100 lines
3.6 KiB
C#
100 lines
3.6 KiB
C#
/// Credit CiaccoDavide
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/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
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public class UIPolygon : UIPrimitiveBase
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{
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public bool fill = true;
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public float thickness = 5;
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[Range(3, 360)]
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public int sides = 3;
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[Range(0, 360)]
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public float rotation = 0;
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[Range(0, 1)]
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public float[] VerticesDistances = new float[3];
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private float size = 0;
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public void DrawPolygon(int _sides)
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{
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sides = _sides;
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VerticesDistances = new float[_sides + 1];
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for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1; ;
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rotation = 0;
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}
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public void DrawPolygon(int _sides, float[] _VerticesDistances)
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{
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sides = _sides;
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VerticesDistances = _VerticesDistances;
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rotation = 0;
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}
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public void DrawPolygon(int _sides, float[] _VerticesDistances, float _rotation)
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{
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sides = _sides;
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VerticesDistances = _VerticesDistances;
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rotation = _rotation;
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}
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void Update()
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{
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size = rectTransform.rect.width;
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if (rectTransform.rect.width > rectTransform.rect.height)
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size = rectTransform.rect.height;
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else
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size = rectTransform.rect.width;
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thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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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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Vector2 uv0 = new Vector2(0, 0);
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Vector2 uv1 = new Vector2(0, 1);
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Vector2 uv2 = new Vector2(1, 1);
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Vector2 uv3 = new Vector2(1, 0);
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Vector2 pos0;
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Vector2 pos1;
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Vector2 pos2;
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Vector2 pos3;
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float degrees = 360f / sides;
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int vertices = sides + 1;
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if (VerticesDistances.Length != vertices)
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{
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VerticesDistances = new float[vertices];
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for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
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}
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// last vertex is also the first!
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VerticesDistances[vertices - 1] = VerticesDistances[0];
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for (int i = 0; i < vertices; i++)
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{
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float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
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float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
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float rad = Mathf.Deg2Rad * (i * degrees + rotation);
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float c = Mathf.Cos(rad);
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float s = Mathf.Sin(rad);
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uv0 = new Vector2(0, 1);
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uv1 = new Vector2(1, 1);
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uv2 = new Vector2(1, 0);
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uv3 = new Vector2(0, 0);
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pos0 = prevX;
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pos1 = new Vector2(outer * c, outer * s);
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if (fill)
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{
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pos2 = Vector2.zero;
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pos3 = Vector2.zero;
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}
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else
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{
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pos2 = new Vector2(inner * c, inner * s);
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pos3 = prevY;
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}
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prevX = pos1;
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prevY = pos2;
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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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}
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}
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} |