parent
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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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@ -46,6 +46,8 @@ 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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///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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@ -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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@ -25,8 +26,6 @@ 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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@ -34,8 +33,6 @@ namespace UnityEngine.UI.Extensions
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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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}
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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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@ -41,21 +41,23 @@ namespace UnityEngine.UI.Extensions {
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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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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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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 (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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@ -68,7 +70,8 @@ namespace UnityEngine.UI.Extensions {
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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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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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@ -86,7 +89,9 @@ namespace UnityEngine.UI.Extensions {
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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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}
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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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@ -104,7 +109,6 @@ namespace UnityEngine.UI.Extensions {
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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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@ -112,7 +116,6 @@ namespace UnityEngine.UI.Extensions {
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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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@ -65,7 +65,7 @@ namespace UnityEngine.UI.Extensions
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}
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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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// requires sets of quads
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if (Points == null || Points.Length < 2)
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@ -107,8 +107,7 @@ namespace UnityEngine.UI.Extensions
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offsetY += Margin.y / 2f;
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}
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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 prevV1 = Vector2.zero;
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Vector2 prevV2 = Vector2.zero;
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@ -144,24 +143,19 @@ namespace UnityEngine.UI.Extensions
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Vector2[] uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomCenter, uvTopCenter };
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if (i > 1)
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vbo.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
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vh.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
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if (i == 1)
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uvs = new[] { uvTopLeft, uvBottomLeft, uvBottomCenter, uvTopCenter };
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else if (i == TempPoints.Length - 1)
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uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
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vbo.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
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vh.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
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prevV1 = v3;
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prevV2 = v4;
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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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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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@ -66,7 +66,7 @@ namespace UnityEngine.UI.Extensions
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}
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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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// requires sets of quads
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if (Points == null || Points.Length < 2)
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offsetY += Margin.y / 2f;
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}
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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 prevV1 = Vector2.zero;
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Vector2 prevV2 = Vector2.zero;
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@ -145,24 +144,19 @@ namespace UnityEngine.UI.Extensions
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Vector2[] uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomCenter, uvTopCenter };
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if (i > 1)
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vbo.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
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vh.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
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if (i == 1)
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uvs = new[] { uvTopLeft, uvBottomLeft, uvBottomCenter, uvTopCenter };
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else if (i == TempPoints.Length - 1)
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uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
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vbo.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
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vh.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
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prevV1 = v3;
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prevV2 = v4;
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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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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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