1074 lines
40 KiB
C#
1074 lines
40 KiB
C#
/// Credit Ges
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2062320
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using System;
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Image is a textured element in the UI hierarchy.
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/// </summary>
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[AddComponentMenu("UI/Extensions/Image Extended")]
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public class ImageExtended : MaskableGraphic, ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
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{
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public enum Type
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{
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Simple,
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Sliced,
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Tiled,
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Filled
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}
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public enum FillMethod
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{
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Horizontal,
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Vertical,
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Radial90,
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Radial180,
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Radial360,
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}
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public enum OriginHorizontal
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{
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Left,
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Right,
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}
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public enum OriginVertical
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{
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Bottom,
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Top,
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}
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public enum Origin90
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{
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BottomLeft,
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TopLeft,
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TopRight,
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BottomRight,
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}
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public enum Origin180
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{
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Bottom,
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Left,
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Top,
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Right,
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}
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public enum Origin360
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{
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Bottom,
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Right,
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Top,
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Left,
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}
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public enum Rotate
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{
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Rotate0,
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Rotate90,
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Rotate180,
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Rotate270,
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}
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[FormerlySerializedAs("m_Frame")]
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[SerializeField]
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private Sprite m_Sprite;
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public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
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[NonSerialized]
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private Sprite m_OverrideSprite;
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public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
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/// How the Image is drawn.
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[SerializeField]
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private Type m_Type = Type.Simple;
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public Type type { get { return m_Type; } set { if (SetPropertyUtility.SetStruct(ref m_Type, value)) SetVerticesDirty(); } }
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[SerializeField]
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private bool m_PreserveAspect = false;
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public bool preserveAspect { get { return m_PreserveAspect; } set { if (SetPropertyUtility.SetStruct(ref m_PreserveAspect, value)) SetVerticesDirty(); } }
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[SerializeField]
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private bool m_FillCenter = true;
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public bool fillCenter { get { return m_FillCenter; } set { if (SetPropertyUtility.SetStruct(ref m_FillCenter, value)) SetVerticesDirty(); } }
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/// Filling method for filled sprites.
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[SerializeField]
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private FillMethod m_FillMethod = FillMethod.Radial360;
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public FillMethod fillMethod { get { return m_FillMethod; } set { if (SetPropertyUtility.SetStruct(ref m_FillMethod, value)) { SetVerticesDirty(); m_FillOrigin = 0; } } }
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/// Amount of the Image shown. 0-1 range with 0 being nothing shown, and 1 being the full Image.
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[Range(0, 1)]
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[SerializeField]
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private float m_FillAmount = 1.0f;
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public float fillAmount { get { return m_FillAmount; } set { if (SetPropertyUtility.SetStruct(ref m_FillAmount, Mathf.Clamp01(value))) SetVerticesDirty(); } }
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/// Whether the Image should be filled clockwise (true) or counter-clockwise (false).
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[SerializeField]
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private bool m_FillClockwise = true;
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public bool fillClockwise { get { return m_FillClockwise; } set { if (SetPropertyUtility.SetStruct(ref m_FillClockwise, value)) SetVerticesDirty(); } }
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/// Controls the origin point of the Fill process. Value means different things with each fill method.
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[SerializeField]
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private int m_FillOrigin;
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public int fillOrigin { get { return m_FillOrigin; } set { if (SetPropertyUtility.SetStruct(ref m_FillOrigin, value)) SetVerticesDirty(); } }
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[SerializeField]
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private Rotate m_Rotate = Rotate.Rotate0;
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public Rotate rotate { get { return m_Rotate; } set { if (SetPropertyUtility.SetStruct(ref m_Rotate, value)) SetVerticesDirty(); } }
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// Not serialized until we support read-enabled sprites better.
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private float m_EventAlphaThreshold = 1;
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public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
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protected ImageExtended()
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{ }
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/// <summary>
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/// Image's texture comes from the UnityEngine.Image.
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/// </summary>
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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 overrideSprite == null ? s_WhiteTexture : overrideSprite.texture;
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}
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}
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/// <summary>
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/// Whether the Image has a border to work with.
