2549 lines
105 KiB
C#
2549 lines
105 KiB
C#
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using System.Collections.Generic;
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using System;
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using System.Linq;
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namespace UnityEngine.UI
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{
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public class UXImage : Image
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{
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public enum ColorType
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{
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Solid_Color,
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Gradient_Color
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}
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[SerializeField] public ColorType m_ColorType = ColorType.Solid_Color;
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[SerializeField]
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private Gradient m_GradientColor = new Gradient()
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{
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colorKeys = new GradientColorKey[2] {
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// Add your colour and specify the stop point
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new GradientColorKey(new Color(0, 0, 0), 0),
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new GradientColorKey(new Color(1, 1, 1), 1)
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},
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// This sets the alpha to 1 at both ends of the gradient
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alphaKeys = new GradientAlphaKey[2] {
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new GradientAlphaKey(1, 0),
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new GradientAlphaKey(1, 1)
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}
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};
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public Gradient gradient
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{
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get { return m_GradientColor; }
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set { m_GradientColor = value; SetVerticesDirty(); }
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}
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public enum GradientDirection
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{
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Vertical,
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Horizontal
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}
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[SerializeField] private GradientDirection m_Direction = GradientDirection.Vertical;
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public GradientDirection Direction
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{
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get { return m_Direction; }
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set { m_Direction = Direction; }
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}
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//这个用于标记属于哪个镜像区域
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public enum FlipPart
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{
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Part1 = 0,
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Part2 = 1,
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Part3 = 2,
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Part4 = 3,
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}
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public enum FlipDirection
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{
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None = 0,
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Horziontal = 1,
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Vertical = 2,
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FourCorner = 3,
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HorizontalNotCopy = 4,
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VerticalNotCopy = 5,
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DiagonalNotCopy = 6,
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}
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public enum FlipMode
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{
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None = 0,
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Horziontal = 1,
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Vertical = 2,
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FourCorner = 3,
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}
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public enum FlipEdge
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{
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None = -1,
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Left = 0,
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HorzMiddle = 1,
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Right = 2,
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Up = 3,
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VertMiddle = 4,
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Down = 5
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}
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public enum FlipEdgeHorizontal
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{
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Left = 0,
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Middle = 1,
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Right = 2,
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}
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public enum FlipEdgeVertical
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{
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Up = 3,
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Middle = 4,
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Down = 5
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}
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public enum FlipFillCenter
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{
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LeftTop,
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RightTop,
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RightBottom,
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LeftBottom
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}
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public FlipMode m_OriginFlipMode = FlipMode.None;
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public FlipMode m_FlipMode = FlipMode.None;
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public FlipMode flipMode { get { return m_FlipMode; } set { SetVerticesDirty(); } }
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public bool m_FlipWithCopy = true;
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public bool flipWithCopy { get { return m_FlipWithCopy; } set { SetVerticesDirty(); } }
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public FlipEdge flipEdge
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{
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get
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{
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if (m_FlipMode == FlipMode.Horziontal)
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{
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return (FlipEdge)(int)m_FlipEdgeHorizontal;
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}
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if (m_FlipMode == FlipMode.Vertical)
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{
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return (FlipEdge)(int)m_FlipEdgeVertical;
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}
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return FlipEdge.None;
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}
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set { SetVerticesDirty(); }
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}
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public FlipEdgeHorizontal m_FlipEdgeHorizontal = FlipEdgeHorizontal.Right;
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public FlipEdgeHorizontal flipEdgeHorizontal { get { return m_FlipEdgeHorizontal; } set { SetVerticesDirty(); } }
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public FlipEdgeVertical m_FlipEdgeVertical = FlipEdgeVertical.Down;
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public FlipEdgeVertical flipEdgeVertical { get { return m_FlipEdgeVertical; } set { SetVerticesDirty(); } }
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public FlipFillCenter m_FlipFillCenter = FlipFillCenter.LeftBottom;
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public FlipFillCenter flipFillCenter { get { return m_FlipFillCenter; } set { SetVerticesDirty(); } }
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[SerializeField]
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public FlipDirection m_FlipDirection = FlipDirection.FourCorner;
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public FlipDirection flipDirection { get { return m_FlipDirection; } set { SetVerticesDirty(); } }
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static Rect rect = new Rect();
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static UIVertex vert = new UIVertex();
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private static readonly Vector4 s_DefaultTangent = new Vector4(1.0f, 0.0f, 0.0f, -1.0f);
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private static readonly Vector3 s_DefaultNormal = Vector3.back;
