parent
92f5e2190d
commit
7e279b78a1
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@ -9,6 +9,7 @@ namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Image is a textured element in the UI hierarchy.
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/// Non-Functional as of 5.2.1p+ / 5.3, need to see updated Image Base script updates to fix properly.
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/// </summary>
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[AddComponentMenu("UI/Extensions/Image Extended")]
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@ -196,7 +197,6 @@ namespace UnityEngine.UI.Extensions
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var size = overrideSprite == null ? Vector2.zero : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
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Rect r = GetPixelAdjustedRect();
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// Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
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int spriteW = Mathf.RoundToInt(size.x);
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int spriteH = Mathf.RoundToInt(size.y);
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@ -253,13 +253,10 @@ namespace UnityEngine.UI.Extensions
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/// Update the UI renderer mesh.
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/// </summary>
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protected override void OnPopulateMesh(Mesh toFill)
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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List<UIVertex> vbo = new List<UIVertex>();
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using (var helper = new VertexHelper(toFill))
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{
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helper.GetUIVertexStream(vbo);
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}
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vh.GetUIVertexStream(vbo);
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switch (type)
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{
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@ -276,12 +273,8 @@ namespace UnityEngine.UI.Extensions
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GenerateFilledSprite(vbo, m_PreserveAspect);
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break;
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}
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using (var helper = new VertexHelper())
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{
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helper.AddUIVertexTriangleStream(vbo);
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helper.FillMesh(toFill);
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}
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vh.Clear();
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vh.AddUIVertexTriangleStream(vbo);
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}
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#region Various fill functions
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@ -46,7 +46,9 @@ 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 : BaseMeshEffect
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///Summary
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/// Note, LetterSpacing is now non-functional in 5.2.1p+ / 5.3, seems the vertex order has changed?
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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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@ -15,8 +15,9 @@ namespace UnityEngine.UI.Extensions
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public float c = 1;
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public float d = 1;
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protected override void OnPopulateMesh(Mesh m)
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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vh.Clear();
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float wHalf = rectTransform.rect.width / 2;
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//float hHalf = rectTransform.rect.height / 2;
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a = Math.Min(1, Math.Max(0, a));
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@ -25,17 +26,13 @@ namespace UnityEngine.UI.Extensions
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d = Math.Min(1, Math.Max(0, d));
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Color32 color32 = color;
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using (var vh = new VertexHelper())
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{
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vh.AddVert(new Vector3(-wHalf * a, 0), color32, new Vector2(0f, 0f));
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vh.AddVert(new Vector3(0, wHalf * b), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(wHalf * c, 0), color32, new Vector2(1f, 1f));
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vh.AddVert(new Vector3(0, -wHalf * d), color32, new Vector2(1f, 0f));
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vh.AddVert(new Vector3(-wHalf * a, 0), color32, new Vector2(0f, 0f));
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vh.AddVert(new Vector3(0, wHalf * b), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(wHalf * c, 0), color32, new Vector2(1f, 1f));
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vh.AddVert(new Vector3(0, -wHalf * d), color32, new Vector2(1f, 0f));
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vh.AddTriangle(0, 1, 2);
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vh.AddTriangle(2, 3, 0);
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vh.FillMesh(m);
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}
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vh.AddTriangle(0, 1, 2);
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vh.AddTriangle(2, 3, 0);
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}
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}
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}
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@ -67,13 +67,12 @@ namespace UnityEngine.UI.Extensions
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}
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protected override void OnPopulateMesh(Mesh toFill)
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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float outer = -rectTransform.pivot.x * rectTransform.rect.width;
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float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
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toFill.Clear();
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var vbo = new VertexHelper(toFill);
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vh.Clear();
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Vector2 prevX = Vector2.zero;
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Vector2 prevY = Vector2.zero;
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@ -119,15 +118,9 @@ namespace UnityEngine.UI.Extensions
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prevX = pos1;
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prevY = pos2;
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vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
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}
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if (vbo.currentVertCount > 3)
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{
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vbo.FillMesh(toFill);
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}
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}
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}
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}
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@ -1,156 +1,159 @@
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/// <summary>
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/// Created by Freezy - ElicitIce.nl
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/// Posted on Unity Forums http://forum.unity3d.com/threads/cut-corners-primative.359494/
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///
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/// Free for any use and alteration, source code may not be sold without my permission.
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/// If you make improvements on this script please share them with the community.
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///
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///
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/// Here is a script that will take a rectangular TransformRect and cut off some corners based on the corner size.
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/// This is great for when you need a quick and easy non-square panel/image.
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/// Enjoy!
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/// It adds an additional square if the relevant side has a corner cut, it then offsets the ends to simulate a cut corner.