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/// </summary>
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public bool hasBorder
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{
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get
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{
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if (overrideSprite != null)
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{
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Vector4 v = overrideSprite.border;
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return v.sqrMagnitude > 0f;
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}
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return false;
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}
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}
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public float pixelsPerUnit
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{
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get
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{
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float spritePixelsPerUnit = 100;
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if (sprite)
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spritePixelsPerUnit = sprite.pixelsPerUnit;
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float referencePixelsPerUnit = 100;
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if (canvas)
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referencePixelsPerUnit = canvas.referencePixelsPerUnit;
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return spritePixelsPerUnit / referencePixelsPerUnit;
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}
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}
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public virtual void OnBeforeSerialize() { }
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public virtual void OnAfterDeserialize()
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{
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if (m_FillOrigin < 0)
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m_FillOrigin = 0;
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else if (m_FillMethod == FillMethod.Horizontal && m_FillOrigin > 1)
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m_FillOrigin = 0;
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else if (m_FillMethod == FillMethod.Vertical && m_FillOrigin > 1)
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m_FillOrigin = 0;
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else if (m_FillOrigin > 3)
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m_FillOrigin = 0;
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m_FillAmount = Mathf.Clamp(m_FillAmount, 0f, 1f);
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}
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/// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
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private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
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{
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var padding = overrideSprite == null ? Vector4.zero : Sprites.DataUtility.GetPadding(overrideSprite);
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var size = overrideSprite == null ? Vector2.zero : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
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Rect r = GetPixelAdjustedRect();
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// Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
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int spriteW = Mathf.RoundToInt(size.x);
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int spriteH = Mathf.RoundToInt(size.y);
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var v = overrideSprite == null ? new Vector4(0, 0, 1, 1) :
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new Vector4(
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padding.x / spriteW,
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padding.y / spriteH,
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(spriteW - padding.z) / spriteW,
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(spriteH - padding.w) / spriteH);
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if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
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{
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var spriteRatio = size.x / size.y;
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var rectRatio = r.width / r.height;
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if (spriteRatio > rectRatio)
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{
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var oldHeight = r.height;
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r.height = r.width * (1.0f / spriteRatio);
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r.y += (oldHeight - r.height) * rectTransform.pivot.y;
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}
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else
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{
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var oldWidth = r.width;
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r.width = r.height * spriteRatio;
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r.x += (oldWidth - r.width) * rectTransform.pivot.x;
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}
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}
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v = new Vector4(
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r.x + r.width * v.x,
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r.y + r.height * v.y,
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r.x + r.width * v.z,
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r.y + r.height * v.w
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);
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return v;
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}
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public override void SetNativeSize()
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{
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if (overrideSprite != null)
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{
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float w = overrideSprite.rect.width / pixelsPerUnit;
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float h = overrideSprite.rect.height / pixelsPerUnit;
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rectTransform.anchorMax = rectTransform.anchorMin;
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rectTransform.sizeDelta = new Vector2(w, h);
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SetAllDirty();
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}
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}
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/// <summary>
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/// Update the UI renderer mesh.
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/// </summary>
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protected override void OnFillVBO(List<UIVertex> vbo)
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{
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switch (type)
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{
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case Type.Simple:
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GenerateSimpleSprite(vbo, m_PreserveAspect);
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break;
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case Type.Sliced:
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GenerateSlicedSprite(vbo);
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break;
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case Type.Tiled:
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GenerateTiledSprite(vbo);
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break;
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case Type.Filled:
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GenerateFilledSprite(vbo, m_PreserveAspect);
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break;
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}
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}
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#region Various fill functions
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/// <summary>
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/// Generate vertices for a simple Image.
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/// </summary>
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void GenerateSimpleSprite(List<UIVertex> vbo, bool preserveAspect)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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Vector4 v = GetDrawingDimensions(preserveAspect);
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var uv = (overrideSprite != null) ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
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AddQuad(vbo, vert,
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new Vector2(v.x, v.y), new Vector2(v.z, v.w),
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new Vector2(uv.x, uv.y), new Vector2(uv.z, uv.w));
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}
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/// <summary>
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/// Generate vertices for a 9-sliced Image.
