commit
e5b16809c8
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@ -30,6 +30,9 @@ namespace UnityEngine.UI.Extensions
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[Tooltip("Flip the masks alpha value")]
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public bool FlipAlphaMask = false;
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[Tooltip("If Mask Scals Rect is given, and this value is true, the area around the mask will not be clipped")]
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public bool DontClipMaskScalingRect = false;
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Vector3[] worldCorners;
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Vector2 AlphaUV;
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@ -173,6 +176,8 @@ namespace UnityEngine.UI.Extensions
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mat.SetTexture("_AlphaMask", AlphaMask);
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mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
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mat.SetInt("_NoOuterClip", DontClipMaskScalingRect && maskScalingRect != null ? 1 : 0);
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if (!isText) // No mod needed for Text
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mat.SetVector("_AlphaUV", AlphaUV);
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@ -0,0 +1,143 @@
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/// Credit CiaccoDavide
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/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
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public class UIPolygon : MaskableGraphic
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{
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[SerializeField]
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Texture m_Texture;
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public bool fill = true;
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public float thickness = 5;
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[Range(3, 360)]
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public int sides = 3;
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[Range(0, 360)]
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public float rotation = 0;
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[Range(0, 1)]
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public float[] VerticesDistances = new float[3];
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private float size = 0;
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public override Texture mainTexture
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{
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get
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{
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return m_Texture == null ? s_WhiteTexture : m_Texture;
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}
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}
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public Texture texture
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{
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get
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{
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return m_Texture;
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}
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set
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{
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if (m_Texture == value) return;
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m_Texture = value;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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public void DrawPolygon(int _sides)
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{
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sides = _sides;
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VerticesDistances = new float[_sides + 1];
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for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1; ;
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rotation = 0;
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}
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public void DrawPolygon(int _sides, float[] _VerticesDistances)
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{
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sides = _sides;
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VerticesDistances = _VerticesDistances;
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rotation = 0;
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}
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public void DrawPolygon(int _sides, float[] _VerticesDistances, float _rotation)
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{
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sides = _sides;
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VerticesDistances = _VerticesDistances;
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rotation = _rotation;
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}
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void Update()
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{
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size = rectTransform.rect.width;
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if (rectTransform.rect.width > rectTransform.rect.height)
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size = rectTransform.rect.height;
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else
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size = rectTransform.rect.width;
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thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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}
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protected override void OnPopulateMesh(Mesh toFill)
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{
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toFill.Clear();
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var vbo = new VertexHelper(toFill);
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Vector2 prevX = Vector2.zero;
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Vector2 prevY = Vector2.zero;
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Vector2 uv0 = new Vector2(0, 0);
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Vector2 uv1 = new Vector2(0, 1);
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Vector2 uv2 = new Vector2(1, 1);
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Vector2 uv3 = new Vector2(1, 0);
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Vector2 pos0;
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Vector2 pos1;
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Vector2 pos2;
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Vector2 pos3;
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float degrees = 360f / sides;
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int vertices = sides + 1;
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if (VerticesDistances.Length != vertices)
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{
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VerticesDistances = new float[vertices];
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for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
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}
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// last vertex is also the first!
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VerticesDistances[vertices - 1] = VerticesDistances[0];
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for (int i = 0; i < vertices; i++)
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{
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float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
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float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
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float rad = Mathf.Deg2Rad * (i * degrees + rotation);
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float c = Mathf.Cos(rad);
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float s = Mathf.Sin(rad);
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uv0 = new Vector2(0, 1);
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uv1 = new Vector2(1, 1);
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uv2 = new Vector2(1, 0);
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uv3 = new Vector2(0, 0);
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pos0 = prevX;
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pos1 = new Vector2(outer * c, outer * s);
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if (fill)
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{
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pos2 = Vector2.zero;
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pos3 = Vector2.zero;
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}
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else
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{
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pos2 = new Vector2(inner * c, inner * s);
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pos3 = prevY;
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}
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prevX = pos1;
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prevY = pos2;
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vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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}
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if (vbo.currentVertCount > 3)
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{
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vbo.FillMesh(toFill);
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}
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: fcd1b8078a416f844b695454a4358409
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timeCreated: 1450200166
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,6 +2,7 @@
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
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/// Extended to include a HELD state that continually fires while the button is held down.
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/// Refactored so it can be added to any button and expose the events in the editor.
