com.unity.uiextensions/Scripts/Primitives/UICornerCut.cs

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/// <summary>
/// Created by Freezy - ElicitIce.nl
/// Posted on Unity Forums http://forum.unity3d.com/threads/cut-corners-primative.359494/
///
/// Free for any use and alteration, source code may not be sold without my permission.
/// If you make improvements on this script please share them with the community.
///
///
/// Here is a script that will take a rectangular TransformRect and cut off some corners based on the corner size.
/// This is great for when you need a quick and easy non-square panel/image.
/// Enjoy!
/// It adds an additional square if the relevant side has a corner cut, it then offsets the ends to simulate a cut corner.
/// UVs are being set, but might be skewed when a texture is applied.
/// You could hide the additional colors by using the following:
/// http://rumorgames.com/hide-in-inspector/
///
/// </summary>
namespace UnityEngine.UI.Extensions {
[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
public class UICornerCut : UIPrimitiveBase
{
public Vector2 cornerSize = new Vector2(16, 16);
[Header("Corners to cut")]
[SerializeField]
private bool m_cutUL = true;
[SerializeField]
private bool m_cutUR;
[SerializeField]
private bool m_cutLL;
[SerializeField]
private bool m_cutLR;
[Tooltip("Up-Down colors become Left-Right colors")]
[SerializeField]
private bool m_makeColumns;
[Header("Color the cut bars differently")]
[SerializeField]
private bool m_useColorUp;
[SerializeField]
private Color32 m_colorUp;
[SerializeField]
private bool m_useColorDown;
[SerializeField]
private Color32 m_colorDown;
public bool CutUL
{
get { return m_cutUL; }
set { m_cutUL = value; SetAllDirty(); }
}
public bool CutUR
{
get { return m_cutUR; }
set { m_cutUR = value; SetAllDirty(); }
}
public bool CutLL
{
get { return m_cutLL; }
set { m_cutLL = value; SetAllDirty(); }
}
public bool CutLR
{
get { return m_cutLR; }
set { m_cutLR = value; SetAllDirty(); }
}
public bool MakeColumns
{
get { return m_makeColumns; }
set { m_makeColumns = value; SetAllDirty(); }
}
public bool UseColorUp
{
get { return m_useColorUp; }
set { m_useColorUp = value; }
}
public Color32 ColorUp
{
get { return m_colorUp; }
set { m_colorUp = value; }
}
public bool UseColorDown
{
get { return m_useColorDown; }
set { m_useColorDown = value; }
}
public Color32 ColorDown
{
get { return m_colorDown; }
set { m_colorDown = value; }
}
protected override void OnPopulateMesh(VertexHelper vh)
{
var rect = rectTransform.rect;
var rectNew = rect;
Color32 color32 = color;
bool up = m_cutUL | m_cutUR;
bool down = m_cutLL | m_cutLR;
bool left = m_cutLL | m_cutUL;
bool right = m_cutLR | m_cutUR;
bool any = up | down;
if (any && cornerSize.sqrMagnitude > 0)
{
//nibble off the sides
vh.Clear();
if (left)
rectNew.xMin += cornerSize.x;
if (down)
rectNew.yMin += cornerSize.y;
if (up)
rectNew.yMax -= cornerSize.y;
if (right)
rectNew.xMax -= cornerSize.x;
//add two squares to the main square
Vector2 ul, ur, ll, lr;
if (m_makeColumns)
{
ul = new Vector2(rect.xMin, m_cutUL ? rectNew.yMax : rect.yMax);
ur = new Vector2(rect.xMax, m_cutUR ? rectNew.yMax : rect.yMax);
ll = new Vector2(rect.xMin, m_cutLL ? rectNew.yMin : rect.yMin);
lr = new Vector2(rect.xMax, m_cutLR ? rectNew.yMin : rect.yMin);
if (left)
AddSquare(
ll, ul,
new Vector2(rectNew.xMin, rect.yMax),
new Vector2(rectNew.xMin, rect.yMin),
rect, m_useColorUp ? m_colorUp : color32, vh);
if (right)
AddSquare(
ur, lr,
new Vector2(rectNew.xMax, rect.yMin),
new Vector2(rectNew.xMax, rect.yMax),
rect, m_useColorDown ? m_colorDown : color32, vh);
}
else
{
ul = new Vector2(m_cutUL ? rectNew.xMin : rect.xMin, rect.yMax);
ur = new Vector2(m_cutUR ? rectNew.xMax : rect.xMax, rect.yMax);
ll = new Vector2(m_cutLL ? rectNew.xMin : rect.xMin, rect.yMin);
lr = new Vector2(m_cutLR ? rectNew.xMax : rect.xMax, rect.yMin);
if (down)
AddSquare(
lr, ll,
new Vector2(rect.xMin, rectNew.yMin),
new Vector2(rect.xMax, rectNew.yMin),
rect, m_useColorDown ? m_colorDown : color32, vh);
if (up)
AddSquare(
ul, ur,
new Vector2(rect.xMax, rectNew.yMax),
new Vector2(rect.xMin, rectNew.yMax),
rect, m_useColorUp ? m_colorUp : color32, vh);
}
//center
if (m_makeColumns)
AddSquare(new Rect(rectNew.xMin, rect.yMin, rectNew.width, rect.height), rect, color32, vh);
else
AddSquare(new Rect(rect.xMin, rectNew.yMin, rect.width, rectNew.height), rect, color32, vh);
}
}
private static void AddSquare(Rect rect, Rect rectUV, Color32 color32, VertexHelper vh) {
int v0 = AddVert(rect.xMin, rect.yMin, rectUV, color32, vh);
int v1 = AddVert(rect.xMin, rect.yMax, rectUV, color32, vh);
int v2 = AddVert(rect.xMax, rect.yMax, rectUV, color32, vh);
int v3 = AddVert(rect.xMax, rect.yMin, rectUV, color32, vh);
vh.AddTriangle(v0, v1, v2);
vh.AddTriangle(v2, v3, v0);
}
private static void AddSquare(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Rect rectUV, Color32 color32, VertexHelper vh) {
int v0 = AddVert(a.x, a.y, rectUV, color32, vh);
int v1 = AddVert(b.x, b.y, rectUV, color32, vh);
int v2 = AddVert(c.x, c.y, rectUV, color32, vh);
int v3 = AddVert(d.x, d.y, rectUV, color32, vh);
vh.AddTriangle(v0, v1, v2);
vh.AddTriangle(v2, v3, v0);
}
/// <summary>
/// Auto UV handler within the assigned area
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="area"></param>
/// <param name="color32"></param>
/// <param name="vh"></param>
private static int AddVert(float x, float y, Rect area, Color32 color32, VertexHelper vh) {
var uv = new Vector2(
Mathf.InverseLerp(area.xMin, area.xMax, x),
Mathf.InverseLerp(area.yMin, area.yMax, y)
);
vh.AddVert(new Vector3(x, y), color32, uv);
return vh.currentVertCount - 1;
}
}
}