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/// </summary>
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static readonly Vector2[] s_VertScratch = new Vector2[4];
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static readonly Vector2[] s_UVScratch = new Vector2[4];
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void GenerateSlicedSprite(List<UIVertex> vbo)
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{
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if (!hasBorder)
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{
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GenerateSimpleSprite(vbo, false);
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return;
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}
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Vector4 outer, inner, padding, border;
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if (overrideSprite != null)
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{
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outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
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inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
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padding = Sprites.DataUtility.GetPadding(overrideSprite);
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border = overrideSprite.border;
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}
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else
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{
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outer = Vector4.zero;
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inner = Vector4.zero;
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padding = Vector4.zero;
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border = Vector4.zero;
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}
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Rect rect = GetPixelAdjustedRect();
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border = GetAdjustedBorders(border / pixelsPerUnit, rect);
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padding = padding / pixelsPerUnit;
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int offset = 4 - (int)rotate;
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for (int i = 0; i < 4; ++i)
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{
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s_VertScratch[(4 - i / 2) % 4][i % 2] = padding[(i + offset) % 4];
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s_VertScratch[1 + i / 2][i % 2] = border[(i + offset) % 4];
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}
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for (int i = 2; i < 4; ++i)
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{
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s_VertScratch[i].x = rect.width - s_VertScratch[i].x;
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s_VertScratch[i].y = rect.height - s_VertScratch[i].y;
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}
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for (int i = 0; i < 4; ++i)
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{
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s_VertScratch[i].x += rect.x;
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s_VertScratch[i].y += rect.y;
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}
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s_UVScratch[0] = new Vector2(outer.x, outer.y);
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s_UVScratch[1] = new Vector2(inner.x, inner.y);
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s_UVScratch[2] = new Vector2(inner.z, inner.w);
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s_UVScratch[3] = new Vector2(outer.z, outer.w);
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var uiv = UIVertex.simpleVert;
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uiv.color = color;
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for (int x = 0; x < 3; ++x)
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{
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int x2 = x + 1;
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for (int y = 0; y < 3; ++y)
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{
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if (!m_FillCenter && x == 1 && y == 1)
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continue;
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int y2 = y + 1;
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int vx1 = x, vy1 = y;
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int vx2 = x2, vy2 = y2;
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for (int i = 0; i < (int)rotate; ++i)
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{
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int t1 = 4 - vy1 - 1;
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vy1 = vx1; vx1 = t1;
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int t2 = 4 - vy2 - 1;
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vy2 = vx2; vx2 = t2;
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}
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int ux1 = x, uy1 = y;
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int ux2 = x2, uy2 = y2;
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if ((int)rotate >= 2)
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{
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ux1 = x2; ux2 = x;
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}
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if (((int)rotate + 1) % 4 >= 2)
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{
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uy1 = y2; uy2 = y;
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}
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if (Mathf.Abs(s_VertScratch[vx1].x - s_VertScratch[vx2].x) < Mathf.Epsilon)
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continue;
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if (Mathf.Abs(s_VertScratch[vy1].y - s_VertScratch[vy2].y) < Mathf.Epsilon)
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continue;
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AddQuad(vbo, uiv,
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new Vector2(s_VertScratch[vx1].x, s_VertScratch[vy1].y),
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new Vector2(s_VertScratch[vx2].x, s_VertScratch[vy2].y),
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new Vector2(s_UVScratch[ux1].x, s_UVScratch[uy1].y),
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new Vector2(s_UVScratch[ux2].x, s_UVScratch[uy2].y));
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}
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}
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}
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/// <summary>
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/// Generate vertices for a tiled Image.
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/// </summary>
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static readonly Vector2[] s_UVTiled = new Vector2[2];
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void GenerateTiledSprite(List<UIVertex> vbo)
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{
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Vector4 outer, inner, border;
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Vector2 spriteSize;
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if (overrideSprite != null)
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{
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outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
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inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
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border = overrideSprite.border;
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spriteSize = overrideSprite.rect.size;
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}
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else
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{
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outer = Vector4.zero;
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inner = Vector4.zero;
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border = Vector4.zero;
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spriteSize = Vector2.one * 100;
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}
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Rect rect = GetPixelAdjustedRect();
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float tileWidth = (spriteSize.x - border.x - border.z) / pixelsPerUnit;
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float tileHeight = (spriteSize.y - border.y - border.w) / pixelsPerUnit;
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border = GetAdjustedBorders(border / pixelsPerUnit, rect);
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int offset = 4 - (int)rotate;
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int rx = (0 + offset) % 4, ry = (1 + offset) % 4, rz = (2 + offset) % 4, rw = (3 + offset) % 4;
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var v = UIVertex.simpleVert;
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v.color = color;
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// Min to max max range for tiled region in coordinates relative to lower left corner.
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float xMin = border[rx];
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float xMax = rect.width - border[rz];
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float yMin = border[ry];
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float yMax = rect.height - border[rw];
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// Safety check. Useful so Unity doesn't run out of memory if the sprites are too small.
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// Max tiles are 100 x 100.
