Initial patches for 5.2.1p+ / 5.3 fixes due to the immediate changes in the UI source.
--HG-- branch : develop_5.3release
parent
d344d459b1
commit
92f5e2190d
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@ -40,19 +40,20 @@ namespace UnityEngine.UI.Extensions
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rectTrans = GetComponent<RectTransform>();
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OnRectTransformDimensionsChange();
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}
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public override void ModifyMesh(Mesh mesh)
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive())
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return;
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Vector3[] verts = mesh.vertices;
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for (int index = 0; index < verts.Length; index++)
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int count = vh.currentVertCount;
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if (!IsActive() || count == 0)
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{
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var uiVertex = verts[index];
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//Debug.Log ();
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uiVertex.y += curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.x) * curveMultiplier;
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verts[index] = uiVertex;
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return;
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}
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for (int index = 0; index < vh.currentVertCount; index++)
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{
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UIVertex uiVertex = new UIVertex();
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vh.PopulateUIVertex(ref uiVertex, index);
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uiVertex.position.y += curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.position.x) * curveMultiplier;
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vh.SetUIVertex(uiVertex, index);
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}
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mesh.vertices = verts;
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}
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protected override void OnRectTransformDimensionsChange()
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{
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@ -20,18 +20,16 @@ namespace UnityEngine.UI.Extensions
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targetGraphic = GetComponent<Graphic>();
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}
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public override void ModifyMesh(Mesh mesh)
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive() || mesh.vertexCount == 0)
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int count = vh.currentVertCount;
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if (!IsActive() || count == 0)
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{
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return;
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}
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Vector3[] vertexList = mesh.vertices;
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Color[] vertexListColors = mesh.colors;
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int count = mesh.vertexCount;
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Vector3 uiVertex = vertexList[0];
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Color uiVertexColor = vertexListColors[0];
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var vertexList = new List<UIVertex>();
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vh.GetUIVertexStream(vertexList);
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UIVertex uiVertex = new UIVertex();
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if (gradientMode == GradientMode.Global)
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{
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if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft)
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@ -41,49 +39,46 @@ namespace UnityEngine.UI.Extensions
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#endif
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gradientDir = GradientDir.Vertical;
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}
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float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Length - 1].y : vertexList[vertexList.Length - 1].x;
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float topY = gradientDir == GradientDir.Vertical ? vertexList[0].y : vertexList[0].x;
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float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
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float topY = gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
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float uiElementHeight = topY - bottomY;
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for (int i = 0; i < count; i++)
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{
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uiVertex = vertexList[i];
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uiVertexColor = vertexListColors[i];
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if (!overwriteAllColor && uiVertexColor != targetGraphic.color)
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vh.PopulateUIVertex(ref uiVertex, i);
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if (!overwriteAllColor && uiVertex.color != targetGraphic.color)
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continue;
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uiVertexColor *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.y : uiVertex.x) - bottomY) / uiElementHeight);
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vertexListColors[i] = uiVertexColor;
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uiVertex.color *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
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vh.SetUIVertex(uiVertex, i);
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}
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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uiVertex = vertexList[i];
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uiVertexColor = vertexListColors[i];
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if (!overwriteAllColor && !CompareCarefully(uiVertexColor, targetGraphic.color))
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vh.PopulateUIVertex(ref uiVertex, i);
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if (!overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
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continue;
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switch (gradientDir)
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{
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case GradientDir.Vertical:
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uiVertexColor *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
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uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.Horizontal:
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uiVertexColor *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
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uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.DiagonalLeftToRight:
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uiVertexColor *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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uiVertex.color *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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break;
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case GradientDir.DiagonalRightToLeft:
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uiVertexColor *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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uiVertex.color *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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break;
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}
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vertexListColors[i] = uiVertexColor;
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vh.SetUIVertex(uiVertex, i);
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}
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}
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mesh.colors = vertexListColors;
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}
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private bool CompareCarefully(Color col1, Color col2)
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{
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@ -71,12 +71,13 @@ namespace UnityEngine.UI.Extensions
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if (graphic != null) graphic.SetVerticesDirty();
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}
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}
