Initial Check-int 5.2
Resolved forced script errors due to change from UIVertex to Mesh **ToDo Updated FILLVBO updates to PopulateMesh --HG-- branch : develop_5.2pull/413/head
parent
a6b6d4793b
commit
79d8969f83
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@ -17,14 +17,20 @@ namespace UnityEngine.UI.Extensions
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//
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// Methods
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//
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public override void ModifyVertices (List<UIVertex> verts)
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public override void ModifyMesh (Mesh mesh)
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{
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if (!this.IsActive ())
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{
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return;
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}
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Text foundtext = GetComponent<Text>();
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List<UIVertex> verts = new List<UIVertex>();
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using (var helper = new VertexHelper(mesh))
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{
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helper.GetUIVertexStream(verts);
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}
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Text foundtext = GetComponent<Text>();
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float best_fit_adjustment = 1f;
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@ -35,16 +41,22 @@ namespace UnityEngine.UI.Extensions
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int start = 0;
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int count = verts.Count;
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base.ApplyShadow (verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
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base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
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start = count;
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count = verts.Count;
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base.ApplyShadow (verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
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base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
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start = count;
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count = verts.Count;
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base.ApplyShadow (verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
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base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
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start = count;
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count = verts.Count;
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base.ApplyShadow (verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
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}
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base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
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using (var helper = new VertexHelper())
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{
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helper.AddUIVertexTriangleStream(verts);
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helper.FillMesh(mesh);
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}
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}
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}
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}
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@ -5,7 +5,7 @@ namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(Text), typeof(RectTransform))]
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[AddComponentMenu("UI/Effects/Extensions/Curved Text")]
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public class CurvedText : BaseVertexEffect
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public class CurvedText : BaseMeshEffect
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{
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public AnimationCurve curveForText = AnimationCurve.Linear(0, 0, 1, 10);
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public float curveMultiplier = 1;
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@ -40,18 +40,19 @@ namespace UnityEngine.UI.Extensions
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rectTrans = GetComponent<RectTransform>();
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OnRectTransformDimensionsChange();
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}
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public override void ModifyVertices(System.Collections.Generic.List<UIVertex> verts)
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public override void ModifyMesh(Mesh mesh)
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{
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if (!IsActive())
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return;
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for (int index = 0; index < verts.Count; index++)
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Vector3[] verts = mesh.vertices;
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for (int index = 0; index < verts.Length; index++)
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{
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var uiVertex = verts[index];
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//Debug.Log ();
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uiVertex.position.y += curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.position.x) * curveMultiplier;
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uiVertex.y += curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.x) * curveMultiplier;
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verts[index] = uiVertex;
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}
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mesh.vertices = verts;
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}
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protected override void OnRectTransformDimensionsChange()
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{
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@ -6,7 +6,7 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Gradient")]
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public class Gradient : BaseVertexEffect
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public class Gradient : BaseMeshEffect
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{
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public GradientMode gradientMode = GradientMode.Global;
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public GradientDir gradientDir = GradientDir.Vertical;
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@ -20,14 +20,18 @@ namespace UnityEngine.UI.Extensions
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targetGraphic = GetComponent<Graphic>();
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}
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public override void ModifyVertices(List<UIVertex> vertexList)
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public override void ModifyMesh(Mesh mesh)
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{
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if (!IsActive() || vertexList.Count == 0)
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if (!IsActive() || mesh.vertexCount == 0)
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{
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return;
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}
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int count = vertexList.Count;
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UIVertex uiVertex = vertexList[0];
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Vector3[] vertexList = mesh.vertices;
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Color[] vertexListColors = mesh.colors;
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int count = mesh.vertexCount;
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Vector3 uiVertex = vertexList[0];
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Color uiVertexColor = vertexListColors[0];
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if (gradientMode == GradientMode.Global)
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{
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if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft)
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@ -37,18 +41,19 @@ namespace UnityEngine.UI.Extensions
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#endif
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gradientDir = GradientDir.Vertical;
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}
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float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
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float topY = gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
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float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Length - 1].y : vertexList[vertexList.Length - 1].x;
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float topY = gradientDir == GradientDir.Vertical ? vertexList[0].y : vertexList[0].x;
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float uiElementHeight = topY - bottomY;
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for (int i = 0; i < count; i++)
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{
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uiVertex = vertexList[i];
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if (!overwriteAllColor && uiVertex.color != targetGraphic.color)
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uiVertexColor = vertexListColors[i];
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if (!overwriteAllColor && uiVertexColor != targetGraphic.color)
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continue;
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uiVertex.color *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
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vertexList[i] = uiVertex;
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uiVertexColor *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.y : uiVertex.x) - bottomY) / uiElementHeight);
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vertexListColors[i] = uiVertexColor;
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}
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}
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else
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@ -56,27 +61,29 @@ namespace UnityEngine.UI.Extensions
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for (int i = 0; i < count; i++)
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{
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uiVertex = vertexList[i];
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if (!overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
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uiVertexColor = vertexListColors[i];
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if (!overwriteAllColor && !CompareCarefully(uiVertexColor, targetGraphic.color))
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continue;
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switch (gradientDir)
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{
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case GradientDir.Vertical:
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uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
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uiVertexColor *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.Horizontal:
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uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
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uiVertexColor *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
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break;
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case GradientDir.DiagonalLeftToRight:
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uiVertex.color *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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uiVertexColor *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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break;
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case GradientDir.DiagonalRightToLeft:
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uiVertex.color *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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uiVertexColor *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
