Updated and included a new LineRenderer that is based off an Array instead of a list to reduce allocations.
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions.Examples
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{
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[RequireComponent(typeof(UILineRendererList))]
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public class LineRendererOrbitList : MonoBehaviour
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{
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UILineRendererList lr;
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Circle circle;
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public GameObject OrbitGO;
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RectTransform orbitGOrt;
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float orbitTime;
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[SerializeField]
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private float _xAxis = 3;
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public float xAxis
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{
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get { return _xAxis; }
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set { _xAxis = value; GenerateOrbit(); }
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}
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[SerializeField]
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private float _yAxis = 3;
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public float yAxis
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{
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get { return _yAxis; }
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set { _yAxis = value; GenerateOrbit(); }
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}
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[SerializeField]
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private int _steps = 10;
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public int Steps
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{
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get { return _steps; }
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set { _steps = value; GenerateOrbit(); }
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}
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// Use this for initialization
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void Awake()
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{
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lr = GetComponent<UILineRendererList>();
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orbitGOrt = OrbitGO.GetComponent<RectTransform>();
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GenerateOrbit();
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}
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// Update is called once per frame
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void Update()
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{
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orbitTime = orbitTime > _steps ? orbitTime = 0 : orbitTime + Time.deltaTime;
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orbitGOrt.localPosition = circle.Evaluate(orbitTime);
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}
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void GenerateOrbit()
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{
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circle = new Circle(xAxis: _xAxis, yAxis: _yAxis, steps: _steps);
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for (int i = 0; i < _steps; i++)
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{
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lr.AddPoint(circle.Evaluate(i));
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}
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lr.AddPoint(circle.Evaluate(0));
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}
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private void OnValidate()
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{
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if (lr != null)
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{
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GenerateOrbit();
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 047c7e3b8f240014ca4ea763b7b28087
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timeCreated: 1498381316
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,26 @@
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions.Examples
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{
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public class TestAddingPointsList : MonoBehaviour
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{
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public UILineRendererList LineRenderer;
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public Text XValue;
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public Text YValue;
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// Use this for initialization
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public void AddNewPoint()
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{
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var point = new Vector2() { x = float.Parse(XValue.text), y = float.Parse(YValue.text) };
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LineRenderer.AddPoint(point);
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}
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public void ClearPoints()
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{
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if (LineRenderer != null && LineRenderer.Points != null)
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{
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LineRenderer.ClearPoints();
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 451fa7c8d8d15f34b8de313061894505
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timeCreated: 1463340207
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licenseType: Pro
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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guid: 05b576c1f0cbbf44eb867dc8167e60a1
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timeCreated: 1464634788
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licenseType: Pro
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,394 @@
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/// Credit jack.sydorenko, firagon
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/// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/
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/// Updated/Refactored from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/#post-2528050
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineRendererList")]
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[RequireComponent(typeof(RectTransform))]
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public class UILineRendererList : UIPrimitiveBase
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{
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private enum SegmentType
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{
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Start,
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Middle,
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End,
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Full,
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}
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public enum JoinType
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{
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Bevel,
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Miter
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}
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public enum BezierType
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{
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None,
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Quick,
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Basic,
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Improved,
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Catenary,
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}
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private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad;
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// A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a
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// quad to connect the endpoints. This improves the look of textured and transparent lines, since
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// there is no overlapping.