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/// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
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private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
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{
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var padding = overrideSprite == null ? Vector4.zero : Sprites.DataUtility.GetPadding(overrideSprite);
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var size = overrideSprite == null ? new Vector2(rectTransform.rect.width, rectTransform.rect.height) : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
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Rect r = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
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int spriteW = Mathf.RoundToInt(size.x);
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int spriteH = Mathf.RoundToInt(size.y);
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var v = new Vector4(
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padding.x / spriteW,
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padding.y / spriteH,
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(spriteW - padding.z) / spriteW,
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(spriteH - padding.w) / spriteH);
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if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
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{
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PreserveSpriteAspectRatio(ref r, size);
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}
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v = new Vector4(
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r.x + r.width * v.x,
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r.y + r.height * v.y,
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r.x + r.width * v.z,
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r.y + r.height * v.w
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);
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return v;
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}
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private void ResizeByFlip()
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{
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if (flipMode == FlipMode.Horziontal && flipWithCopy)
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{
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RectTransform trans = transform as RectTransform;
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trans.sizeDelta = new Vector2(trans.sizeDelta.x * 2, trans.sizeDelta.y);
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}
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if (flipMode == FlipMode.Vertical && flipWithCopy)
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{
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RectTransform trans = transform as RectTransform;
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trans.sizeDelta = new Vector2(trans.sizeDelta.x, trans.sizeDelta.y * 2);
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}
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if (flipMode == FlipMode.FourCorner)
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{
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RectTransform trans = transform as RectTransform;
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trans.sizeDelta = new Vector2(trans.sizeDelta.x * 2, trans.sizeDelta.y * 2);
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}
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}
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protected void OnPopulateMesh1(VertexHelper toFill)
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{
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//ResizeByFlip();
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//if (overrideSprite == null)
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//{
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// //support pure color fill
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// switch (m_ColorFillType)
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// {
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// case ColorFillType.None:
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// GenerateEmpytSprite(toFill);
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// break;
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// case ColorFillType.Filled:
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// GenerateFilledSprite(toFill, preserveAspect);
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// break;
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// }
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//}
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//else
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{
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UnityEngine.Profiling.Profiler.BeginSample(GetType().Name + ".OnPopulateMesh:" + type);
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switch (type)
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{
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case Type.Simple:
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if (!useSpriteMesh)
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{
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UnityEngine.Profiling.Profiler.BeginSample(GetType().Name + ".OnPopulateMesh:" + type + ", GenerateSimpleSprite");
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GenerateSimpleSprite(toFill, preserveAspect);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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else
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{
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UnityEngine.Profiling.Profiler.BeginSample(GetType().Name + ".OnPopulateMesh:" + type + ", GenerateSprite");
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GenerateSprite(toFill, preserveAspect);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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break;
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case Type.Sliced:
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GenerateSlicedSprite(toFill);
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break;
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case Type.Tiled:
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GenerateTiledSprite(toFill);
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break;
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case Type.Filled:
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GenerateFilledSprite(toFill, preserveAspect);
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break;
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}
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UnityEngine.Profiling.Profiler.EndSample();
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}
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rect = GetDrawPixelAdjustedRect();
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if (flipMode == FlipMode.Horziontal)
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{
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if (flipWithCopy)
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{
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CopyImage(toFill);
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Rect src = GetPixelRectByFlipDirection(FlipMode.Horziontal, flipWithCopy, flipEdge, flipFillCenter);
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Rect target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, flipEdge);
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//Rect target = new Rect(src.position - new Vector2(src.width, 0), src.size);
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RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin);
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}
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else
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{
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RemapImage(toFill, FlipMode.Horziontal, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin);
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}
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}
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if (flipMode == FlipMode.Vertical)
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{
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if (flipWithCopy)
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{
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CopyImage(toFill);
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Rect src = GetPixelRectByFlipDirection(FlipMode.Vertical, flipWithCopy, flipEdge, flipFillCenter);
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Rect target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, flipEdge);
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RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src.yMin, src.yMax, target.yMax, target.yMin);
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}
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else
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{
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RemapImage(toFill, FlipMode.Vertical, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin);
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}
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}
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if (flipMode == FlipMode.FourCorner)
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{
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//先水平拷贝
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CopyImage(toFill);
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Rect src = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter);
