2015-12-11 02:05:27 +08:00
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/// adaption for cylindrical bending by herbst
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/// Credit Breyer
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2015-12-11 02:01:54 +08:00
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
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namespace UnityEngine.UI.Extensions
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{
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2023-02-04 19:22:31 +08:00
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#if UNITY_2022_1_OR_NEWER
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[RequireComponent(typeof(TMPro.TMP_Text))]
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#else
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[RequireComponent(typeof(Text))]
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#endif
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[RequireComponent(typeof(RectTransform))]
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2015-12-11 02:01:54 +08:00
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[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
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public class CylinderText : BaseMeshEffect
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{
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public float radius;
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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}
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#endif
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protected override void Awake()
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{
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base.Awake();
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OnRectTransformDimensionsChange();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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OnRectTransformDimensionsChange();
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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2015-12-11 06:15:39 +08:00
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if (! IsActive()) return;
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2015-12-11 06:04:32 +08:00
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2015-12-11 02:01:54 +08:00
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int count = vh.currentVertCount;
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if (!IsActive() || count == 0)
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{
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return;
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}
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for (int index = 0; index < vh.currentVertCount; index++)
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{
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UIVertex uiVertex = new UIVertex();
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vh.PopulateUIVertex(ref uiVertex, index);
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// get x position
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var x = uiVertex.position.x;
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// calculate bend based on pivot and radius
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uiVertex.position.z = -radius * Mathf.Cos(x / radius);
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uiVertex.position.x = radius * Mathf.Sin(x / radius);
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vh.SetUIVertex(uiVertex, index);
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}
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}
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}
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}
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