Added 2 new gradient types for the Gradient2 component: radial and diamond
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7824978a8f
commit
11519cd4bc
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@ -107,6 +107,117 @@ namespace UnityEngine.UI.Extensions
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}
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}
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break;
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case Type.Diamond: {
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float bottom = _vertexList[0].position.y;
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float top = _vertexList[0].position.y;
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float y = 0f;
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for(int i = nCount - 1; i >= 1; --i) {
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y = _vertexList[i].position.y;
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if(y > top) top = y;
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else if(y < bottom) bottom = y;
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}
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float height = 1f / (top - bottom);
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helper.Clear();
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for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
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float center = (bottom + top) / 2f;
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UIVertex centralVertex = new UIVertex();
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centralVertex.position = (Vector3.right + Vector3.up) * center + Vector3.forward * _vertexList[0].position.z;
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centralVertex.normal = _vertexList[0].normal;
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centralVertex.color = Color.white;
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helper.AddVert(centralVertex);
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for (int i = 1; i < nCount; i++) helper.AddTriangle(i-1,i,nCount);
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helper.AddTriangle(0,nCount-1,nCount);
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UIVertex vertex = new UIVertex();
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for(int i = 0; i < helper.currentVertCount; i++) {
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helper.PopulateUIVertex(ref vertex, i);
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vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
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Vector3.Distance(vertex.position, centralVertex.position) * height - Offset));
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helper.SetUIVertex(vertex, i);
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}
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}
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break;
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case Type.Radial: {
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float left = _vertexList[0].position.x;
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float right = _vertexList[0].position.x;
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float bottom = _vertexList[0].position.y;
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float top = _vertexList[0].position.y;
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float x = 0f;
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float y = 0f;
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for(int i = nCount - 1; i >= 1; --i) {
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x = _vertexList[i].position.x;
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if(x > right) right = x;
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else if(x < left) left = x;
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y = _vertexList[i].position.y;
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if(y > top) top = y;
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else if(y < bottom) bottom = y;
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}
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float width = 1f / (right - left);
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float height = 1f / (top - bottom);
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helper.Clear();
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float centerX = (right + left) / 2f;
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float centerY = (bottom + top) / 2f;
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float radiusX = (right - left) / 2f;
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float radiusY = (top - bottom) / 2f;
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UIVertex centralVertex = new UIVertex();
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centralVertex.position = Vector3.right * centerX + Vector3.up * centerY + Vector3.forward * _vertexList[0].position.z;
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centralVertex.normal = _vertexList[0].normal;
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centralVertex.color = Color.white;
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int steps = 64;
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for (int i = 0; i < steps; i++)
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{
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UIVertex curVertex = new UIVertex();
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float angle = (float)i * 360f / (float)steps;
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float curX = Mathf.Cos(Mathf.Deg2Rad * angle) * radiusX;
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float curY = Mathf.Sin(Mathf.Deg2Rad * angle) * radiusY;
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curVertex.position = Vector3.right * curX + Vector3.up * curY + Vector3.forward * _vertexList[0].position.z;
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curVertex.normal = _vertexList[0].normal;
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curVertex.color = Color.white;
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helper.AddVert(curVertex);
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}
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helper.AddVert(centralVertex);
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for (int i = 1; i < steps; i++) helper.AddTriangle(i-1,i,steps);
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helper.AddTriangle(0,steps-1,steps);
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UIVertex vertex = new UIVertex();
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for(int i = 0; i < helper.currentVertCount; i++) {
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helper.PopulateUIVertex(ref vertex, i);
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vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
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Mathf.Sqrt(
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Mathf.Pow(Mathf.Abs(vertex.position.x - centerX) * width, 2f) +
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Mathf.Pow(Mathf.Abs(vertex.position.y - centerY) * height, 2f)) * 2f - Offset));
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helper.SetUIVertex(vertex, i);
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}
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}
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break;
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}
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}
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@ -120,7 +231,9 @@ namespace UnityEngine.UI.Extensions
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public enum Type {
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Horizontal,
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Vertical
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Vertical,
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Radial,
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Diamond
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}
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public enum Blend {
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