diff --git a/Scripts/Effects/Gradient2.cs b/Scripts/Effects/Gradient2.cs index 86ffdc3..7dbeaf5 100644 --- a/Scripts/Effects/Gradient2.cs +++ b/Scripts/Effects/Gradient2.cs @@ -107,6 +107,117 @@ namespace UnityEngine.UI.Extensions } } break; + + case Type.Diamond: { + + float bottom = _vertexList[0].position.y; + float top = _vertexList[0].position.y; + float y = 0f; + + for(int i = nCount - 1; i >= 1; --i) { + y = _vertexList[i].position.y; + + if(y > top) top = y; + else if(y < bottom) bottom = y; + } + + float height = 1f / (top - bottom); + + helper.Clear(); + for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]); + + float center = (bottom + top) / 2f; + UIVertex centralVertex = new UIVertex(); + centralVertex.position = (Vector3.right + Vector3.up) * center + Vector3.forward * _vertexList[0].position.z; + centralVertex.normal = _vertexList[0].normal; + centralVertex.color = Color.white; + helper.AddVert(centralVertex); + + for (int i = 1; i < nCount; i++) helper.AddTriangle(i-1,i,nCount); + helper.AddTriangle(0,nCount-1,nCount); + + UIVertex vertex = new UIVertex(); + + for(int i = 0; i < helper.currentVertCount; i++) { + helper.PopulateUIVertex(ref vertex, i); + + vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate( + Vector3.Distance(vertex.position, centralVertex.position) * height - Offset)); + + helper.SetUIVertex(vertex, i); + } + } + break; + + case Type.Radial: { + + float left = _vertexList[0].position.x; + float right = _vertexList[0].position.x; + float bottom = _vertexList[0].position.y; + float top = _vertexList[0].position.y; + + float x = 0f; + float y = 0f; + + for(int i = nCount - 1; i >= 1; --i) { + x = _vertexList[i].position.x; + + if(x > right) right = x; + else if(x < left) left = x; + + y = _vertexList[i].position.y; + + if(y > top) top = y; + else if(y < bottom) bottom = y; + } + + float width = 1f / (right - left); + float height = 1f / (top - bottom); + + helper.Clear(); + + float centerX = (right + left) / 2f; + float centerY = (bottom + top) / 2f; + float radiusX = (right - left) / 2f; + float radiusY = (top - bottom) / 2f; + UIVertex centralVertex = new UIVertex(); + centralVertex.position = Vector3.right * centerX + Vector3.up * centerY + Vector3.forward * _vertexList[0].position.z; + centralVertex.normal = _vertexList[0].normal; + centralVertex.color = Color.white; + + int steps = 64; + for (int i = 0; i < steps; i++) + { + UIVertex curVertex = new UIVertex(); + float angle = (float)i * 360f / (float)steps; + float curX = Mathf.Cos(Mathf.Deg2Rad * angle) * radiusX; + float curY = Mathf.Sin(Mathf.Deg2Rad * angle) * radiusY; + + curVertex.position = Vector3.right * curX + Vector3.up * curY + Vector3.forward * _vertexList[0].position.z; + curVertex.normal = _vertexList[0].normal; + curVertex.color = Color.white; + helper.AddVert(curVertex); + } + + helper.AddVert(centralVertex); + + for (int i = 1; i < steps; i++) helper.AddTriangle(i-1,i,steps); + helper.AddTriangle(0,steps-1,steps); + + UIVertex vertex = new UIVertex(); + + for(int i = 0; i < helper.currentVertCount; i++) { + helper.PopulateUIVertex(ref vertex, i); + + vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate( + Mathf.Sqrt( + Mathf.Pow(Mathf.Abs(vertex.position.x - centerX) * width, 2f) + + Mathf.Pow(Mathf.Abs(vertex.position.y - centerY) * height, 2f)) * 2f - Offset)); + + helper.SetUIVertex(vertex, i); + } + } + break; } } @@ -120,7 +231,9 @@ namespace UnityEngine.UI.Extensions public enum Type { Horizontal, - Vertical + Vertical, + Radial, + Diamond } public enum Blend {