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/// UVs are being set, but might be skewed when a texture is applied.
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/// You could hide the additional colors by using the following:
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/// http://rumorgames.com/hide-in-inspector/
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : MaskableGraphic {
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public Vector2 cornerSize = new Vector2(16, 16);
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[Header("Corners to cut")]
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public bool cutUL = true;
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public bool cutUR;
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public bool cutLL;
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public bool cutLR;
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[Tooltip("Up-Down colors become Left-Right colors")]
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public bool makeColumns = false;
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[Header("Color the cut bars differently")]
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public bool useColorUp;
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// [HideUnless("useColorUp")]
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public Color32 colorUp = Color.blue;
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public bool useColorDown;
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// [HideUnless("useColorDown")]
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public Color32 colorDown = Color.green;
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protected override void OnPopulateMesh(Mesh m) {
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var rect = rectTransform.rect;
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var rectNew = rect;
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Color32 color32 = color;
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using (var vh = new VertexHelper()) {
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bool up = cutUL | cutUR;
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bool down = cutLL | cutLR;
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bool left = cutLL | cutUL;
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bool right = cutLR | cutUR;
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bool any = up | down;
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if (any && cornerSize.sqrMagnitude > 0) {
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//nibble off the sides
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if (left)
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rectNew.xMin += cornerSize.x;
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if (down)
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rectNew.yMin += cornerSize.y;
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if (up)
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rectNew.yMax -= cornerSize.y;
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if (right)
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rectNew.xMax -= cornerSize.x;
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//add two squares to the main square
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Vector2 ul, ur, ll, lr;
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if (makeColumns) {
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ul = new Vector2(rect.xMin, cutUL ? rectNew.yMax : rect.yMax);
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ur = new Vector2(rect.xMax, cutUR ? rectNew.yMax : rect.yMax);
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ll = new Vector2(rect.xMin, cutLL ? rectNew.yMin : rect.yMin);
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lr = new Vector2(rect.xMax, cutLR ? rectNew.yMin : rect.yMin);
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if (left)
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AddSquare(
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ll, ul,
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new Vector2(rectNew.xMin, rect.yMax),
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new Vector2(rectNew.xMin, rect.yMin),
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rect, useColorUp ? colorUp : color32, vh);
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if (right)
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AddSquare(
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ur, lr,
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new Vector2(rectNew.xMax, rect.yMin),
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new Vector2(rectNew.xMax, rect.yMax),
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rect, useColorDown ? colorDown : color32, vh);
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} else {
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ul = new Vector2(cutUL ? rectNew.xMin : rect.xMin, rect.yMax);
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ur = new Vector2(cutUR ? rectNew.xMax : rect.xMax, rect.yMax);
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ll = new Vector2(cutLL ? rectNew.xMin : rect.xMin, rect.yMin);
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lr = new Vector2(cutLR ? rectNew.xMax : rect.xMax, rect.yMin);
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if (down)
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AddSquare(
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lr, ll,
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new Vector2(rect.xMin, rectNew.yMin),
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new Vector2(rect.xMax, rectNew.yMin),
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rect, useColorDown ? colorDown : color32, vh);
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if (up)
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AddSquare(
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ul, ur,
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new Vector2(rect.xMax, rectNew.yMax),
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new Vector2(rect.xMin, rectNew.yMax),
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rect, useColorUp ? colorUp : color32, vh);
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}
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}
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//center
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if (makeColumns)
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AddSquare(new Rect(rectNew.xMin, rect.yMin, rectNew.width, rect.height), rect, color32, vh);
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else
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AddSquare(new Rect(rect.xMin, rectNew.yMin, rect.width, rectNew.height), rect, color32, vh);
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vh.FillMesh(m);
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}
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}
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private static void AddSquare(Rect rect, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(rect.xMin, rect.yMin, rectUV, color32, vh);
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int v1 = AddVert(rect.xMin, rect.yMax, rectUV, color32, vh);
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int v2 = AddVert(rect.xMax, rect.yMax, rectUV, color32, vh);
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int v3 = AddVert(rect.xMax, rect.yMin, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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private static void AddSquare(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(a.x, a.y, rectUV, color32, vh);
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int v1 = AddVert(b.x, b.y, rectUV, color32, vh);
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int v2 = AddVert(c.x, c.y, rectUV, color32, vh);
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int v3 = AddVert(d.x, d.y, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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/// <summary>
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/// Auto UV handler within the assigned area
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="area"></param>
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/// <param name="color32"></param>
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/// <param name="vh"></param>
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private static int AddVert(float x, float y, Rect area, Color32 color32, VertexHelper vh) {
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var uv = new Vector2(
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Mathf.InverseLerp(area.xMin, area.xMax, x),
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Mathf.InverseLerp(area.yMin, area.yMax, y)
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);
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vh.AddVert(new Vector3(x, y), color32, uv);
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return vh.currentVertCount - 1;
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}
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}
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/// <summary>
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/// Created by Freezy - ElicitIce.nl
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/// Posted on Unity Forums http://forum.unity3d.com/threads/cut-corners-primative.359494/
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///
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/// Free for any use and alteration, source code may not be sold without my permission.
