com.unity.uiextensions.nosa.../Scripts/Effects/UIFlippable.cs

78 lines
2.8 KiB
C#

/// Credit ChoMPHi
/// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent]
[AddComponentMenu("UI/Effects/Extensions/Flippable")]
public class UIFlippable : BaseMeshEffect
{
[SerializeField] private bool m_Horizontal = false;
[SerializeField] private bool m_Veritical = false;
#if UNITY_EDITOR
protected override void Awake()
{
OnValidate();
}
#endif
/// <summary>
/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped horizontally.
/// </summary>
/// <value><c>true</c> if horizontal; otherwise, <c>false</c>.</value>
public bool horizontal
{
get { return this.m_Horizontal; }
set { this.m_Horizontal = value; }
}
/// <summary>
/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped vertically.
/// </summary>
/// <value><c>true</c> if vertical; otherwise, <c>false</c>.</value>
public bool vertical
{
get { return this.m_Veritical; }
set { this.m_Veritical = value; }
}
public override void ModifyMesh(VertexHelper verts)
{
RectTransform rt = this.transform as RectTransform;
for (int i = 0; i < verts.currentVertCount; ++i)
{
UIVertex uiVertex = new UIVertex();
verts.PopulateUIVertex(ref uiVertex,i);
// Modify positions
uiVertex.position = new Vector3(
(this.m_Horizontal ? (uiVertex.position.x + (rt.rect.center.x - uiVertex.position.x) * 2) : uiVertex.position.x),
(this.m_Veritical ? (uiVertex.position.y + (rt.rect.center.y - uiVertex.position.y) * 2) : uiVertex.position.y),
uiVertex.position.z
);
// Apply
verts.SetUIVertex(uiVertex, i);
}
}
#if UNITY_EDITOR
protected override void OnValidate()
{
var components = gameObject.GetComponents(typeof(BaseMeshEffect));
foreach (var comp in components)
{
if (comp.GetType() != typeof(UIFlippable))
{
UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
}
else break;
}
this.GetComponent<Graphic>().SetVerticesDirty();
base.OnValidate();
}
#endif
}
}