From d1861b333ff0456d68f31f56ce5143a5c570586e Mon Sep 17 00:00:00 2001 From: freezyexp Date: Wed, 7 Oct 2015 12:25:53 +0000 Subject: [PATCH] UICornerCut.cs created online with Bitbucket --HG-- branch : freezyexp/uicornercutcs-created-online-with-bitbuc-1444220750530 --- Scripts/UICornerCut.cs | 156 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 156 insertions(+) create mode 100644 Scripts/UICornerCut.cs diff --git a/Scripts/UICornerCut.cs b/Scripts/UICornerCut.cs new file mode 100644 index 0000000..f25ea10 --- /dev/null +++ b/Scripts/UICornerCut.cs @@ -0,0 +1,156 @@ +/// +/// Created by Freezy - ElicitIce.nl +/// Posted on Unity Forums http://forum.unity3d.com/threads/cut-corners-primative.359494/ +/// +/// Free for any use and alteration, source code may not be sold without my permission. +/// If you make improvements on this script please share them with the community. +/// +/// +/// Here is a script that will take a rectangular TransformRect and cut off some corners based on the corner size. +/// This is great for when you need a quick and easy non-square panel/image. +/// Enjoy! +/// It adds an additional square if the relevant side has a corner cut, it then offsets the ends to simulate a cut corner. +/// UVs are being set, but might be skewed when a texture is applied. +/// You could hide the additional colors by using the following: +/// http://rumorgames.com/hide-in-inspector/ +/// +/// + +namespace UnityEngine.UI.Extensions { + [ExecuteInEditMode] + [AddComponentMenu("UI/Extensions/Primitives/Cut Corners")] + public class UICornerCut : MaskableGraphic { + + public Vector2 cornerSize = new Vector2(16, 16); + + [Header("Corners to cut")] + public bool cutUL = true; + public bool cutUR; + public bool cutLL; + public bool cutLR; + + [Tooltip("Up-Down colors become Left-Right colors")] + public bool makeColumns = false; + + [Header("Color the cut bars differently")] + public bool useColorUp; +// [HideUnless("useColorUp")] + public Color32 colorUp = Color.blue; + + public bool useColorDown; +// [HideUnless("useColorDown")] + public Color32 colorDown = Color.green; + + protected override void OnPopulateMesh(Mesh m) { + var rect = rectTransform.rect; + var rectNew = rect; + + Color32 color32 = color; + using (var vh = new VertexHelper()) { + bool up = cutUL | cutUR; + bool down = cutLL | cutLR; + bool left = cutLL | cutUL; + bool right = cutLR | cutUR; + bool any = up | down; + + if (any && cornerSize.sqrMagnitude > 0) { + //nibble off the sides + + if (left) + rectNew.xMin += cornerSize.x; + if (down) + rectNew.yMin += cornerSize.y; + if (up) + rectNew.yMax -= cornerSize.y; + if (right) + rectNew.xMax -= cornerSize.x; + + //add two squares to the main square + Vector2 ul, ur, ll, lr; + + if (makeColumns) { + ul = new Vector2(rect.xMin, cutUL ? rectNew.yMax : rect.yMax); + ur = new Vector2(rect.xMax, cutUR ? rectNew.yMax : rect.yMax); + ll = new Vector2(rect.xMin, cutLL ? rectNew.yMin : rect.yMin); + lr = new Vector2(rect.xMax, cutLR ? rectNew.yMin : rect.yMin); + + if (left) + AddSquare( + ll, ul, + new Vector2(rectNew.xMin, rect.yMax), + new Vector2(rectNew.xMin, rect.yMin), + rect, useColorUp ? colorUp : color32, vh); + if (right) + AddSquare( + ur, lr, + new Vector2(rectNew.xMax, rect.yMin), + new Vector2(rectNew.xMax, rect.yMax), + rect, useColorDown ? colorDown : color32, vh); + } else { + ul = new Vector2(cutUL ? rectNew.xMin : rect.xMin, rect.yMax); + ur = new Vector2(cutUR ? rectNew.xMax : rect.xMax, rect.yMax); + ll = new Vector2(cutLL ? rectNew.xMin : rect.xMin, rect.yMin); + lr = new Vector2(cutLR ? rectNew.xMax : rect.xMax, rect.yMin); + if (down) + AddSquare( + lr, ll, + new Vector2(rect.xMin, rectNew.yMin), + new Vector2(rect.xMax, rectNew.yMin), + rect, useColorDown ? colorDown : color32, vh); + if (up) + AddSquare( + ul, ur, + new Vector2(rect.xMax, rectNew.yMax), + new Vector2(rect.xMin, rectNew.yMax), + rect, useColorUp ? colorUp : color32, vh); + } + } + + //center + if (makeColumns) + AddSquare(new Rect(rectNew.xMin, rect.yMin, rectNew.width, rect.height), rect, color32, vh); + else + AddSquare(new Rect(rect.xMin, rectNew.yMin, rect.width, rectNew.height), rect, color32, vh); + + vh.FillMesh(m); + } + } + + private static void AddSquare(Rect rect, Rect rectUV, Color32 color32, VertexHelper vh) { + int v0 = AddVert(rect.xMin, rect.yMin, rectUV, color32, vh); + int v1 = AddVert(rect.xMin, rect.yMax, rectUV, color32, vh); + int v2 = AddVert(rect.xMax, rect.yMax, rectUV, color32, vh); + int v3 = AddVert(rect.xMax, rect.yMin, rectUV, color32, vh); + + vh.AddTriangle(v0, v1, v2); + vh.AddTriangle(v2, v3, v0); + } + + private static void AddSquare(Vector2 a, Vector2 b, Vector2 c, Vector2 d, Rect rectUV, Color32 color32, VertexHelper vh) { + int v0 = AddVert(a.x, a.y, rectUV, color32, vh); + int v1 = AddVert(b.x, b.y, rectUV, color32, vh); + int v2 = AddVert(c.x, c.y, rectUV, color32, vh); + int v3 = AddVert(d.x, d.y, rectUV, color32, vh); + + vh.AddTriangle(v0, v1, v2); + vh.AddTriangle(v2, v3, v0); + } + + /// + /// Auto UV handler within the assigned area + /// + /// + /// + /// + /// + /// + private static int AddVert(float x, float y, Rect area, Color32 color32, VertexHelper vh) { + var uv = new Vector2( + 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; + } + } +} \ No newline at end of file