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private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad;
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private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT;
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private static Vector2[] startUvs, middleUvs, endUvs, fullUvs;
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[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
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internal List<Vector2> m_points;
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// [SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
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//internal List<Vector2[]> m_segments;
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[SerializeField, Tooltip("Thickness of the line")]
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internal float lineThickness = 2;
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[SerializeField, Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")]
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internal bool relativeSize;
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[SerializeField, Tooltip("Do the points identify a single line or split pairs of lines")]
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internal bool lineList;
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[SerializeField, Tooltip("Add end caps to each line\nMultiple caps when used with Line List")]
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internal bool lineCaps;
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[SerializeField, Tooltip("Resolution of the Bezier curve, different to line Resolution")]
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internal int bezierSegmentsPerCurve = 10;
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public float LineThickness
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{
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get { return lineThickness; }
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set { lineThickness = value; SetAllDirty(); }
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}
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public bool RelativeSize
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{
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get { return relativeSize; }
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set { relativeSize = value; SetAllDirty(); }
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}
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public bool LineList
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{
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get { return lineList; }
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set { lineList = value; SetAllDirty(); }
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}
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public bool LineCaps
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{
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get { return lineCaps; }
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set { lineCaps = value; SetAllDirty(); }
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}
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[Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")]
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public JoinType LineJoins = JoinType.Bevel;
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[Tooltip("Bezier method to apply to line, see docs for options\nCan't be used in conjunction with Resolution as Bezier already changes the resolution")]
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public BezierType BezierMode = BezierType.None;
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public int BezierSegmentsPerCurve
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{
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get { return bezierSegmentsPerCurve; }
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set { bezierSegmentsPerCurve = value; }
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}
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[HideInInspector]
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public bool drivenExternally = false;
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/// <summary>
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/// Points to be drawn in the line.
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/// </summary>
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/// <remarks>Don't add points to the list directly, use the add / remove functions</remarks>
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public List<Vector2> Points
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{
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get
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{
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return m_points;
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}
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set
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{
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if (m_points == value)
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return;
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m_points = value;
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SetAllDirty();
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}
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}
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// /// <summary>
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// /// List of Segments to be drawn.
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// /// </summary>
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// public List<Vector2[]> Segments
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//{
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// get
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// {
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// return m_segments;
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// }
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// set
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// {
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// m_segments = value;
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// SetAllDirty();
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// }
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//}
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public void AddPoint(Vector2 pointToAdd)
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{
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m_points.Add(pointToAdd);
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SetAllDirty();
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}
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public void RemovePoint(Vector2 pointToRemove)
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{
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m_points.Remove(pointToRemove);
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SetAllDirty();
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}
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public void ClearPoints()
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{
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m_points.Clear();
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SetAllDirty();
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}
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private void PopulateMesh(VertexHelper vh, List<Vector2> pointsToDraw)
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{
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//If Bezier is desired, pick the implementation
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if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Count > 3) {
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BezierPath bezierPath = new BezierPath ();
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bezierPath.SetControlPoints (pointsToDraw);
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bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve;
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List<Vector2> drawingPoints;
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switch (BezierMode) {
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case BezierType.Basic:
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drawingPoints = bezierPath.GetDrawingPoints0 ();
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break;
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case BezierType.Improved:
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drawingPoints = bezierPath.GetDrawingPoints1 ();
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break;
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default:
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drawingPoints = bezierPath.GetDrawingPoints2 ();
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break;
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}
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pointsToDraw = drawingPoints;
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}
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if (BezierMode == BezierType.Catenary && pointsToDraw.Count == 2) {
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CableCurve cable = new CableCurve (pointsToDraw);
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cable.slack = Resoloution;
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cable.steps = BezierSegmentsPerCurve;
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pointsToDraw.Clear();
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pointsToDraw.AddRange(cable.Points());
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}
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if (ImproveResolution != ResolutionMode.None) {
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pointsToDraw = IncreaseResolution (pointsToDraw);
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}
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// scale based on the size of the rect or use absolute, this is switchable
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var sizeX = !relativeSize ? 1 : rectTransform.rect.width;
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var sizeY = !relativeSize ? 1 : rectTransform.rect.height;
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var offsetX = -rectTransform.pivot.x * sizeX;
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var offsetY = -rectTransform.pivot.y * sizeY;
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// Generate the quads that make up the wide line
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var segments = new List<UIVertex[]> ();
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if (lineList) {
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for (var i = 1; i < pointsToDraw.Count; i += 2) {
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var start = pointsToDraw [i - 1];
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var end = pointsToDraw [i];
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start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
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end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
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if (lineCaps) {
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segments.Add (CreateLineCap (start, end, SegmentType.Start));
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}
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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
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if (lineCaps) {
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segments.Add (CreateLineCap (start, end, SegmentType.End));
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}
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}
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} else {
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for (var i = 1; i < pointsToDraw.Count; i++) {
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var start = pointsToDraw [i - 1];
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var end = pointsToDraw [i];
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start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
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end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
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if (lineCaps && i == 1) {
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segments.Add (CreateLineCap (start, end, SegmentType.Start));
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}
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segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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if (lineCaps && i == pointsToDraw.Count - 1) {
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segments.Add (CreateLineCap (start, end, SegmentType.End));
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}
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}
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}
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// Add the line segments to the vertex helper, creating any joins as needed
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for (var i = 0; i < segments.Count; i++) {
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if (!lineList && i < segments.Count - 1) {
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var vec1 = segments [i] [1].position - segments [i] [2].position;
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var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position;
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var angle = Vector2.Angle (vec1, vec2) * Mathf.Deg2Rad;
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// Positive sign means the line is turning in a 'clockwise' direction
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var sign = Mathf.Sign (Vector3.Cross (vec1.normalized, vec2.normalized).z);
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// Calculate the miter point
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var miterDistance = lineThickness / (2 * Mathf.Tan (angle / 2));
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var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign;
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var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign;
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var joinType = LineJoins;
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if (joinType == JoinType.Miter) {
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// Make sure we can make a miter join without too many artifacts.