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public override void ModifyMesh(Mesh mesh)
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{
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if (! IsActive()) return;
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Vector3[] verts = mesh.vertices;
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public override void ModifyMesh(VertexHelper vh)
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{
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if (! IsActive()) return;
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List<UIVertex> verts = new List<UIVertex>();
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vh.GetUIVertexStream(verts);
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Text text = GetComponent<Text>();
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if (text == null)
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@ -125,21 +126,21 @@ namespace UnityEngine.UI.Extensions
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int idx4 = glyphIdx * 4 + 3;
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// Check for truncated text (doesn't generate verts for all characters)
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if (idx4 > verts.Length - 1) return;
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Vector3 vert1 = verts[idx1];
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Vector3 vert2 = verts[idx2];
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Vector3 vert3 = verts[idx3];
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Vector3 vert4 = verts[idx4];
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pos = Vector3.right * (letterOffset * charIdx - lineOffset);
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vert1 += pos;
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vert2 += pos;
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vert3 += pos;
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vert4 += pos;
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verts[idx1] = vert1;
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if (idx4 > verts.Count - 1) return;
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UIVertex vert1 = verts[idx1];
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UIVertex vert2 = verts[idx2];
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UIVertex vert3 = verts[idx3];
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UIVertex vert4 = verts[idx4];
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pos = Vector3.right * (letterOffset * charIdx - lineOffset);
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vert1.position += pos;
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vert2.position += pos;
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vert3.position += pos;
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vert4.position += pos;
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verts[idx1] = vert1;
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verts[idx2] = vert2;
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verts[idx3] = vert3;
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verts[idx4] = vert4;
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@ -150,7 +151,8 @@ namespace UnityEngine.UI.Extensions
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// Offset for carriage return character that still generates verts
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glyphIdx++;
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}
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mesh.vertices = verts;
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vh.Clear();
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vh.AddUIVertexTriangleStream(verts);
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}
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}
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}
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@ -122,17 +122,14 @@ namespace UnityEngine.UI.Extensions
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}
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public override void ModifyMesh (Mesh mesh)
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{
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if (!this.IsActive ())
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!this.IsActive ())
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{
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return;
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}
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List < UIVertex > verts = new List<UIVertex>();
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using (var helper = new VertexHelper(mesh))
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{
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helper.GetUIVertexStream(verts);
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}
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vh.GetUIVertexStream(verts);
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Text foundtext = GetComponent<Text>();
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@ -174,11 +171,8 @@ namespace UnityEngine.UI.Extensions
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
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using (var helper = new VertexHelper())
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{
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helper.AddUIVertexTriangleStream(verts);
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helper.FillMesh(mesh);
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}
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vh.Clear();
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vh.AddUIVertexTriangleStream(verts);
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}
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#if UNITY_EDITOR
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@ -1,6 +1,7 @@
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using System;
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/// Credit ChoMPHi
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/// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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@ -37,27 +38,30 @@ namespace UnityEngine.UI.Extensions
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this.GetComponent<Graphic>().SetVerticesDirty();
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}
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public void ModifyMesh(Mesh mesh)
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public void ModifyMesh(VertexHelper verts)
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{
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Vector3[] verts = mesh.vertices;
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RectTransform rt = this.transform as RectTransform;
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for (int i = 0; i < verts.Length; ++i)
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for (int i = 0; i < verts.currentVertCount; ++i)
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{
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Vector3 v = verts[i];
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// Modify positions
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v = new Vector3(
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(this.m_Horizontal ? (v.x + (rt.rect.center.x - v.x) * 2) : v.x),
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(this.m_Veritical ? (v.y + (rt.rect.center.y - v.y) * 2) : v.y),
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v.z
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);
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// Apply
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verts[i] = v;
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}
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UIVertex uiVertex = new UIVertex();
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verts.PopulateUIVertex(ref uiVertex,i);
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mesh.vertices = verts;
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// Modify positions
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uiVertex.position = new Vector3(
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(this.m_Horizontal ? (uiVertex.position.x + (rt.rect.center.x - uiVertex.position.x) * 2) : uiVertex.position.x),
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(this.m_Veritical ? (uiVertex.position.y + (rt.rect.center.y - uiVertex.position.y) * 2) : uiVertex.position.y),
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uiVertex.position.z
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);
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// Apply
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verts.SetUIVertex(uiVertex, i);
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}
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}
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public void ModifyMesh(Mesh mesh)
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{
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//Obsolete member implementation
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}
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}
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}
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