2.1P+) Asset](https://bitbucket.org/ddreaper/unity-ui-extensions/downloads/UnityUIExtensions-5.3.unitypackage) <- use this for 5.2.1P+ releases###
##Getting Started##
To get started with the project, here's a little guide:
[![View Getting Started Video](http://img.youtube.com/vi/sVLeYmsNQAI/0.jpg)](http://www.youtube.com/watch?v=sVLeYmsNQAI "Unity UI getting started video")
---
## Updates: ##
###Update 1.0.4###
[![View Getting Started Video](http://img.youtube.com/vi/oF48Qpaq3ls/0.jpg)](http://www.youtube.com/watch?v=oF48Qpaq3ls "Update 1.0.0.4 for the Unity UI Extensions Project")
@ -36,6 +36,7 @@ To get started with the project, here's a little guide:
Few minor fixes and a couple of additional scripts. Predominately created the new 5.3 branch to maintain the UI API changes from the 5.2.1 Patch releases. 5.3 package is 100% compatible with 5.2.1 Patch releases.
###Update 1.0.6###
[![View Getting Started Video](http://img.youtube.com/vi/jpyFiRvSmbg/0.jpg)](http://www.youtube.com/watch?v=jpyFiRvSmbg "Update 1.0.6 for the Unity UI Extensions Project")
* Added the awesome ReOrderable List control, plus some other minor bugfixes / changes.
@ -43,6 +44,7 @@ Few minor fixes and a couple of additional scripts. Predominately created the n
* New set of controls including some shader enhanced solutions
* I've added a donate column to the lists. If you are getting great use out of a control, help out the dev who created it. Optional of course. Will update with links as I get them.
**1.0.6.1 - Minor update to enhance soft alpha mask and add cylinder text plus a fix to letter spacing**
---
## Controls and extensions listed in this project are: ##
@ -114,6 +116,7 @@ Effect | Description | Component Command | Notes | Donate | Credits
**UIFlippable** | Image component effect to flip the graphic | UI / Effects / Extensions / UI Flippable ||| ChoMPHi
**UIImageCrop** | Shader based mask system which clips to specific ranges X&Y | UI / Effects / Extensions / UI Image Crop ||| 00christian00
**SoftAlphaMask** | Shader based mask able to clip images using an alpha mask | UI / Effects / Extensions / Soft Mask Script ||| NemoKrad
**CylinderText** | Allows finers control of text spacing | UI / Effects / Extensions / Cylinder Text ||| Breyer
## VR Components##

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@ -0,0 +1,62 @@
/// adaption for cylindrical bending by herbst
/// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(Text), typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
public class CylinderText : BaseMeshEffect
{
public float radius = 360;
private RectTransform rectTrans;
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (rectTrans == null)
rectTrans = GetComponent<RectTransform>();
}
#endif
protected override void Awake()
{
base.Awake();
rectTrans = GetComponent<RectTransform>();
OnRectTransformDimensionsChange();
}
protected override void OnEnable()
{
base.OnEnable();
rectTrans = GetComponent<RectTransform>();
OnRectTransformDimensionsChange();
}
public override void ModifyMesh(Mesh mesh)
{
if (!IsActive())
return;
Vector3[] verts = mesh.vertices;
int count = verts.Length;
if (!IsActive() || count == 0)
{
return;
}
for (int index = 0; index < count; index++)
{
var uiVertex = verts[index];
// get x position
var x = uiVertex.x;
// calculate bend based on pivot and radius
uiVertex.z = -radius * Mathf.Cos(x / radius);
uiVertex.x = radius * Mathf.Sin(x / radius);
verts[index] = uiVertex;
}
mesh.vertices = verts;
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0ec526a95e7733b4396be80d3e1df80e
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -14,6 +14,9 @@ namespace UnityEngine.UI.Extensions
public RectTransform MaskArea;
RectTransform myRect;
[Tooltip("A Rect Transform that can be used to scale and move the mask - Does not apply to Text UI Components being masked")]
public RectTransform maskScalingRect;
[Tooltip("Texture to be used to do the soft alpha")]
public Texture AlphaMask;
@ -24,6 +27,9 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Implement a hard blend based on the Cutoff")]
public bool HardBlend = false;
[Tooltip("Flip the masks alpha value")]
public bool FlipAlphaMask = false;
Vector3[] worldCorners;
Vector2 AlphaUV;
@ -108,6 +114,7 @@ namespace UnityEngine.UI.Extensions
if (isText) // Need to do our calculations in world for Text
{
maskScalingRect = null;
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay && Application.isPlaying)
{
p = canvas.transform.InverseTransformPoint(MaskArea.transform.position);
@ -126,9 +133,19 @@ namespace UnityEngine.UI.Extensions
}
else // Need to do our calculations in tex space for Image.
{
if (maskScalingRect != null)
{
maskRect = maskScalingRect.rect;
}
// Get the centre offset
centre = myRect.transform.InverseTransformPoint(MaskArea.transform.position);
if (maskScalingRect != null)
{
centre = myRect.transform.InverseTransformPoint(maskScalingRect.transform.position);
}
// Set the scale for mapping texcoords mask
AlphaUV = new Vector2(maskRect.width / contentRect.width, maskRect.height / contentRect.height);
@ -154,6 +171,7 @@ namespace UnityEngine.UI.Extensions
mat.SetVector("_Max", max);
mat.SetTexture("_AlphaMask", AlphaMask);
mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
if (!isText) // No mod needed for Text
mat.SetVector("_AlphaUV", AlphaUV);

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@ -20,6 +20,7 @@
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
}
SubShader
@ -90,6 +91,8 @@
float _Value;
int _LeftToRight;
int _FlipAlphaMask = 0;
v2f vert(appdata_t IN)
{
v2f OUT;
@ -122,7 +125,6 @@
{
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
color.a = 0;
@ -138,6 +140,9 @@
a = 1;
}
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a = a;
}

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@ -19,6 +19,7 @@
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
}
SubShader
@ -92,6 +93,8 @@
bool _HardBlend = false;
int _FlipAlphaMask = 0;
v2f vert(appdata_t IN)
{
v2f OUT;
@ -139,6 +142,9 @@
a = 1;
}
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a = a * color.a;
}

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@ -1,6 +1,6 @@
{
"name": "Unity UI Extensions",
"version": "1.0.6",
"version": "1.0.6.1",
"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
"author": "Simon darkside Jackson <@SimonDarksideJ>",
"contributors": [{