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/// Unselect fix by @Sfyne
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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@ -21,27 +22,27 @@ namespace UnityEngine.UI.Extensions
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#endregion
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#region Events
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[Tooltip("Event that fires when a button is initially pressed down")]
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[Tooltip("Event that fires when a button is initially pressed down")]
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public UIButtonEvent OnButtonPress;
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[Tooltip("Event that fires when a button is released")]
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[Tooltip("Event that fires when a button is released")]
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public UIButtonEvent OnButtonRelease;
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[Tooltip("Event that continually fires while a button is held down")]
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[Tooltip("Event that continually fires while a button is held down")]
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public UIButtonEvent OnButtonHeld;
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#endregion
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private bool _pressed;
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private bool _pressed;
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private PointerEventData _heldEventData;
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void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
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{
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//Can't set the state as it's too locked down.
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//DoStateTransition(SelectionState.Pressed, false);
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//DoStateTransition(SelectionState.Pressed, false);
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if (OnButtonPress != null)
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{
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OnButtonPress.Invoke(eventData.button);
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}
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_pressed = true;
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_pressed = true;
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_heldEventData = eventData;
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}
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@ -54,59 +55,65 @@ namespace UnityEngine.UI.Extensions
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{
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OnButtonRelease.Invoke(eventData.button);
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}
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_pressed = false;
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_pressed = false;
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_heldEventData = null;
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}
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void Update()
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{
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if (!_pressed)
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return;
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if (OnButtonHeld != null)
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void Update()
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{
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if (!_pressed)
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return;
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if (OnButtonHeld != null)
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{
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OnButtonHeld.Invoke(_heldEventData.button);
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}
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}
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/// <summary>
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/// Test method to verify a control has been clicked
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/// </summary>
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public void TestClicked()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Clicked");
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#endif
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}
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/// <summary>
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/// Test method to verify a controll is pressed
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/// </summary>
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public void TestPressed()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Pressed");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is released
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/// </summary>
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public void TestReleased()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Released");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is being held
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/// </summary>
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public void TestHold()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Held");
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#endif
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}
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}
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/// <summary>
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/// Test method to verify a control has been clicked
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/// </summary>
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public void TestClicked()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Clicked");
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#endif
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}
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/// <summary>
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/// Test method to verify a controll is pressed
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/// </summary>
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public void TestPressed()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Pressed");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is released
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/// </summary>
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public void TestReleased()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Released");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is being held
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/// </summary>
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public void TestHold()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Held");
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#endif
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}
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//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
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void OnDisable ()
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{
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_pressed = false;
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}
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}
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}
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@ -21,6 +21,7 @@
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[MaterialToggle]
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_HardBlend("HardBlend",Float) = 0
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_FlipAlphaMask("Flip Alpha Mask",int) = 0
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_NoOuterClip("Outer Clip",int) = 0
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}
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SubShader
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@ -43,6 +44,8 @@
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WriteMask[_StencilWriteMask]
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}
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LOD 0
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Cull Off
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Lighting Off
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ZWrite Off
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@ -120,13 +123,14 @@
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float _CutOff;
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bool _HardBlend = false;
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bool _NoOuterClip = false;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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// Do we want to clip the image to the Mask Rectangle?
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if (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y) // Yes we do
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if (!_NoOuterClip && (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) // Yes we do
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color.a = 0;
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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@ -143,7 +147,8 @@
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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color.a = a;
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if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y))
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color.a *= a;
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}
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if (_UseClipRect)
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@ -91,7 +91,7 @@
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float _Value;
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int _LeftToRight;
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bool _HardBlend = false;
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int _HardBlend = false;
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int _FlipAlphaMask = 0;
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@ -122,6 +122,7 @@
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float2 _Mul;
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float _CutOff;
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int _NoOuterClip;
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fixed4 frag(v2f IN) : SV_Target
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{
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@ -134,6 +135,7 @@
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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float a = tex2D(_AlphaMask, (IN.worldPosition2.xy - _Max) / (_Max-_Min)).a;
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if (a <= _CutOff)
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a = 0;
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else
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@ -145,7 +147,8 @@
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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color.a = a * color.a;
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if(!(IN.worldPosition2.x <= _Min.x || IN.worldPosition2.x >= _Max.x || IN.worldPosition2.y <= _Min.y || IN.worldPosition2.y >= _Max.y))
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color *= a;
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}
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if (_UseClipRect)
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Reference in New Issue