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if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) {
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segments [i] [2].position = miterPointA;
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segments [i] [3].position = miterPointB;
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segments [i + 1] [0].position = miterPointB;
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segments [i + 1] [1].position = miterPointA;
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} else {
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joinType = JoinType.Bevel;
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}
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}
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if (joinType == JoinType.Bevel) {
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if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) {
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if (sign < 0) {
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segments [i] [2].position = miterPointA;
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segments [i + 1] [1].position = miterPointA;
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} else {
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segments [i] [3].position = miterPointB;
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segments [i + 1] [0].position = miterPointB;
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}
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}
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var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] };
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vh.AddUIVertexQuad (join);
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}
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}
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vh.AddUIVertexQuad (segments [i]);
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}
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if (vh.currentVertCount > 64000) {
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Debug.LogError ("Max Verticies size is 64000, current mesh vertcies count is [" + vh.currentVertCount + "] - Cannot Draw");
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vh.Clear ();
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return;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (m_points != null && m_points.Count > 0) {
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GeneratedUVs ();
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vh.Clear ();
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PopulateMesh (vh, m_points);
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}
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//else if (m_segments != null && m_segments.Count > 0) {
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// GeneratedUVs ();
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// vh.Clear ();
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// for (int s = 0; s < m_segments.Count; s++) {
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// Vector2[] pointsToDraw = m_segments [s];
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// PopulateMesh (vh, pointsToDraw);
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// }
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//}
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}
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private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
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{
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if (type == SegmentType.Start)
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{
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var capStart = start - ((end - start).normalized * lineThickness / 2);
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return CreateLineSegment(capStart, start, SegmentType.Start);
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}
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else if (type == SegmentType.End)
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{
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var capEnd = end + ((end - start).normalized * lineThickness / 2);
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return CreateLineSegment(end, capEnd, SegmentType.End);
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}
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Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End");
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return null;
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}
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private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type)
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{
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Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2;
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var v1 = start - offset;
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var v2 = start + offset;
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var v3 = end + offset;
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var v4 = end - offset;
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//Return the VDO with the correct uvs
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switch (type)
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{
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case SegmentType.Start:
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return SetVbo(new[] { v1, v2, v3, v4 }, startUvs);
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case SegmentType.End:
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return SetVbo(new[] { v1, v2, v3, v4 }, endUvs);
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case SegmentType.Full:
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return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs);
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default:
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return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs);
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}
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}
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protected override void GeneratedUVs()
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{
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if (activeSprite != null)
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{
|
||||
var outer = Sprites.DataUtility.GetOuterUV(activeSprite);
|
||||
var inner = Sprites.DataUtility.GetInnerUV(activeSprite);
|
||||
UV_TOP_LEFT = new Vector2(outer.x, outer.y);
|
||||
UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w);
|
||||
UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y);
|
||||
UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y);
|
||||
UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w);
|
||||
UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w);
|
||||
UV_TOP_RIGHT = new Vector2(outer.z, outer.y);
|
||||
UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w);
|
||||
}
|
||||
else
|
||||
{
|
||||
UV_TOP_LEFT = Vector2.zero;
|
||||
UV_BOTTOM_LEFT = new Vector2(0, 1);
|
||||
UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0);
|
||||
UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0);
|
||||
UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1);
|
||||
UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1);
|
||||
UV_TOP_RIGHT = new Vector2(1, 0);
|
||||
UV_BOTTOM_RIGHT = Vector2.one;
|
||||
}
|
||||
|
||||
|
||||
startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT };
|
||||
middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT };
|
||||
endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
|
||||
fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
|
||||
}
|
||||
|
||||
protected override void ResolutionToNativeSize(float distance)
|
||||
{
|
||||
if (UseNativeSize)
|
||||
{
|
||||
m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit);
|
||||
lineThickness = activeSprite.rect.height / pixelsPerUnit;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 34861a5dcec3dbf438f8288be97dd133
|
||||
timeCreated: 1440845580
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -13,6 +13,7 @@ namespace UnityEngine.UI.Extensions
|
|||
public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
|
||||
{
|
||||
static protected Material s_ETC1DefaultUI = null;
|
||||
List<Vector2> outputList = new List<Vector2>();
|
||||
|
||||
[SerializeField] private Sprite m_Sprite;
|
||||
public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } }
|
||||
|
@ -147,27 +148,32 @@ namespace UnityEngine.UI.Extensions
|
|||
|
||||
protected Vector2[] IncreaseResolution(Vector2[] input)
|
||||
{
|
||||
var outputList = new List<Vector2>();
|
||||
return IncreaseResolution(new List<Vector2>(input)).ToArray();
|
||||
}
|
||||
|
||||
protected List<Vector2> IncreaseResolution(List<Vector2> input)
|
||||
{
|
||||
outputList.Clear();
|
||||
|
||||
switch (ImproveResolution)
|
||||
{
|
||||
case ResolutionMode.PerLine:
|
||||
float totalDistance = 0, increments = 0;
|
||||
for (int i = 0; i < input.Length - 1; i++)
|
||||
for (int i = 0; i < input.Count - 1; i++)
|
||||
{
|
||||
totalDistance += Vector2.Distance(input[i], input[i + 1]);
|
||||
}
|
||||
ResolutionToNativeSize(totalDistance);
|
||||
increments = totalDistance / m_Resolution;
|
||||
var incrementCount = 0;
|
||||
for (int i = 0; i < input.Length - 1; i++)
|
||||
for (int i = 0; i < input.Count - 1; i++)
|
||||
{
|
||||
var p1 = input[i];
|
||||
outputList.Add(p1);
|
||||
var p2 = input[i + 1];
|
||||
var segmentDistance = Vector2.Distance(p1, p2) / increments;
|
||||
var incrementTime = 1f / segmentDistance;
|
||||
for (int j=0; j < segmentDistance; j++)
|
||||
for (int j = 0; j < segmentDistance; j++)
|
||||
{
|
||||
outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime));
|
||||
incrementCount++;
|
||||
|
@ -176,7 +182,7 @@ namespace UnityEngine.UI.Extensions
|
|||
}
|
||||
break;
|
||||
case ResolutionMode.PerSegment:
|
||||
for (int i = 0; i < input.Length - 1; i++)
|
||||
for (int i = 0; i < input.Count - 1; i++)
|
||||
{
|
||||
var p1 = input[i];
|
||||
outputList.Add(p1);
|
||||
|
@ -191,7 +197,7 @@ namespace UnityEngine.UI.Extensions
|
|||
}
|
||||
break;
|
||||
}
|
||||
return outputList.ToArray();
|
||||
return outputList;
|
||||
}
|
||||
|
||||
protected virtual void GeneratedUVs() { }
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
/// Updated for UI / 2D - SimonDarksideJ
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
|
@ -120,6 +121,16 @@ namespace UnityEngine.UI.Extensions
|
|||
m_regen = true;
|
||||
}
|
||||
|
||||
public CableCurve(List<Vector2> inputPoints)
|
||||
{
|
||||
points = inputPoints.ToArray();
|
||||
m_start = inputPoints[0];
|
||||
m_end = inputPoints[1];
|
||||
m_slack = 0.5f;
|
||||
m_steps = 20;
|
||||
m_regen = true;
|
||||
}
|
||||
|
||||
public CableCurve(CableCurve v)
|
||||
{
|
||||
points = v.Points();
|
||||
|
|
Loading…
Reference in New Issue