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

111 lines
4.4 KiB
C#

/// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1780095
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/Gradient")]
public class Gradient : BaseMeshEffect
{
public GradientMode gradientMode = GradientMode.Global;
public GradientDir gradientDir = GradientDir.Vertical;
public bool overwriteAllColor = false;
public Color vertex1 = Color.white;
public Color vertex2 = Color.black;
private Graphic targetGraphic;
protected override void Start()
{
targetGraphic = GetComponent<Graphic>();
}
public override void ModifyMesh(Mesh mesh)
{
if (!IsActive() || mesh.vertexCount == 0)
{
return;
}
Vector3[] vertexList = mesh.vertices;
Color[] vertexListColors = mesh.colors;
int count = mesh.vertexCount;
Vector3 uiVertex = vertexList[0];
Color uiVertexColor = vertexListColors[0];
if (gradientMode == GradientMode.Global)
{
if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft)
{
#if UNITY_EDITOR
Debug.LogWarning("Diagonal dir is not supported in Global mode");
#endif
gradientDir = GradientDir.Vertical;
}
float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Length - 1].y : vertexList[vertexList.Length - 1].x;
float topY = gradientDir == GradientDir.Vertical ? vertexList[0].y : vertexList[0].x;
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++)
{
uiVertex = vertexList[i];
uiVertexColor = vertexListColors[i];
if (!overwriteAllColor && uiVertexColor != targetGraphic.color)
continue;
uiVertexColor *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.y : uiVertex.x) - bottomY) / uiElementHeight);
vertexListColors[i] = uiVertexColor;
}
}
else
{
for (int i = 0; i < count; i++)
{
uiVertex = vertexList[i];
uiVertexColor = vertexListColors[i];
if (!overwriteAllColor && !CompareCarefully(uiVertexColor, targetGraphic.color))
continue;
switch (gradientDir)
{
case GradientDir.Vertical:
uiVertexColor *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
break;
case GradientDir.Horizontal:
uiVertexColor *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
break;
case GradientDir.DiagonalLeftToRight:
uiVertexColor *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
break;
case GradientDir.DiagonalRightToLeft:
uiVertexColor *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
break;
}
vertexListColors[i] = uiVertexColor;
}
}
mesh.colors = vertexListColors;
}
private bool CompareCarefully(Color col1, Color col2)
{
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)
return true;
return false;
}
}
public enum GradientMode
{
Global,
Local
}
public enum GradientDir
{
Vertical,
Horizontal,
DiagonalLeftToRight,
DiagonalRightToLeft
//Free
}
//enum color mode Additive, Multiply, Overwrite
}