94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
//Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1780095
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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[AddComponentMenu("UI/Effects/Gradient")]
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public class Gradient : BaseVertexEffect
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{
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public GradientMode gradientMode = GradientMode.Global;
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public GradientDir gradientDir = GradientDir.Vertical;
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public bool overwriteAllColor = false;
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public Color vertex1 = Color.white;
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public Color vertex2 = Color.black;
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private Graphic targetGraphic;
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protected override void Start ()
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{
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targetGraphic = GetComponent<Graphic> ();
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}
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public override void ModifyVertices (List<UIVertex> vertexList)
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{
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if (!IsActive () || vertexList.Count == 0) {
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return;
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}
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int count = vertexList.Count;
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UIVertex uiVertex = vertexList [0];
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if (gradientMode == GradientMode.Global) {
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if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft) {
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#if UNITY_EDITOR
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Debug.LogWarning("Diagonal dir is not supported in Global mode");
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#endif
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gradientDir = GradientDir.Vertical;
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}
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float bottomY = gradientDir == GradientDir.Vertical ? vertexList [vertexList.Count - 1].position.y : vertexList [vertexList.Count - 1].position.x;
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float topY = gradientDir == GradientDir.Vertical ? vertexList [0].position.y : vertexList [0].position.x;
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float uiElementHeight = topY - bottomY;
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for (int i = 0; i < count; i++) {
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uiVertex = vertexList [i];
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if (!overwriteAllColor && uiVertex.color != targetGraphic.color)
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continue;
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uiVertex.color *= Color.Lerp (vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
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vertexList [i] = uiVertex;
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}
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} else {
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for (int i = 0; i < count; i++) {
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uiVertex = vertexList [i];
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if (!overwriteAllColor && !CompareCarefully (uiVertex.color, targetGraphic.color))
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continue;
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switch (gradientDir) {
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case GradientDir.Vertical:
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uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.Horizontal:
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uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.DiagonalLeftToRight:
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uiVertex.color *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp (vertex2, vertex1, 0.5f));
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break;
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case GradientDir.DiagonalRightToLeft:
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uiVertex.color *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp (vertex2, vertex1, 0.5f));
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break;
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}
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vertexList [i] = uiVertex;
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}
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}
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}
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private bool CompareCarefully (Color col1, Color col2)
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{
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if (Mathf.Abs (col1.r - col2.r) < 0.003f && Mathf.Abs (col1.g - col2.g) < 0.003f && Mathf.Abs (col1.b - col2.b) < 0.003f && Mathf.Abs (col1.a - col2.a) < 0.003f)
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return true;
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return false;
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}
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}
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public enum GradientMode
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{
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Global,
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Local
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}
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public enum GradientDir
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{
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Vertical,
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Horizontal,
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DiagonalLeftToRight,
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DiagonalRightToLeft
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//Free
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}
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//enum color mode Additive, Multiply, Overwrite |