180 lines
4.2 KiB
C#
180 lines
4.2 KiB
C#
/// Credit Melang
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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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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 : BaseVertexEffect
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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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//
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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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//
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// Methods
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//
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protected void ApplyShadow (List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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//Debug.Log("verts count: "+verts.Count);
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int num = verts.Count * 2;
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if (verts.Capacity < num)
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{
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verts.Capacity = num;
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}
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for (int i = start; i < end; i++)
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{
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UIVertex uIVertex = verts [i];
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verts.Add (uIVertex);
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Vector3 position = uIVertex.position;
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//Debug.Log("vertex pos: "+position);
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position.x += x;
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position.y += y;
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uIVertex.position = position;
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Color32 color2 = color;
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if (this.m_UseGraphicAlpha)
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{
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color2.a = (byte)(color2.a * verts [i].color.a / 255);
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}
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uIVertex.color = color2;
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//uIVertex.color = (Color32)Color.blue;
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verts [i] = uIVertex;
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}
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}
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public override void ModifyVertices (List<UIVertex> verts)
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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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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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int start = 0;
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int count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, distanceY);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, -distanceY);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, distanceY);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, -distanceY);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, 0);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, 0);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, distanceY);
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
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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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