Merged in fix manually because... Bitbucket
https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130pull/413/head
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@ -1,5 +1,6 @@
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/// Credit Melang
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/// Credit Melang, Lee Hui
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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/// GC Alloc fix - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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@ -90,41 +91,6 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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UIVertex vt;
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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for (int i = start; i < end; ++i)
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{
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vt = verts[i];
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verts.Add(vt);
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Vector3 v = vt.position;
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v.x += x;
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v.y += y;
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vt.position = v;
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var newColor = color;
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if (m_UseGraphicAlpha)
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newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
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vt.color = newColor;
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verts[i] = vt;
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}
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}
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protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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ApplyShadowZeroAlloc(verts, color, start, end, x, y);
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}
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public override void ModifyMesh(VertexHelper vh)
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public override void ModifyMesh(VertexHelper vh)
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{
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{
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if (!this.IsActive ())
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if (!this.IsActive ())
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@ -148,37 +114,76 @@ namespace UnityEngine.UI.Extensions
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float distanceX = this.effectDistance.x * best_fit_adjustment;
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float distanceX = this.effectDistance.x * best_fit_adjustment;
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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int start = 0;
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int count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, -distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, -distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, 0);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, 0);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, -distanceY);
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vh.Clear();
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vh.Clear();
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vh.AddUIVertexTriangleStream(m_Verts);
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int start = 0;
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// Apply Outline
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, -distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, -distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, distanceX, 0, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, -distanceX, 0, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, 0, distanceY, vh, start);
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start += this.ApplyOutlineNoGC(m_Verts, this.effectColor, 0, -distanceY, vh, start);
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// Apply self Text stuff
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start += ApplyText(m_Verts, vh, start);
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}
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}
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private int ApplyOutlineNoGC(List<UIVertex> verts, Color color, float x, float y, VertexHelper vh, int startIndex)
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{
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int length = verts.Count;
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for (int i = 0; i < length; ++i)
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{
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UIVertex vt = verts[i];
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Vector3 v = vt.position;
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v.x += x;
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v.y += y;
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vt.position = v;
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var newColor = color;
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if (m_UseGraphicAlpha)
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newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
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vt.color = newColor;
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// Tips: Since two triangles share same two vertices, in theory vertices can reduce to 4 / 6
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// But VertexHelper.FillMesh forbid, so leave it be.
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vh.AddVert(vt);
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}
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int triangleCount = length / 3;
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for(int i=0; i<triangleCount; ++i)
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{
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int start = startIndex + 3 * i;
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vh.AddTriangle(start + 0, start + 1, start + 2);
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}
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return length;
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}
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private int ApplyText(List<UIVertex> verts, VertexHelper vh, int startIndex)
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{
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int length = verts.Count;
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for (int i = 0; i < length; ++i)
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{
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vh.AddVert(verts[i]);
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}
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int triangleCount = length / 3;
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for (int i = 0; i < triangleCount; ++i)
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{
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int start = startIndex + 3 * i;
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vh.AddTriangle(start + 0, start + 1, start + 2);
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}
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return length;
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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protected override void OnValidate ()
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protected override void OnValidate ()
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{
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{
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