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if ((xMax - xMin) > tileWidth * 100 || (yMax - yMin) > tileHeight * 100)
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{
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tileWidth = (xMax - xMin) / 100;
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tileHeight = (yMax - yMin) / 100;
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}
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if ((int)rotate % 2 == 1)
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{
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float t = tileWidth;
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tileWidth = tileHeight;
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tileHeight = t;
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}
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if (m_FillCenter)
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{
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for (float y1 = yMin; y1 < yMax; y1 += tileHeight)
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{
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s_UVTiled[0] = new Vector2(inner.x, inner.y);
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s_UVTiled[1] = new Vector2(inner.z, inner.w);
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float y2 = y1 + tileHeight;
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if (y2 > yMax)
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{
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int k1 = 1 - (int)rotate / 2, k2 = 1 - (int)rotate % 2;
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s_UVTiled[k1][k2] = s_UVTiled[1 - k1][k2] + (s_UVTiled[k1][k2] - s_UVTiled[1 - k1][k2]) * (yMax - y1) / (y2 - y1);
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y2 = yMax;
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}
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for (float x1 = xMin; x1 < xMax; x1 += tileWidth)
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{
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float x2 = x1 + tileWidth;
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if (x2 > xMax)
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{
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int k1 = ((int)rotate + 3) % 4 / 2, k2 = (int)rotate % 2;
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s_UVTiled[k1][k2] = s_UVTiled[1 - k1][k2] + (s_UVTiled[k1][k2] - s_UVTiled[1 - k1][k2]) * (xMax - x1) / (x2 - x1);
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x2 = xMax;
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}
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AddQuad(vbo, v, new Vector2(x1, y1) + rect.position, new Vector2(x2, y2) + rect.position, s_UVTiled[0], s_UVTiled[1]);
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}
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}
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}
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if (!hasBorder)
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return;
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// Bottom and top tiled border
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for (int i = 0; i < 2; ++i)
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{
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float y1 = i == 0 ? 0 : yMax;
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float y2 = i == 0 ? yMin : rect.height;
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if (Mathf.Abs(y1 - y2) < Mathf.Epsilon)
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continue;
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s_UVTiled[0] = GetRotatedUV(inner, 0, i == 0 ? outer : inner, i == 0 ? 1 : 3);
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s_UVTiled[1] = GetRotatedUV(inner, 2, i == 0 ? inner : outer, i == 0 ? 1 : 3);
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RotatePairUV(s_UVTiled);
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for (float x1 = xMin; x1 < xMax; x1 += tileWidth)
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{
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float x2 = x1 + tileWidth;
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if (x2 > xMax)
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{
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int k1 = ((int)rotate + 3) % 4 / 2, k2 = (int)rotate % 2;
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s_UVTiled[k1][k2] = s_UVTiled[1 - k1][k2] + (s_UVTiled[k1][k2] - s_UVTiled[1 - k1][k2]) * (xMax - x1) / (x2 - x1);
