133 lines
3.8 KiB
C#
133 lines
3.8 KiB
C#
/// Credit zge
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/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
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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 Circle")]
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public class UICircle : MaskableGraphic
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{
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[SerializeField]
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Texture m_Texture;
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[Range(0, 100)]
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public int fillPercent = 100;
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public bool fill = true;
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public float thickness = 5;
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[Range(0, 360)]
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public int segments = 360;
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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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/// <summary>
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/// Texture to be used.
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/// </summary>
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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)
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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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void Update()
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{
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this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 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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float outer = -rectTransform.pivot.x * rectTransform.rect.width;
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float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
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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 f = (this.fillPercent / 100f);
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float degrees = 360f / segments;
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int fa = (int)((segments + 1) * f);
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for (int i = 0; i < fa; i++)
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{
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float rad = Mathf.Deg2Rad * (i * degrees);
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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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} |