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/// If you make improvements on this script please share them with the community.
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///
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///
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/// Here is a script that will take a rectangular TransformRect and cut off some corners based on the corner size.
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/// This is great for when you need a quick and easy non-square panel/image.
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/// Enjoy!
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/// It adds an additional square if the relevant side has a corner cut, it then offsets the ends to simulate a cut corner.
|
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/// UVs are being set, but might be skewed when a texture is applied.
|
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/// You could hide the additional colors by using the following:
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/// http://rumorgames.com/hide-in-inspector/
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : MaskableGraphic {
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public Vector2 cornerSize = new Vector2(16, 16);
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[Header("Corners to cut")]
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public bool cutUL = true;
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public bool cutUR;
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public bool cutLL;
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public bool cutLR;
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[Tooltip("Up-Down colors become Left-Right colors")]
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public bool makeColumns = false;
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[Header("Color the cut bars differently")]
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public bool useColorUp;
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// [HideUnless("useColorUp")]
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public Color32 colorUp = Color.blue;
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public bool useColorDown;
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// [HideUnless("useColorDown")]
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public Color32 colorDown = Color.green;
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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var rect = rectTransform.rect;
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var rectNew = rect;
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Color32 color32 = color;
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bool up = cutUL | cutUR;
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bool down = cutLL | cutLR;
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bool left = cutLL | cutUL;
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bool right = cutLR | cutUR;
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bool any = up | down;
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if (any && cornerSize.sqrMagnitude > 0)
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{
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//nibble off the sides
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vh.Clear();
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if (left)
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rectNew.xMin += cornerSize.x;
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if (down)
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rectNew.yMin += cornerSize.y;
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if (up)
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rectNew.yMax -= cornerSize.y;
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if (right)
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rectNew.xMax -= cornerSize.x;
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//add two squares to the main square
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Vector2 ul, ur, ll, lr;
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if (makeColumns)
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{
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ul = new Vector2(rect.xMin, cutUL ? rectNew.yMax : rect.yMax);
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ur = new Vector2(rect.xMax, cutUR ? rectNew.yMax : rect.yMax);
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ll = new Vector2(rect.xMin, cutLL ? rectNew.yMin : rect.yMin);
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lr = new Vector2(rect.xMax, cutLR ? rectNew.yMin : rect.yMin);
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if (left)
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AddSquare(
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ll, ul,
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new Vector2(rectNew.xMin, rect.yMax),
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new Vector2(rectNew.xMin, rect.yMin),
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rect, useColorUp ? colorUp : color32, vh);
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if (right)
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AddSquare(
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ur, lr,
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new Vector2(rectNew.xMax, rect.yMin),
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new Vector2(rectNew.xMax, rect.yMax),
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rect, useColorDown ? colorDown : color32, vh);
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}
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else
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{
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ul = new Vector2(cutUL ? rectNew.xMin : rect.xMin, rect.yMax);
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ur = new Vector2(cutUR ? rectNew.xMax : rect.xMax, rect.yMax);
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ll = new Vector2(cutLL ? rectNew.xMin : rect.xMin, rect.yMin);
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lr = new Vector2(cutLR ? rectNew.xMax : rect.xMax, rect.yMin);
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if (down)
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AddSquare(
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lr, ll,
