UICornerCut.cs created online with Bitbucket
--HG-- branch : freezyexp/uicornercutcs-created-online-with-bitbuc-1444220750530release
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/// <summary>
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/// Created by Freezy - ElicitIce.nl
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/// Posted on Unity Forums http://forum.unity3d.com/threads/cut-corners-primative.359494/
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///
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/// Free for any use and alteration, source code may not be sold without my permission.
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/// If you make improvements on this script please share them with the community.
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///
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///
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/// Here is a script that will take a rectangular TransformRect and cut off some corners based on the corner size.
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/// This is great for when you need a quick and easy non-square panel/image.
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/// Enjoy!
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/// It adds an additional square if the relevant side has a corner cut, it then offsets the ends to simulate a cut corner.
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/// UVs are being set, but might be skewed when a texture is applied.
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/// You could hide the additional colors by using the following:
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/// http://rumorgames.com/hide-in-inspector/
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : MaskableGraphic {
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public Vector2 cornerSize = new Vector2(16, 16);
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[Header("Corners to cut")]
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public bool cutUL = true;
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public bool cutUR;
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public bool cutLL;
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public bool cutLR;
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[Tooltip("Up-Down colors become Left-Right colors")]
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public bool makeColumns = false;
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[Header("Color the cut bars differently")]
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public bool useColorUp;
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// [HideUnless("useColorUp")]
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public Color32 colorUp = Color.blue;
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public bool useColorDown;
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// [HideUnless("useColorDown")]
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public Color32 colorDown = Color.green;
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protected override void OnPopulateMesh(Mesh m) {
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var rect = rectTransform.rect;
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var rectNew = rect;
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Color32 color32 = color;
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using (var vh = new VertexHelper()) {
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bool up = cutUL | cutUR;
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bool down = cutLL | cutLR;
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bool left = cutLL | cutUL;
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bool right = cutLR | cutUR;
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bool any = up | down;
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if (any && cornerSize.sqrMagnitude > 0) {
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//nibble off the sides
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if (left)
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rectNew.xMin += cornerSize.x;
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if (down)
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rectNew.yMin += cornerSize.y;
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if (up)
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rectNew.yMax -= cornerSize.y;
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if (right)
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rectNew.xMax -= cornerSize.x;
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//add two squares to the main square
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Vector2 ul, ur, ll, lr;
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if (makeColumns) {
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ul = new Vector2(rect.xMin, cutUL ? rectNew.yMax : rect.yMax);
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ur = new Vector2(rect.xMax, cutUR ? rectNew.yMax : rect.yMax);
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ll = new Vector2(rect.xMin, cutLL ? rectNew.yMin : rect.yMin);
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lr = new Vector2(rect.xMax, cutLR ? rectNew.yMin : rect.yMin);
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if (left)
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AddSquare(
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ll, ul,
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new Vector2(rectNew.xMin, rect.yMax),
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new Vector2(rectNew.xMin, rect.yMin),
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rect, useColorUp ? colorUp : color32, vh);
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if (right)
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AddSquare(
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ur, lr,
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new Vector2(rectNew.xMax, rect.yMin),
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new Vector2(rectNew.xMax, rect.yMax),
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rect, useColorDown ? colorDown : color32, vh);
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} else {
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ul = new Vector2(cutUL ? rectNew.xMin : rect.xMin, rect.yMax);
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ur = new Vector2(cutUR ? rectNew.xMax : rect.xMax, rect.yMax);
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ll = new Vector2(cutLL ? rectNew.xMin : rect.xMin, rect.yMin);
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lr = new Vector2(cutLR ? rectNew.xMax : rect.xMax, rect.yMin);
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if (down)
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AddSquare(
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lr, ll,
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new Vector2(rect.xMin, rectNew.yMin),
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new Vector2(rect.xMax, rectNew.yMin),
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rect, useColorDown ? colorDown : color32, vh);
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if (up)
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AddSquare(
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ul, ur,
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new Vector2(rect.xMax, rectNew.yMax),
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new Vector2(rect.xMin, rectNew.yMax),
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rect, useColorUp ? colorUp : color32, vh);
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}
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}
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//center
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if (makeColumns)
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AddSquare(new Rect(rectNew.xMin, rect.yMin, rectNew.width, rect.height), rect, color32, vh);
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else
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AddSquare(new Rect(rect.xMin, rectNew.yMin, rect.width, rectNew.height), rect, color32, vh);
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vh.FillMesh(m);
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}
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}
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private static void AddSquare(Rect rect, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(rect.xMin, rect.yMin, rectUV, color32, vh);
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int v1 = AddVert(rect.xMin, rect.yMax, rectUV, color32, vh);
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int v2 = AddVert(rect.xMax, rect.yMax, rectUV, color32, vh);
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int v3 = AddVert(rect.xMax, rect.yMin, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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private static void AddSquare(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(a.x, a.y, rectUV, color32, vh);
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int v1 = AddVert(b.x, b.y, rectUV, color32, vh);
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int v2 = AddVert(c.x, c.y, rectUV, color32, vh);
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int v3 = AddVert(d.x, d.y, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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/// <summary>
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/// Auto UV handler within the assigned area
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="area"></param>
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/// <param name="color32"></param>
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/// <param name="vh"></param>
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private static int AddVert(float x, float y, Rect area, Color32 color32, VertexHelper vh) {
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var uv = new Vector2(
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Mathf.InverseLerp(area.xMin, area.xMax, x),
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Mathf.InverseLerp(area.yMin, area.yMax, y)
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);
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vh.AddVert(new Vector3(x, y), color32, uv);
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return vh.currentVertCount - 1;
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}
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}
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}
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