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x2 = xMax;
|
|
}
|
|
AddQuad(vbo, v,
|
|
new Vector2(x1, y1) + rect.position,
|
|
new Vector2(x2, y2) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
}
|
|
|
|
// Left and right tiled border
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
float x1 = i == 0 ? 0 : xMax;
|
|
float x2 = i == 0 ? xMin : rect.width;
|
|
if (Mathf.Abs(x1 - x2) < Mathf.Epsilon)
|
|
continue;
|
|
|
|
s_UVTiled[0] = GetRotatedUV(i == 0 ? outer : inner, i == 0 ? 0 : 2, inner, 1);
|
|
s_UVTiled[1] = GetRotatedUV(i == 0 ? inner : outer, i == 0 ? 0 : 2, inner, 3);
|
|
RotatePairUV(s_UVTiled);
|
|
for (float y1 = yMin; y1 < yMax; y1 += tileHeight)
|
|
{
|
|
float y2 = y1 + tileHeight;
|
|
if (y2 > yMax)
|
|
{
|
|
int k1 = 1 - (int)rotate / 2, k2 = 1 - (int)rotate % 2;
|
|
s_UVTiled[k1][k2] = s_UVTiled[1 - k1][k2] + (s_UVTiled[k1][k2] - s_UVTiled[1 - k1][k2]) * (yMax - y1) / (y2 - y1);
|
|
y2 = yMax;
|
|
}
|
|
AddQuad(vbo, v,
|
|
new Vector2(x1, y1) + rect.position,
|
|
new Vector2(x2, y2) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
}
|
|
|
|
// Corners
|
|
if (Mathf.Abs(border[rx]) > Mathf.Epsilon &&
|
|
Mathf.Abs(border[ry]) > Mathf.Epsilon)
|
|
{
|
|
s_UVTiled[0] = GetRotatedUV(outer, 0, outer, 1);
|
|
s_UVTiled[1] = GetRotatedUV(inner, 0, inner, 1);
|
|
RotatePairUV(s_UVTiled);
|
|
AddQuad(vbo, v,
|
|
new Vector2(0, 0) + rect.position,
|
|
new Vector2(xMin, yMin) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
if (Mathf.Abs(border[rz]) > Mathf.Epsilon &&
|
|
Mathf.Abs(border[ry]) > Mathf.Epsilon)
|
|
{
|
|
s_UVTiled[0] = GetRotatedUV(inner, 2, outer, 1);
|
|
s_UVTiled[1] = GetRotatedUV(outer, 2, inner, 1);
|
|
RotatePairUV(s_UVTiled);
|
|
AddQuad(vbo, v,
|
|
new Vector2(xMax, 0) + rect.position,
|
|
new Vector2(rect.width, yMin) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
if (Mathf.Abs(border[rx]) > Mathf.Epsilon &&
|
|
Mathf.Abs(border[rw]) > Mathf.Epsilon)
|
|
{
|
|
s_UVTiled[0] = GetRotatedUV(outer, 0, inner, 3);
|
|
s_UVTiled[1] = GetRotatedUV(inner, 0, outer, 3);
|
|
RotatePairUV(s_UVTiled);
|
|
AddQuad(vbo, v,
|
|
new Vector2(0, yMax) + rect.position,
|
|
new Vector2(xMin, rect.height) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
if (Mathf.Abs(border[rz]) > Mathf.Epsilon &&
|
|
Mathf.Abs(border[rw]) > Mathf.Epsilon)
|
|
{
|
|
s_UVTiled[0] = GetRotatedUV(inner, 2, inner, 3);
|
|
s_UVTiled[1] = GetRotatedUV(outer, 2, outer, 3);
|
|
RotatePairUV(s_UVTiled);
|
|
AddQuad(vbo, v,
|
|
new Vector2(xMax, yMax) + rect.position,
|
|
new Vector2(rect.width, rect.height) + rect.position,
|
|
s_UVTiled[0], s_UVTiled[1]);
|
|
}
|
|
}
|
|
|
|
Vector2 GetRotatedUV(Vector4 sX, int iX, Vector4 sY, int iY)
|
|
{
|
|
for (int i = 0; i < (int)rotate; i++)
|
|
{
|
|
Vector4 tS = sX;
|
|
sX = sY; sY = tS;
|
|
int tI = (iX + 3) % 4;
|
|
iX = iY - 1; iY = tI;
|
|
}
|
|
return new Vector2(sX[iX], sY[iY]);
|
|
}
|
|
|
|
void RotatePairUV(Vector2[] uv)
|
|
{
|
|
if ((int)rotate / 2 == 1)
|
|
{
|
|
float t = uv[0].x;
|
|
uv[0].x = uv[1].x;
|
|
uv[1].x = t;
|
|
}
|
|
if (((int)rotate + 1) / 2 == 1)
|
|
{
|
|
float t = uv[0].y;
|
|
uv[0].y = uv[1].y;
|
|
uv[1].y = t;
|
|
}
|
|
}
|
|
|
|
static readonly Vector3[] s_VertQuad = new Vector3[4];
|
|
static readonly Vector2[] s_UVQuad = new Vector2[4];
|
|
void AddQuad(List<UIVertex> vbo, UIVertex v, Vector2 posMin, Vector2 posMax, Vector2 uvMin, Vector2 uvMax)
|
|
{
|
|
s_VertQuad[0] = new Vector3(posMin.x, posMin.y, 0);
|
|
s_VertQuad[1] = new Vector3(posMin.x, posMax.y, 0);
|
|
s_VertQuad[2] = new Vector3(posMax.x, posMax.y, 0);
|
|
s_VertQuad[3] = new Vector3(posMax.x, posMin.y, 0);
|
|
s_UVQuad[0] = new Vector2(uvMin.x, uvMin.y);
|
|
s_UVQuad[1] = new Vector2(uvMin.x, uvMax.y);
|
|
s_UVQuad[2] = new Vector2(uvMax.x, uvMax.y);
|
|
s_UVQuad[3] = new Vector2(uvMax.x, uvMin.y);
|
|
|
|
int offset = (int)rotate;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
v.position = s_VertQuad[i];
|
|
v.uv0 = s_UVQuad[(i + offset) % 4];
|
|
vbo.Add(v);
|
|
}
|
|
}
|
|
|
|
Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
|
|
{
|
|
for (int axis = 0; axis <= 1; axis++)
|
|
{
|
|
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
|
|
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
|
|
float combinedBorders = border[axis] + border[axis + 2];
|
|
float rectSize = rect.size[(axis + (int)rotate % 2) % 2];
|
|
if (rectSize < combinedBorders && combinedBorders != 0)
|
|
{
|
|
float borderScaleRatio = rectSize / combinedBorders;
|
|
border[axis] *= borderScaleRatio;
|
|
border[axis + 2] *= borderScaleRatio;
|
|
}
|
|
}
|
|
return border;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate vertices for a filled Image.
