com.unity.uiextensions/Runtime/Scripts/Primitives/UICircle.cs

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/// Credit zge, jeremie sellam
/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
2020-07-09 03:38:28 +08:00
/// Updated from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/65/a-better-uicircle
/// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
///
/// * Modified component to utilize vertex stream instead of quads
/// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
/// * Added progress capability to allow component to be used as an indicator
/// * Added methods for use during runtime and event system(s) with other components
/// * Change some terminology of members to reflect other component property changes
/// * Added padding capability
/// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
/// * Sample usage in scene "UICircleProgress"
/// Note: moving the pivot around from center to an edge can cause strange things
/// as well as having the RectTransform be smaller than the Thickness and/or Padding.
/// When making an initial layout for the component, it would be best to test multiple
/// aspect ratios and resolutions to ensure consistent behaviour.
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
public class UICircle : UIPrimitiveBase
{
[Tooltip("The Arc Invert property will invert the construction of the Arc.")]
public bool ArcInvert = true;
[Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
[Range(0, 1)]
public float Arc = 1;
[Tooltip("The Arc Steps property defines the number of segments that the Arc will be divided into.")]
[Range(0, 1000)]
public int ArcSteps = 100;
[Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
[Range(0, 360)]
public int ArcRotation = 0;
[Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
[Range(0, 1)]
public float Progress = 0;
private float _progress = 0;
public Color ProgressColor = new Color(255, 255, 255, 255);
public bool Fill = true; //solid circle
public float Thickness = 5;
public int Padding = 0;
private List<int> indices = new List<int>(); //ordered list of vertices per tri
private List<UIVertex> vertices = new List<UIVertex>();
private Vector2 uvCenter = new Vector2(0.5f, 0.5f);
protected override void OnPopulateMesh(VertexHelper vh)
{
int _inversion = ArcInvert ? -1 : 1;
float Diameter = (rectTransform.rect.width < rectTransform.rect.height ? rectTransform.rect.width : rectTransform.rect.height) - Padding; //correct for padding and always fit RectTransform
float outerDiameter = -rectTransform.pivot.x * Diameter;
float innerDiameter = -rectTransform.pivot.x * Diameter + Thickness;
vh.Clear();
indices.Clear();
vertices.Clear();
int i = 0;
int j = 1;
int k = 0;
float stepDegree = (Arc * 360f) / ArcSteps;
_progress = ArcSteps * Progress;
float rad = _inversion * Mathf.Deg2Rad * ArcRotation;
float X = Mathf.Cos(rad);
float Y = Mathf.Sin(rad);
var vertex = UIVertex.simpleVert;
vertex.color = _progress > 0 ? ProgressColor : color;
//initial vertex
vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
var iV = new Vector2(innerDiameter * X, innerDiameter * Y);
if (Fill) iV = Vector2.zero; //center vertex to pivot
vertex.position = iV;
vertex.uv0 = Fill ? uvCenter : new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
for (int counter = 1; counter <= ArcSteps; counter++)
{
rad = _inversion * Mathf.Deg2Rad * (counter * stepDegree + ArcRotation);
X = Mathf.Cos(rad);
Y = Mathf.Sin(rad);
vertex.color = counter > _progress ? color : ProgressColor;
vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
//add additional vertex if required and generate indices for tris in clockwise order
if (!Fill)
{
vertex.position = new Vector2(innerDiameter * X, innerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
k = j;
indices.Add(i);
indices.Add(j + 1);
indices.Add(j);
j++;
i = j;
j++;
indices.Add(i);
indices.Add(j);
indices.Add(k);
}
else
{
indices.Add(i);
indices.Add(j + 1);
//Fills (solid circle) with progress require an additional vertex to
// prevent the base circle from becoming a gradient from center to edge
if (counter > _progress)
{
indices.Add(ArcSteps + 2);
}
else
{
indices.Add(1);
}
j++;
i = j;
}
}
//this vertex is added to the end of the list to simplify index ordering on geometry fill
if (Fill)
{
vertex.position = iV;
vertex.color = color;
vertex.uv0 = uvCenter;
vertices.Add(vertex);
}
vh.AddUIVertexStream(vertices, indices);
}
//the following methods may be used during run-time
//to update the properties of the component
public void SetProgress(float progress)
{
Progress = progress;
SetVerticesDirty();
}
Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
public void SetArc(float arc)
{
Arc = arc;
SetVerticesDirty();
}
public void SetArcSteps(int steps)
{
ArcSteps = steps;
SetVerticesDirty();
}
public void SetInvertArc(bool invert)
{
ArcInvert = invert;
SetVerticesDirty();
}
public void SetArcRotation(int rotation)
{
ArcRotation = rotation;
SetVerticesDirty();
}
public void SetFill(bool fill)
{
Fill = fill;
SetVerticesDirty();
}
public void SetBaseColor(Color color)
{
this.color = color;
SetVerticesDirty();
}
public void UpdateBaseAlpha(float value)
{
var _color = this.color;
_color.a = value;
this.color = _color;
SetVerticesDirty();
}
public void SetProgressColor(Color color)
{
ProgressColor = color;
SetVerticesDirty();
}
public void UpdateProgressAlpha(float value)
{
ProgressColor.a = value;
SetVerticesDirty();
}
public void SetPadding(int padding)
{
Padding = padding;
SetVerticesDirty();
}
public void SetThickness(int thickness)
{
Thickness = thickness;
SetVerticesDirty();
}
}
}