Use a member variable for the list of verts to stop garbage generation.
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@ -1,4 +1,4 @@
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/// Credit Melang
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/// Credit Melang
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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using System.Collections.Generic;
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using System.Collections.Generic;
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@ -16,6 +16,9 @@ namespace UnityEngine.UI.Extensions
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[SerializeField]
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[SerializeField]
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private bool m_UseGraphicAlpha = true;
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private bool m_UseGraphicAlpha = true;
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private List < UIVertex > m_Verts = new List<UIVertex>();
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//
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//
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// Properties
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// Properties
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//
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//
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@ -128,8 +131,9 @@ namespace UnityEngine.UI.Extensions
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{
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{
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return;
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return;
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}
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}
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List < UIVertex > verts = new List<UIVertex>();
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vh.GetUIVertexStream(verts);
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m_Verts.Clear();
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vh.GetUIVertexStream(m_Verts);
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Text foundtext = GetComponent<Text>();
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Text foundtext = GetComponent<Text>();
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@ -145,34 +149,34 @@ namespace UnityEngine.UI.Extensions
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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int start = 0;
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int start = 0;
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int count = verts.Count;
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int count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, distanceY);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, -distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, -distanceY);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, distanceY);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, -distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, -distanceY);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, 0);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, 0);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, 0);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, 0);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, distanceY);
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start = count;
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start = count;
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count = verts.Count;
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count = m_Verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, -distanceY);
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vh.Clear();
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vh.Clear();
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vh.AddUIVertexTriangleStream(verts);
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vh.AddUIVertexTriangleStream(m_Verts);
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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