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

115 lines
3.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

/// Credit ömer faruk sayılır
/// Sourced from - https://bitbucket.org/snippets/Lordinarius/nrn4L
namespace UnityEngine.UI.Extensions
{
[ExecuteInEditMode, RequireComponent(typeof(Image))]
[AddComponentMenu("UI/Effects/Extensions/Shining Effect")]
public class ShineEffector : MonoBehaviour
{
public ShineEffect effector;
[SerializeField, HideInInspector]
GameObject effectRoot;
[Range(-1, 1)]
public float yOffset = -1;
public float YOffset
{
get
{
return yOffset;
}
set
{
ChangeVal(value);
yOffset = value;
}
}
[Range(0.1f, 1)]
public float width = 0.5f;
RectTransform effectorRect;
void OnEnable()
{
if (effector == null)
{
GameObject effectorobj = new GameObject("effector");
effectRoot = new GameObject("ShineEffect");
effectRoot.transform.SetParent(this.transform);
effectRoot.AddComponent<Image>().sprite = gameObject.GetComponent<Image>().sprite;
effectRoot.GetComponent<Image>().type = gameObject.GetComponent<Image>().type;
effectRoot.AddComponent<Mask>().showMaskGraphic = false;
effectRoot.transform.localScale = Vector3.one;
effectRoot.GetComponent<RectTransform>().anchoredPosition3D = Vector3.zero;
effectRoot.GetComponent<RectTransform>().anchorMax = Vector2.one;
effectRoot.GetComponent<RectTransform>().anchorMin = Vector2.zero;
effectRoot.GetComponent<RectTransform>().offsetMax = Vector2.zero;
effectRoot.GetComponent<RectTransform>().offsetMin = Vector2.zero;
effectRoot.transform.SetAsFirstSibling();
effectorobj.AddComponent<RectTransform>();
effectorobj.transform.SetParent(effectRoot.transform);
effectorRect = effectorobj.GetComponent<RectTransform>();
effectorRect.localScale = Vector3.one;
effectorRect.anchoredPosition3D = Vector3.zero;
effectorRect.gameObject.AddComponent<ShineEffect>();
effectorRect.anchorMax = Vector2.one;
effectorRect.anchorMin = Vector2.zero;
effectorRect.Rotate(0, 0, -8);
effector = effectorobj.GetComponent<ShineEffect>();
effectorRect.offsetMax = Vector2.zero;
effectorRect.offsetMin = Vector2.zero;
OnValidate();
}
}
void OnValidate()
{
effector.Yoffset = yOffset;
effector.Width = width;
if (yOffset <= -1 || yOffset >= 1)
{
effectRoot.SetActive(false);
}
else if (!effectRoot.activeSelf)
{
effectRoot.SetActive(true);
}
{
}
}
void ChangeVal(float value)
{
effector.Yoffset = value;
if (value <= -1 || value >= 1)
{
effectRoot.SetActive(false);
}
else if (!effectRoot.activeSelf)
{
effectRoot.SetActive(true);
}
{
}
}
void OnDestroy()
{
if (!Application.isPlaying)
{
DestroyImmediate(effectRoot);
}
else
{
Destroy(effectRoot);
}
}
}
}