Per corner squircle rounding control, and optimized algorithm
parent
28e91a8337
commit
387d85f775
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@ -22,11 +22,11 @@ namespace UnityEngine.UI.Extensions
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[Range(1, 40)]
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public float n = 4;
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[Min(0.1f)]
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public float delta = 5f;
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public float delta = 0.5f;
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public float quality = 0.1f;
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[Min(0)]
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public float radius = 1000;
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public float radius = 32;
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public Corners corners;
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private float a, b;
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private List<Vector2> vert = new List<Vector2>();
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@ -70,54 +70,152 @@ namespace UnityEngine.UI.Extensions
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float x = 0;
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float y = 1;
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vert.Clear();
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vert.Add(new Vector2(-pivotOffsetX, height - pivotOffsetY));
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//create curved vert 1st quadrant
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List<Vector2> _topRightCurvedVert = new List<Vector2>
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{
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new Vector2(-pivotOffsetX, height - pivotOffsetY)
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};
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while (x < y)
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{
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y = SquircleFunc(x, true);
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vert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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x += delta;
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}
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if (float.IsNaN(vert.Last().y))
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if (float.IsNaN(_topRightCurvedVert.Last().y))
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{
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vert.RemoveAt(vert.Count - 1);
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_topRightCurvedVert.RemoveAt(_topRightCurvedVert.Count - 1);
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}
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while (y > 0)
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{
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x = SquircleFunc(y, false);
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vert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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y -= delta;
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}
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vert.Add(new Vector2(width - pivotOffsetX, -pivotOffsetY));
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_topRightCurvedVert.Add(new Vector2(width - pivotOffsetX, -pivotOffsetY));
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for (int i = 1; i < vert.Count - 1; i++)
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for (int i = 1; i < _topRightCurvedVert.Count - 1; i++)
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{
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if (vert[i].x < vert[i].y)
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if (_topRightCurvedVert[i].x < _topRightCurvedVert[i].y)
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{
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if (vert[i - 1].y - vert[i].y < quality)
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if (_topRightCurvedVert[i - 1].y - _topRightCurvedVert[i].y < quality)
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{
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vert.RemoveAt(i);
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_topRightCurvedVert.RemoveAt(i);
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i -= 1;
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}
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}
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else
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{
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if (vert[i].x - vert[i - 1].x < quality)
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if (_topRightCurvedVert[i].x - _topRightCurvedVert[i - 1].x < quality)
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{
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vert.RemoveAt(i);
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_topRightCurvedVert.RemoveAt(i);
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i -= 1;
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}
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}
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}
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vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y - pivotOffsetYTimesTwo)));
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vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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//create flat vert 1st quadrant
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List<Vector2> _topRightFlatVert = null;
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//Atleast one corner flat
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if (corners.topRight == false || corners.bottomRight == false || corners.bottomLeft == false || corners.topLeft == false)
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{
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_topRightFlatVert = new List<Vector2>
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{
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_topRightCurvedVert[0],
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new Vector2(width - pivotOffsetX, height - pivotOffsetY),
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new Vector2(width - pivotOffsetX, 0 - pivotOffsetY),
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new Vector2(0 - pivotOffsetX, 0 - pivotOffsetY)
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};
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}
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vert.Clear();
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if (corners.topRight)
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{
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vert.AddRange(_topRightCurvedVert);
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}
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else
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{
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vert.AddRange(_topRightFlatVert);
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}
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//The .Reverse().Select() operation can be optimized. The given line of code creates a new list of Vector2 by reversing _topRightCurvedVert and applying a transformation to each element. However, the operation involves iterating through each element of _topRightCurvedVert twice (once for reversing and once for selecting), which is inefficient.
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if (corners.bottomRight)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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vert.Add(reversedVector);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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vert.Add(reversedVector);
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}
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}
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if (corners.bottomLeft)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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vert.Add(reversedVector);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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vert.Add(reversedVector);
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}
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}
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if (corners.topLeft)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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vert.Add(reversedVector);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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vert.Add(reversedVector);
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}
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}
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//vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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vh.Clear();
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for (int i = 0; i < vert.Count - 1; i++)
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{
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vh.AddVert(vert[i], color, Vector2.zero);
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@ -128,6 +226,15 @@ namespace UnityEngine.UI.Extensions
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}
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}
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[System.Serializable]
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public class Corners
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{
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public bool topLeft = true;
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public bool topRight = true;
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public bool bottomLeft = true;
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public bool bottomRight = true;
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(UISquircle))]
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public class UISquircleEditor : Editor
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@ -136,6 +243,7 @@ namespace UnityEngine.UI.Extensions
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{
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DrawDefaultInspector();
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UISquircle script = (UISquircle)target;
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GUILayout.Space(10f);
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GUILayout.Label("Vertex count: " + script.vert.Count().ToString());
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}
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}
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