|
|
/// </summary>
|
|
|
|
static readonly Vector2[] s_Xy = new Vector2[4];
|
|
static readonly Vector2[] s_Uv = new Vector2[4];
|
|
void GenerateFilledSprite(List<UIVertex> vbo, bool preserveAspect)
|
|
{
|
|
if (m_FillAmount < 0.001f)
|
|
return;
|
|
|
|
Vector4 v = GetDrawingDimensions(preserveAspect);
|
|
Vector4 outer = overrideSprite != null ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
|
|
UIVertex uiv = UIVertex.simpleVert;
|
|
uiv.color = color;
|
|
|
|
int offset = 4 - (int)rotate;
|
|
int rx = (0 + offset) % 4, ry = (1 + offset) % 4, rz = (2 + offset) % 4, rw = (3 + offset) % 4;
|
|
|
|
// Horizontal and vertical filled sprites are simple -- just end the Image prematurely
|
|
if (m_FillMethod == FillMethod.Horizontal || m_FillMethod == FillMethod.Vertical)
|
|
{
|
|
if (fillMethod == FillMethod.Horizontal)
|
|
{
|
|
float fill = (outer[rz] - outer[rx]) * m_FillAmount;
|
|
|
|
if (m_FillOrigin == 1)
|
|
{
|
|
v.x = v.z - (v.z - v.x) * m_FillAmount;
|
|
outer[rx] = outer[rz] - fill;
|
|
}
|
|
else
|
|
{
|
|
v.z = v.x + (v.z - v.x) * m_FillAmount;
|
|
outer[rz] = outer[rx] + fill;
|
|
}
|
|
}
|
|
else if (fillMethod == FillMethod.Vertical)
|
|
{
|
|
float fill = (outer[rw] - outer[ry]) * m_FillAmount;
|
|
|
|
if (m_FillOrigin == 1)
|
|
{
|
|
v.y = v.w - (v.w - v.y) * m_FillAmount;
|
|
outer[ry] = outer[rw] - fill;
|
|
}
|
|
else
|
|
{
|
|
v.w = v.y + (v.w - v.y) * m_FillAmount;
|
|
outer[rw] = outer[ry] + fill;
|
|
}
|
|
}
|
|
}
|
|
|
|
s_Xy[0] = new Vector2(v.x, v.y);
|
|
s_Xy[1] = new Vector2(v.x, v.w);
|
|
s_Xy[2] = new Vector2(v.z, v.w);
|
|
s_Xy[3] = new Vector2(v.z, v.y);
|
|
|
|
s_Uv[(0 + offset) % 4] = new Vector2(outer.x, outer.y);
|
|
s_Uv[(1 + offset) % 4] = new Vector2(outer.x, outer.w);
|
|
s_Uv[(2 + offset) % 4] = new Vector2(outer.z, outer.w);
|
|
s_Uv[(3 + offset) % 4] = new Vector2(outer.z, outer.y);
|
|
|
|
if (m_FillAmount < 1f)
|
|
{
|
|
float tx0 = outer.x;
|
|
float ty0 = outer.y;
|
|
float tx1 = outer.z;
|
|
float ty1 = outer.w;
|
|
if (fillMethod == FillMethod.Radial90)
|
|
{
|
|
if (RadialCut(s_Xy, s_Uv, m_FillAmount, m_FillClockwise, m_FillOrigin))
|
|
{
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
uiv.position = s_Xy[i];
|
|
uiv.uv0 = s_Uv[i];
|
|
vbo.Add(uiv);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (fillMethod == FillMethod.Radial180)
|
|
{
|
|
for (int side = 0; side < 2; ++side)
|
|
{
|
|
float fx0, fx1, fy0, fy1;
|
|
int even = m_FillOrigin > 1 ? 1 : 0;
|
|
|
|
if (m_FillOrigin == 0 || m_FillOrigin == 2)
|
|
{
|
|
fy0 = 0f;
|
|
fy1 = 1f;
|
|
if (side == even) { fx0 = 0f; fx1 = 0.5f; }
|
|
else { fx0 = 0.5f; fx1 = 1f; }
|
|
}
|
|
else
|
|
{
|
|
fx0 = 0f;
|
|
fx1 = 1f;
|
|
if (side == even) { fy0 = 0.5f; fy1 = 1f; }
|
|
else { fy0 = 0f; fy1 = 0.5f; }
|
|
}
|
|
|
|
s_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0);
|
|
s_Xy[1].x = s_Xy[0].x;
|
|
s_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1);
|
|
s_Xy[3].x = s_Xy[2].x;
|
|
|
|
s_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0);
|
|
s_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1);
|
|
s_Xy[2].y = s_Xy[1].y;
|
|
s_Xy[3].y = s_Xy[0].y;
|
|
|
|
s_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0);
|
|
s_Uv[1].x = s_Uv[0].x;
|
|
