198 lines
4.8 KiB
C#
198 lines
4.8 KiB
C#
/// Credit Melang, Lee Hui
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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/// GC Alloc fix - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130
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/// NOT supported in Unity 2022
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#if !UNITY_2022_1_OR_NEWER
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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public class NicerOutline : BaseMeshEffect
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{
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[SerializeField]
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private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
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[SerializeField]
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private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
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[SerializeField]
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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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// Properties
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//
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public Color effectColor
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{
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get
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{
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return this.m_EffectColor;
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}
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set
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{
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this.m_EffectColor = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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public Vector2 effectDistance
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{
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get
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{
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return this.m_EffectDistance;
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}
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set
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{
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if (value.x > 600f)
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{
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value.x = 600f;
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}
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if (value.x < -600f)
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{
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value.x = -600f;
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}
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if (value.y > 600f)
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{
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value.y = 600f;
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}
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if (value.y < -600f)
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{
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value.y = -600f;
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}
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if (this.m_EffectDistance == value)
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{
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return;
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}
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this.m_EffectDistance = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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public bool useGraphicAlpha
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{
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get
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{
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return this.m_UseGraphicAlpha;
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}
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set
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{
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this.m_UseGraphicAlpha = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!this.IsActive ())
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{
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return;
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}
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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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float best_fit_adjustment = 1f;
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if (foundtext && foundtext.resizeTextForBestFit)
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{
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best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
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}
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float distanceX = this.effectDistance.x * best_fit_adjustment;
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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vh.Clear();
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int start = 0;
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// Apply Outline
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, -distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, -distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, 0, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, 0, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, 0, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, 0, -distanceY, vh, start);
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// Apply self Text stuff
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start += ApplyText(m_Verts, vh, start);
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}
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private int ApplyOutlineNoGC(List<UIVertex> verts, Color color, float x, float y, VertexHelper vh, int startIndex)
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{
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int length = verts.Count;
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for (int i = 0; i < length; ++i)
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{
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UIVertex vt = verts[i];
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Vector3 v = vt.position;
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v.x += x;
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v.y += y;
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vt.position = v;
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var newColor = color;
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if (m_UseGraphicAlpha)
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newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
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vt.color = newColor;
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// Tips: Since two triangles share same two vertices, in theory vertices can reduce to 4 / 6
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// But VertexHelper.FillMesh forbid, so leave it be.
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vh.AddVert(vt);
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}
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int triangleCount = length / 3;
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for(int i=0; i<triangleCount; ++i)
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{
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int start = startIndex + 3 * i;
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vh.AddTriangle(start + 0, start + 1, start + 2);
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}
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return length;
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}
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private int ApplyText(List<UIVertex> verts, VertexHelper vh, int startIndex)
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{
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int length = verts.Count;
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for (int i = 0; i < length; ++i)
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{
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vh.AddVert(verts[i]);
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}
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int triangleCount = length / 3;
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for (int i = 0; i < triangleCount; ++i)
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{
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int start = startIndex + 3 * i;
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vh.AddTriangle(start + 0, start + 1, start + 2);
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}
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return length;
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}
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#if UNITY_EDITOR
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protected override void OnValidate ()
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{
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this.effectDistance = this.m_EffectDistance;
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base.OnValidate ();
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}
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#endif
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}
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}
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#endif |