Resolves #139
New properties to improve the resolution for a line, which when combined with the LineList creates a dotted line. Supports two modes: dashes based on segments or the entire line.release
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9ce211c5fc
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e373565536
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@ -131,6 +131,11 @@ namespace UnityEngine.UI.Extensions
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pointsToDraw = drawingPoints.ToArray();
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}
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if (ImproveResolution != ResolutionMode.None)
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{
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pointsToDraw = IncreaseResolution(pointsToDraw);
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}
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// scale based on the size of the rect or use absolute, this is switchable
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var sizeX = !relativeSize ? 1 : rectTransform.rect.width;
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var sizeY = !relativeSize ? 1 : rectTransform.rect.height;
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@ -243,7 +248,13 @@ namespace UnityEngine.UI.Extensions
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vh.AddUIVertexQuad(segments[i]);
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}
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}
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if (vh.currentVertCount > 64000)
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{
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Debug.LogError("Max Verticies size is 64000, current mesh vertcies count is [" + vh.currentVertCount + "] - Cannot Draw");
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vh.Clear();
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return;
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}
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}
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private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
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{
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@ -1,7 +1,15 @@
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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public enum ResolutionMode
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{
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None,
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PerSegment,
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PerLine
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}
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public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
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{
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@ -17,6 +25,14 @@ namespace UnityEngine.UI.Extensions
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internal float m_EventAlphaThreshold = 1;
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public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
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[SerializeField]
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private ResolutionMode m_improveResolution;
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public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } }
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[SerializeField]
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private float m_Resolution;
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public float Resoloution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } }
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/// <summary>
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@ -70,6 +86,52 @@ namespace UnityEngine.UI.Extensions
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return vbo;
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}
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protected Vector2[] IncreaseResolution(Vector2[] input)
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{
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var outputList = new List<Vector2>();
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switch (ImproveResolution)
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{
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case ResolutionMode.PerLine:
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float totalDistance = 0, increments = 0;
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for (int i = 0; i < input.Length - 1; i++)
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{
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totalDistance += Vector2.Distance(input[i], input[i + 1]);
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}
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increments = totalDistance / m_Resolution;
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var incrementCount = 0;
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for (int i = 0; i < input.Length - 1; i++)
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{
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var p1 = input[i];
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outputList.Add(p1);
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var p2 = input[i + 1];
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var segmentDistance = Vector2.Distance(p1, p2) / increments;
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var incrementTime = 1f / segmentDistance;
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for (int j=0; j < segmentDistance; j++)
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{
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outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime));
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incrementCount++;
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}
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outputList.Add(p2);
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}
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break;
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case ResolutionMode.PerSegment:
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for (int i = 0; i < input.Length - 1; i++)
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{
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var p1 = input[i];
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outputList.Add(p1);
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var p2 = input[i + 1];
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increments = 1f / m_Resolution;
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for (Single j = 1; j < m_Resolution; j++)
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{
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outputList.Add(Vector2.Lerp(p1, (Vector2)p2, increments * j));
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}
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outputList.Add(p2);
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}
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break;
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}
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return outputList.ToArray();
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}
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#region ILayoutElement Interface
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@ -111,6 +173,7 @@ namespace UnityEngine.UI.Extensions
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#region ICanvasRaycastFilter Interface
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public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
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{
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// add test for line check
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if (m_EventAlphaThreshold >= 1)
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return true;
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@ -129,6 +192,8 @@ namespace UnityEngine.UI.Extensions
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local = MapCoordinate(local, rect);
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//test local coord with Mesh
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// Normalize local coordinates.
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Rect spriteRect = sprite.textureRect;
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Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
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