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3ede90c2b5
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3ede90c2b5 | |
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0f05f43dbc |
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@ -73,23 +73,13 @@ namespace UnityEngine.UI.Extensions
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sizeX = 1;
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sizeX = 1;
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sizeY = 1;
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sizeY = 1;
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}
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}
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// build a new set of m_points taking into account the cap sizes.
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// would be cool to support corners too, but that might be a bit tough :)
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var pointList = new List<Vector2>();
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var pointList = new List<Vector2>();
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pointList.Add(m_points[0]);
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for (int i = 0; i < m_points.Length; i++)
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var capPoint = m_points[0] + (m_points[1] - m_points[0]).normalized * capSize;
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pointList.Add(capPoint);
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// should bail before the last point to add another cap point
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for (int i = 1; i < m_points.Length - 1; i++)
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{
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{
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pointList.Add(m_points[i]);
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pointList.Add(m_points[i]);
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}
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}
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capPoint = m_points[m_points.Length - 1] - (m_points[m_points.Length - 1] - m_points[m_points.Length - 2]).normalized * capSize;
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pointList.Add(capPoint);
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pointList.Add(m_points[m_points.Length - 1]);
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// should points be rendered from the pivot
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if (UsePivot)
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if (UsePivot)
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{
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{
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offsetX += rectTransform.sizeDelta.x * rectTransform.pivot.x;
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offsetX += rectTransform.sizeDelta.x * rectTransform.pivot.x;
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@ -143,14 +133,8 @@ namespace UnityEngine.UI.Extensions
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if (i > 1)
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if (i > 1)
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vh.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 == Tempm_points.Length - 1)
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uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
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vh.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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prevV1 = v3;
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prevV2 = v4;
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prevV2 = v4;
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}
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}
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