s_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1);
|
|
s_Uv[3].x = s_Uv[2].x;
|
|
|
|
s_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0);
|
|
s_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1);
|
|
s_Uv[2].y = s_Uv[1].y;
|
|
s_Uv[3].y = s_Uv[0].y;
|
|
|
|
float val = m_FillClockwise ? fillAmount * 2f - side : m_FillAmount * 2f - (1 - side);
|
|
|
|
if (RadialCut(s_Xy, s_Uv, Mathf.Clamp01(val), m_FillClockwise, ((side + m_FillOrigin + 3) % 4)))
|
|
{
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
uiv.position = s_Xy[i];
|
|
uiv.uv0 = s_Uv[i];
|
|
vbo.Add(uiv);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (fillMethod == FillMethod.Radial360)
|
|
{
|
|
for (int corner = 0; corner < 4; ++corner)
|
|
{
|
|
float fx0, fx1, fy0, fy1;
|
|
|
|
if (corner < 2) { fx0 = 0f; fx1 = 0.5f; }
|
|
else { fx0 = 0.5f; fx1 = 1f; }
|
|
|
|
if (corner == 0 || corner == 3) { fy0 = 0f; fy1 = 0.5f; }
|
|
else { fy0 = 0.5f; fy1 = 1f; }
|
|
|
|
s_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0);
|
|
s_Xy[1].x = s_Xy[0].x;
|
|
s_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1);
|
|
s_Xy[3].x = s_Xy[2].x;
|
|
|
|
s_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0);
|
|
s_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1);
|
|
s_Xy[2].y = s_Xy[1].y;
|
|
s_Xy[3].y = s_Xy[0].y;
|
|
|
|
s_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0);
|
|
s_Uv[1].x = s_Uv[0].x;
|
|
s_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1);
|
|
s_Uv[3].x = s_Uv[2].x;
|
|
|
|
s_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0);
|
|
s_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1);
|
|
s_Uv[2].y = s_Uv[1].y;
|
|
s_Uv[3].y = s_Uv[0].y;
|
|
|
|
float val = m_FillClockwise ?
|
|
m_FillAmount * 4f - ((corner + m_FillOrigin) % 4) :
|
|
m_FillAmount * 4f - (3 - ((corner + m_FillOrigin) % 4));
|
|
|
|
if (RadialCut(s_Xy, s_Uv, Mathf.Clamp01(val), m_FillClockwise, ((corner + 2) % 4)))
|
|
{
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
uiv.position = s_Xy[i];
|
|
uiv.uv0 = s_Uv[i];
|
|
vbo.Add(uiv);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Fill the buffer with the quad for the Image
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
uiv.position = s_Xy[i];
|
|
uiv.uv0 = s_Uv[i];
|
|
vbo.Add(uiv);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjust the specified quad, making it be radially filled instead.
|
|
/// </summary>
|
|
|
|
static bool RadialCut(Vector2[] xy, Vector2[] uv, float fill, bool invert, int corner)
|
|
{
|
|
// Nothing to fill
|
|
if (fill < 0.001f) return false;
|
|
|
|
// Even corners invert the fill direction
|
|
if ((corner & 1) == 1) invert = !invert;
|
|
|
|
// Nothing to adjust
|
|
if (!invert && fill > 0.999f) return true;
|
|
|
|
// Convert 0-1 value into 0 to 90 degrees angle in radians
|
|
float angle = Mathf.Clamp01(fill);
|
|
if (invert) angle = 1f - angle;
|
|
angle *= 90f * Mathf.Deg2Rad;
|
|
|
|
// Calculate the effective X and Y factors
|
|
float cos = Mathf.Cos(angle);
|
|
float sin = Mathf.Sin(angle);
|
|
|
|
RadialCut(xy, cos, sin, invert, corner);
|
|
RadialCut(uv, cos, sin, invert, corner);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjust the specified quad, making it be radially filled instead.