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new Vector2(rect.xMin, rectNew.yMin),
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new Vector2(rect.xMax, rectNew.yMin),
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rect, useColorDown ? colorDown : color32, vh);
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if (up)
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AddSquare(
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ul, ur,
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new Vector2(rect.xMax, rectNew.yMax),
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new Vector2(rect.xMin, rectNew.yMax),
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rect, useColorUp ? colorUp : color32, vh);
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}
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//center
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if (makeColumns)
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AddSquare(new Rect(rectNew.xMin, rect.yMin, rectNew.width, rect.height), rect, color32, vh);
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else
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AddSquare(new Rect(rect.xMin, rectNew.yMin, rect.width, rectNew.height), rect, color32, vh);
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}
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}
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private static void AddSquare(Rect rect, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(rect.xMin, rect.yMin, rectUV, color32, vh);
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int v1 = AddVert(rect.xMin, rect.yMax, rectUV, color32, vh);
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int v2 = AddVert(rect.xMax, rect.yMax, rectUV, color32, vh);
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int v3 = AddVert(rect.xMax, rect.yMin, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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private static void AddSquare(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Rect rectUV, Color32 color32, VertexHelper vh) {
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int v0 = AddVert(a.x, a.y, rectUV, color32, vh);
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int v1 = AddVert(b.x, b.y, rectUV, color32, vh);
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int v2 = AddVert(c.x, c.y, rectUV, color32, vh);
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int v3 = AddVert(d.x, d.y, rectUV, color32, vh);
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vh.AddTriangle(v0, v1, v2);
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vh.AddTriangle(v2, v3, v0);
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}
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/// <summary>
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/// Auto UV handler within the assigned area
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="area"></param>
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/// <param name="color32"></param>
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/// <param name="vh"></param>
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private static int AddVert(float x, float y, Rect area, Color32 color32, VertexHelper vh) {
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var uv = new Vector2(
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Mathf.InverseLerp(area.xMin, area.xMax, x),
|
||||
Mathf.InverseLerp(area.yMin, area.yMax, y)
|
||||
);
|
||||
vh.AddVert(new Vector3(x, y), color32, uv);
|
||||
return vh.currentVertCount - 1;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -65,7 +65,7 @@ namespace UnityEngine.UI.Extensions
|
|||
}
|
||||
}
|
||||
|
||||
protected override void OnPopulateMesh(Mesh toFill)
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
// requires sets of quads
|
||||
if (Points == null || Points.Length < 2)
|
||||
|
@ -107,8 +107,7 @@ namespace UnityEngine.UI.Extensions
|
|||
offsetY += Margin.y / 2f;
|
||||
}
|
||||
|
||||
toFill.Clear();
|
||||
var vbo = new VertexHelper(toFill);
|
||||
vh.Clear();
|
||||
|
||||
Vector2 prevV1 = Vector2.zero;
|
||||
Vector2 prevV2 = Vector2.zero;
|
||||
|
@ -144,24 +143,19 @@ namespace UnityEngine.UI.Extensions
|
|||
Vector2[] uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomCenter, uvTopCenter };
|
||||
|
||||
if (i > 1)
|
||||
vbo.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
|
||||
vh.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
|
||||
|
||||
if (i == 1)
|
||||
uvs = new[] { uvTopLeft, uvBottomLeft, uvBottomCenter, uvTopCenter };
|
||||
else if (i == TempPoints.Length - 1)
|
||||
uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
|
||||
|
||||
vbo.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
|
||||
vh.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
|
||||
|
||||
|
||||
prevV1 = v3;
|
||||
prevV2 = v4;
|
||||
}
|
||||
|
||||
if (vbo.currentVertCount > 3)
|
||||
{
|
||||
vbo.FillMesh(toFill);
|
||||
}
|
||||
}
|
||||
|
||||
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
|
||||
|
|
|
@ -66,7 +66,7 @@ namespace UnityEngine.UI.Extensions
|
|||
}
|
||||
}
|
||||
|
||||
protected override void OnPopulateMesh(Mesh toFill)
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
// requires sets of quads
|
||||
if (Points == null || Points.Length < 2)
|
||||
|
@ -108,8 +108,7 @@ namespace UnityEngine.UI.Extensions
|
|||
offsetY += Margin.y / 2f;
|
||||
}
|
||||
|
||||
toFill.Clear();
|
||||
var vbo = new VertexHelper(toFill);
|
||||
vh.Clear();
|
||||
|
||||
Vector2 prevV1 = Vector2.zero;
|
||||
Vector2 prevV2 = Vector2.zero;
|
||||
|
@ -145,24 +144,19 @@ namespace UnityEngine.UI.Extensions
|
|||
Vector2[] uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomCenter, uvTopCenter };
|
||||
|
||||
if (i > 1)
|
||||
vbo.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
|
||||
vh.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
|
||||
|
||||
if (i == 1)
|
||||
uvs = new[] { uvTopLeft, uvBottomLeft, uvBottomCenter, uvTopCenter };
|
||||
else if (i == TempPoints.Length - 1)
|
||||
uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
|
||||
|
||||
vbo.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
|
||||
vh.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
|
||||
|
||||
|
||||
prevV1 = v3;
|
||||
prevV2 = v4;
|
||||
}
|
||||
|
||||
if (vbo.currentVertCount > 3)
|
||||
{
|
||||
vbo.FillMesh(toFill);
|
||||
}
|
||||
}
|
||||
|
||||
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
|
||||
|
|
Loading…
Reference in New Issue