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/// Credit Alastair Aitchison
/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/123/uilinerenderer-issues-with-specifying
namespace UnityEngine.UI.Extensions
{
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[AddComponentMenu("UI/Extensions/UI Line Connector")]
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[RequireComponent(typeof(UILineRenderer))]
[ExecuteInEditMode]
public class UILineConnector : MonoBehaviour
{
// The elements between which line segments should be drawn
public RectTransform [ ] transforms ;
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private Vector3 [ ] previousPositions ;
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private Vector3 previousLrPos ;
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private RectTransform rt ;
private UILineRenderer lr ;
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private void Awake ( )
{
rt = GetComponent < RectTransform > ( ) ;
lr = GetComponent < UILineRenderer > ( ) ;
}
// Update is called once per frame
void Update ( )
{
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if ( lr . RelativeSize )
{
Debug . LogWarning ( "While using UILineConnector, UILineRenderer should not use relative size, so that even if this RectTransform has a zero-size Rect, the positions of the points can still be calculated" ) ;
lr . RelativeSize = false ;
}
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if ( transforms = = null | | transforms . Length < 1 )
{
return ;
}
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// Get world position of UILineRenderer
Vector3 lrWorldPos = rt . position ;
/ * Performance check to only redraw when the child transforms move ,
or the world position of UILineRenderer moves * /
bool updateLine = lrWorldPos ! = previousLrPos ;
if ( ! updateLine & & previousPositions ! = null & & previousPositions . Length = = transforms . Length )
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{
for ( int i = 0 ; i < transforms . Length ; i + + )
{
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if ( transforms [ i ] = = null )
{
continue ;
}
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if ( ! updateLine & & previousPositions [ i ] ! = transforms [ i ] . position )
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{
updateLine = true ;
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break ;
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}
}
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}
if ( ! updateLine ) return ;
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// Calculate delta from the local position
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Vector2 [ ] points = new Vector2 [ transforms . Length ] ;
for ( int i = 0 ; i < transforms . Length ; i + + )
{
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if ( transforms [ i ] = = null )
{
continue ;
}
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var offsetPos = rt . InverseTransformPoint ( transforms [ i ] . position ) ;
points [ i ] = new Vector2 ( offsetPos . x , offsetPos . y ) ;
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}
// And assign the converted points to the line renderer
lr . Points = points ;
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lr . RelativeSize = false ;
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lr . drivenExternally = true ;
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//save previous positions
previousLrPos = lrWorldPos ;
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previousPositions = new Vector3 [ transforms . Length ] ;
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for ( int i = 0 ; i < transforms . Length ; i + + )
{
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if ( transforms [ i ] = = null )
{
continue ;
}
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previousPositions [ i ] = transforms [ i ] . position ;
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}
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}
}
}