com.unity.uiextensions/Scripts/Primatives/UICircle.cs

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/// Credit zge
/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
public class UICircle : Graphic
{
[SerializeField]
Texture m_Texture;
[Range(0, 100)]
public int fillPercent = 100;
public bool fill = true;
public float thickness = 5;
[Range(0, 360)]
public int segments = 360;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
/// <summary>
/// Texture to be used.
/// </summary>
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value)
return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
void Update()
{
this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
protected override void OnPopulateMesh(Mesh toFill)
{
float outer = -rectTransform.pivot.x * rectTransform.rect.width;
float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
toFill.Clear();
var vbo = new VertexHelper(toFill);
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
float f = (this.fillPercent / 100f);
float degrees = 360f / segments;
int fa = (int)((segments + 1) * f);
for (int i = 0; i < fa; i++)
{
float rad = Mathf.Deg2Rad * (i * degrees);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
uv0 = new Vector2(0, 1);
uv1 = new Vector2(1, 1);
uv2 = new Vector2(1, 0);
uv3 = new Vector2(0, 0);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
pos3 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
pos3 = prevY;
}
prevX = pos1;
prevY = pos2;
vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
}
if (vbo.currentVertCount > 3)
{
vbo.FillMesh(toFill);
}
}
}
}