add refresh on change in global scale change
parent
0e8a588fca
commit
0886131d18
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@ -13,18 +13,27 @@ namespace UnityEngine.UI.Extensions
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public RectTransform[] transforms;
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public RectTransform[] transforms;
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private Vector3[] previousPositions;
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private Vector3[] previousPositions;
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private Vector3 previousLrPos;
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private Vector3 previousLrPos;
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private Vector3 previousGlobalScale;
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private RectTransform rt;
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private RectTransform rt;
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private UILineRenderer lr;
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private UILineRenderer lr;
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private void Awake()
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private void Awake()
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{
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{
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rt = GetComponent<RectTransform>();
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rt = GetComponent<RectTransform>();
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lr = GetComponent<UILineRenderer>();
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lr = GetComponent<UILineRenderer>();
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}
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}
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// Update is called once per frame
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private void OnEnable()
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void Update()
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{
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if (transforms == null || transforms.Length < 1)
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{
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return;
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}
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CalculateLinePoints();
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}
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private void Update()
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{
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{
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if (lr.RelativeSize)
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if (lr.RelativeSize)
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{
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{
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@ -43,6 +52,7 @@ namespace UnityEngine.UI.Extensions
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/*Performance check to only redraw when the child transforms move,
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/*Performance check to only redraw when the child transforms move,
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or the world position of UILineRenderer moves */
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or the world position of UILineRenderer moves */
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bool updateLine = lrWorldPos != previousLrPos;
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bool updateLine = lrWorldPos != previousLrPos;
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updateLine = rt.lossyScale != previousGlobalScale;
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if (!updateLine && previousPositions != null && previousPositions.Length == transforms.Length)
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if (!updateLine && previousPositions != null && previousPositions.Length == transforms.Length)
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{
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{
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@ -59,29 +69,16 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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}
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}
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if (!updateLine) return;
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if (!updateLine) return;
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// Calculate delta from the local position
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// Calculate delta from the local position
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Vector2[] points = new Vector2[transforms.Length];
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CalculateLinePoints();
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for (int i = 0; i < transforms.Length; i++)
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{
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if (transforms[i] == null)
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{
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continue;
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}
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var offsetPos = rt.InverseTransformPoint(transforms[i].position);
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points[i] = new Vector2(offsetPos.x, offsetPos.y);
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}
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// And assign the converted points to the line renderer
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//save previous states
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lr.Points = points;
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lr.RelativeSize = false;
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lr.drivenExternally = true;
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//save previous positions
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previousLrPos = lrWorldPos;
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previousLrPos = lrWorldPos;
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previousGlobalScale = rt.lossyScale;
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previousPositions = new Vector3[transforms.Length];
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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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for (int i = 0; i < transforms.Length; i++)
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{
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{
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@ -91,7 +88,25 @@ namespace UnityEngine.UI.Extensions
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}
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}
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previousPositions[i] = transforms[i].position;
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previousPositions[i] = transforms[i].position;
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}
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}
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}
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private void CalculateLinePoints()
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{
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Vector2[] points = new Vector2[transforms.Length];
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for (int i = 0; i < transforms.Length; i++)
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{
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if (transforms[i] == null)
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{
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continue;
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}
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var offsetPos = rt.InverseTransformPoint(transforms[i].position);
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points[i] = new Vector2(offsetPos.x, offsetPos.y);
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}
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// And assign the converted points to the line renderer
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lr.Points = points;
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lr.RelativeSize = false;
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lr.drivenExternally = true;
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}
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}
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}
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}
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}
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}
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