|
|
/// </summary>
|
|
|
|
static void RadialCut(Vector2[] xy, float cos, float sin, bool invert, int corner)
|
|
{
|
|
int i0 = corner;
|
|
int i1 = ((corner + 1) % 4);
|
|
int i2 = ((corner + 2) % 4);
|
|
int i3 = ((corner + 3) % 4);
|
|
|
|
if ((corner & 1) == 1)
|
|
{
|
|
if (sin > cos)
|
|
{
|
|
cos /= sin;
|
|
sin = 1f;
|
|
|
|
if (invert)
|
|
{
|
|
xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|
xy[i2].x = xy[i1].x;
|
|
}
|
|
}
|
|
else if (cos > sin)
|
|
{
|
|
sin /= cos;
|
|
cos = 1f;
|
|
|
|
if (!invert)
|
|
{
|
|
xy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|
xy[i3].y = xy[i2].y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cos = 1f;
|
|
sin = 1f;
|
|
}
|
|
|
|
if (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|
else xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|
}
|
|
else
|
|
{
|
|
if (cos > sin)
|
|
{
|
|
sin /= cos;
|
|
cos = 1f;
|
|
|
|
if (!invert)
|
|
{
|
|
xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|
xy[i2].y = xy[i1].y;
|
|
}
|
|
}
|
|
else if (sin > cos)
|
|
{
|
|
cos /= sin;
|
|
sin = 1f;
|
|
|
|
if (invert)
|
|
{
|
|
xy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|
xy[i3].x = xy[i2].x;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cos = 1f;
|
|
sin = 1f;
|
|
}
|
|
|
|
if (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|
else xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|
}
|
|
}
|
|
|
|
#endregion
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public virtual void CalculateLayoutInputHorizontal() { }
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public virtual void CalculateLayoutInputVertical() { }
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public virtual float minWidth { get { return 0; } }
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public virtual float preferredWidth
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{
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get
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{
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if (overrideSprite == null)
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return 0;
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if (type == Type.Sliced || type == Type.Tiled)
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return Sprites.DataUtility.GetMinSize(overrideSprite).x / pixelsPerUnit;
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return overrideSprite.rect.size.x / pixelsPerUnit;
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}
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}
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public virtual float flexibleWidth { get { return -1; } }
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public virtual float minHeight { get { return 0; } }
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public virtual float preferredHeight
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{
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get
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{
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if (overrideSprite == null)
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return 0;
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if (type == Type.Sliced || type == Type.Tiled)
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return Sprites.DataUtility.GetMinSize(overrideSprite).y / pixelsPerUnit;
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return overrideSprite.rect.size.y / pixelsPerUnit;
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}
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}
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public virtual float flexibleHeight { get { return -1; } }
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public virtual int layoutPriority { get { return 0; } }
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public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
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{
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if (m_EventAlphaThreshold >= 1)
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return true;
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Sprite sprite = overrideSprite;
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if (sprite == null)
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return true;
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Vector2 local;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
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Rect rect = GetPixelAdjustedRect();
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|
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// Convert to have lower left corner as reference point.
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local.x += rectTransform.pivot.x * rect.width;
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local.y += rectTransform.pivot.y * rect.height;
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local = MapCoordinate(local, rect);
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// Normalize local coordinates.
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Rect spriteRect = sprite.textureRect;
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Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
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|
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// Convert to texture space.
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float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width;
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float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height;
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|
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try
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{
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return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
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}
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catch (UnityException e)
|
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{
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Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
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return true;
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}
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}
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|
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private Vector2 MapCoordinate(Vector2 local, Rect rect)
|
|
{
|
|
Rect spriteRect = sprite.rect;
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if (type == Type.Simple || type == Type.Filled)
|
|
return new Vector2(local.x * spriteRect.width / rect.width, local.y * spriteRect.height / rect.height);
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|
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Vector4 border = sprite.border;
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Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
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|
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for (int i = 0; i < 2; i++)
|
|
{
|
|
if (local[i] <= adjustedBorder[i])
|
|
continue;
|
|
|
|
if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
|
|
{
|
|
local[i] -= (rect.size[i] - spriteRect.size[i]);
|
|
continue;
|
|
}
|
|
|
|
if (type == Type.Sliced)
|
|
{
|
|
float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
|
|
local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
local[i] -= adjustedBorder[i];
|
|
local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]);
|
|
local[i] += border[i];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
return local;
|
|
}
|
|
}
|
|
} |