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break;
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}
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vertexList[i] = uiVertex;
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vertexListColors[i] = uiVertexColor;
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}
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}
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mesh.colors = vertexListColors;
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}
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private bool CompareCarefully(Color col1, Color col2)
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{
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@ -46,7 +46,7 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
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public class LetterSpacing : BaseVertexEffect
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public class LetterSpacing : BaseMeshEffect
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{
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[SerializeField]
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private float m_spacing = 0f;
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@ -72,11 +72,13 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public override void ModifyVertices(List<UIVertex> verts)
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public override void ModifyMesh(Mesh mesh)
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{
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if (! IsActive()) return;
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Text text = GetComponent<Text>();
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Vector3[] verts = mesh.vertices;
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Text text = GetComponent<Text>();
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if (text == null)
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{
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Debug.LogWarning("LetterSpacing: Missing Text component");
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@ -123,19 +125,19 @@ namespace UnityEngine.UI.Extensions
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int idx4 = glyphIdx * 4 + 3;
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// Check for truncated text (doesn't generate verts for all characters)
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if (idx4 > verts.Count - 1) return;
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if (idx4 > verts.Length - 1) return;
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UIVertex vert1 = verts[idx1];
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UIVertex vert2 = verts[idx2];
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UIVertex vert3 = verts[idx3];
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UIVertex vert4 = verts[idx4];
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Vector3 vert1 = verts[idx1];
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Vector3 vert2 = verts[idx2];
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Vector3 vert3 = verts[idx3];
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Vector3 vert4 = verts[idx4];
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pos = Vector3.right * (letterOffset * charIdx - lineOffset);
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vert1.position += pos;
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vert2.position += pos;
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vert3.position += pos;
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vert4.position += pos;
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vert1 += pos;
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vert2 += pos;
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vert3 += pos;
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vert4 += pos;
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verts[idx1] = vert1;
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verts[idx2] = vert2;
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@ -148,6 +150,7 @@ namespace UnityEngine.UI.Extensions
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// Offset for carriage return character that still generates verts
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glyphIdx++;
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}
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}
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mesh.vertices = verts;
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}
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}
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}
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@ -6,7 +6,7 @@ namespace UnityEngine.UI.Extensions
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{
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//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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public class NicerOutline : BaseVertexEffect
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public class NicerOutline : BaseMeshEffect
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{
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[SerializeField]
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private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
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@ -86,48 +86,55 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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//
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// Methods
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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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//Debug.Log("verts count: "+verts.Count);
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int num = verts.Count * 2;
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if (verts.Capacity < num)
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{
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verts.Capacity = num;
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}
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for (int i = start; i < end; i++)
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{
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UIVertex uIVertex = verts [i];
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verts.Add (uIVertex);
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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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Vector3 position = uIVertex.position;
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//Debug.Log("vertex pos: "+position);
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position.x += x;
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position.y += y;
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uIVertex.position = position;
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Color32 color2 = color;
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if (this.m_UseGraphicAlpha)
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{
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color2.a = (byte)(color2.a * verts [i].color.a / 255);
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}
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uIVertex.color = color2;
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//uIVertex.color = (Color32)Color.blue;
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verts [i] = uIVertex;
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}
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}
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public override void ModifyVertices (List<UIVertex> verts)
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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 (Mesh mesh)
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{
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if (!this.IsActive ())
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{
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return;
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}
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List < UIVertex > verts = new List<UIVertex>();
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using (var helper = new VertexHelper(mesh))
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{
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helper.GetUIVertexStream(verts);
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}
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Text foundtext = GetComponent<Text>();
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Text foundtext = GetComponent<Text>();
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float best_fit_adjustment = 1f;
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@ -166,7 +173,13 @@ namespace UnityEngine.UI.Extensions
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start = count;
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count = verts.Count;
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this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
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}
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using (var helper = new VertexHelper())
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{
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helper.AddUIVertexTriangleStream(verts);
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helper.FillMesh(mesh);
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}
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}
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#if UNITY_EDITOR
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protected override void OnValidate ()
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@ -7,7 +7,7 @@ namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent]
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[AddComponentMenu("UI/Effects/Extensions/Flippable")]
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public class UIFlippable : MonoBehaviour, IVertexModifier
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public class UIFlippable : MonoBehaviour, IMeshModifier
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{
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[SerializeField] private bool m_Horizontal = false;
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[SerializeField] private bool m_Veritical = false;
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@ -37,24 +37,27 @@ namespace UnityEngine.UI.Extensions
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this.GetComponent<Graphic>().SetVerticesDirty();
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}
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public void ModifyVertices(List<UIVertex> verts)
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public void ModifyMesh(Mesh mesh)
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{
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Vector3[] verts = mesh.vertices;
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RectTransform rt = this.transform as RectTransform;
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for (int i = 0; i < verts.Count; ++i)
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for (int i = 0; i < verts.Length; ++i)
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{
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UIVertex v = verts[i];
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Vector3 v = verts[i];
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// Modify positions
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v.position = new Vector3(
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(this.m_Horizontal ? (v.position.x + (rt.rect.center.x - v.position.x) * 2) : v.position.x),
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(this.m_Veritical ? (v.position.y + (rt.rect.center.y - v.position.y) * 2) : v.position.y),
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v.position.z
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v = new Vector3(
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(this.m_Horizontal ? (v.x + (rt.rect.center.x - v.x) * 2) : v.x),
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(this.m_Veritical ? (v.y + (rt.rect.center.y - v.y) * 2) : v.y),
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v.z
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);
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// Apply
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verts[i] = v;
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}
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mesh.vertices = verts;
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}
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}
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}
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