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Rect target = GetCopyRectByFlipCenter(src, FlipMode.Horziontal, flipFillCenter);
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//Rect target = new Rect(src.position + new Vector2(src.width, 0), src.size);
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RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin);
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//再垂直拷贝
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CopyImage(toFill);
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Rect src1 = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter);
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Rect target1 = GetCopyRectByFlipCenter(src1, FlipMode.Vertical, flipFillCenter);
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RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src1.yMin, src1.yMax, target1.yMax, target1.yMin);
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}
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m_OriginFlipMode = m_FlipMode;
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/*
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if (flipDirection == FlipDirection.HorizontalNotCopy || flipDirection == FlipDirection.DiagonalNotCopy)
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{
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RemapImage(toFill, FlipDirection.Horziontal, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin);
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}
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if (flipDirection == FlipDirection.VerticalNotCopy || flipDirection == FlipDirection.DiagonalNotCopy)
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{
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RemapImage(toFill, FlipDirection.Vertical, 0, toFill.currentVertCount, rect.yMin, rect.yMax, rect.yMax, rect.yMin);
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}
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if (flipDirection == FlipDirection.Horziontal || flipDirection == FlipDirection.FourCorner)
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{
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CopyImage(toFill);
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Rect src = GetPixelRectByFlipDirection(FlipDirection.Horziontal);
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Rect target = new Rect(src.position + new Vector2(src.width, 0), src.size);
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RemapImage(toFill, FlipDirection.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin);
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}
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if (flipDirection == FlipDirection.Vertical || flipDirection == FlipDirection.FourCorner)
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{
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CopyImage(toFill);
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Rect src = GetPixelRectByFlipDirection(FlipDirection.Vertical);
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Rect target = new Rect(src.position - new Vector2(0, src.height), src.size);
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RemapImage(toFill, FlipDirection.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src.yMin, src.yMax, target.yMax, target.yMin);
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}
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*/
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}
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#region Flip
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private FlipPart GetFlipPart(int index, int vertCount)
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{
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switch (flipDirection)
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{
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case FlipDirection.None:
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return FlipPart.Part1;
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case FlipDirection.Horziontal:
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case FlipDirection.Vertical:
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return index < vertCount / 2 ? FlipPart.Part1 : FlipPart.Part2;
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case FlipDirection.FourCorner:
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if (index < vertCount / 4)
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{
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return FlipPart.Part1;
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}
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else if (index < vertCount / 2)
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{
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return FlipPart.Part2;
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}
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else if (index < vertCount * 3 / 4)
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{
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return FlipPart.Part3;
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}
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else
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{
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return FlipPart.Part4;
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}
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}
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return FlipPart.Part1;
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}
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//TODO: 改变加点规则
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private void CopyImage(VertexHelper toFill)
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{
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int count = toFill.currentVertCount;
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for (int i = 0; i < count; ++i)
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{
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toFill.PopulateUIVertex(ref vert, i % count);
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toFill.AddVert(vert);
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}
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for (int i = count; i < 2 * count - 2; i += 4)
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{
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toFill.AddTriangle(i, i + 1, i + 2);
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toFill.AddTriangle(i + 2, i + 3, i);
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}
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}
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private void RemapImage(VertexHelper toFill, FlipMode flipMode, int indexMin, int indexMax, float Min1, float Max1, float Min2, float Max2)
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{
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for (int i = indexMin; i < indexMax; i++)
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{
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toFill.PopulateUIVertex(ref vert, i);
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RemapVertex(ref vert, flipMode, Min1, Max1, Min2, Max2);
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toFill.SetUIVertex(vert, i);
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}
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}
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public void RemapVertex(ref UIVertex vertex, FlipMode flipMode, float Min1, float Max1, float Min2, float Max2)
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{
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Vector2 position = vertex.position;
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float k = (Min2 - Max2) / (Min1 - Max1);
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float b = Min2 - Min1 * k;
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//水平方向,左侧图像方向不变,右侧图像翻转
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if (flipMode == FlipMode.Horziontal)
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{
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vertex.position = new Vector2(position.x * k + b, position.y);
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}
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|||
|
//垂直方向,上方图像方向不变,下方图像翻转
|
|||
|
if (flipMode == FlipMode.Vertical)
|
|||
|
{
|
|||
|
vertex.position = new Vector2(position.x, position.y * k + b);
|
|||
|
}
|
|||
|
}
|
|||
|
Rect GetDrawPixelAdjustedRect()
|
|||
|
{
|
|||
|
Rect rect = GetPixelAdjustedRect();
|
|||
|
return rect;
|
|||
|
}
|
|||
|
|
|||
|
private Rect GetPixelRectByFlipDirection(FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter)
|
|||
|
{
|
|||
|
Rect rect = GetDrawPixelAdjustedRect();
|
|||
|
return ModifyRectByFlipDirection(rect, flipMode, copy, flipEdge, fillCenter);
|
|||
|
}
|
|||
|
|
|||
|
private Rect GetRectByFlipDirection(FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter)
|
|||
|
{
|
|||
|
Rect rect = rectTransform.rect;
|
|||
|
return ModifyRectByFlipDirection(rect, flipMode, copy, flipEdge, fillCenter);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 修改原来的Rect
|
|||
|
/// 如果 flipMode == Horziontal 或 Vertical, 根据copy, flipEdge来修改原本的Rect
|
|||
|
/// 如果 flipMode == FourCorner, 根据flipFillCenter 来修改
|
|||
|
/// </summary>
|
|||
|
/// <param name="rect">Image原始Rect</param>
|
|||
|
private Rect ModifyRectByFlipDirection(Rect rect, FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter)
|
|||
|
{
|
|||
|
if (flipMode == FlipMode.Horziontal)
|
|||
|
{
|
|||
|
if (copy)
|
|||
|
{
|
|||
|
if (flipEdge == FlipEdge.Left)
|
|||
|
{
|
|||
|
rect = new Rect(rect.center.x, rect.yMin, rect.width / 2, rect.height);
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.Right)
|
|||
|
{
|
|||
|
rect = new Rect(rect.xMin, rect.yMin, rect.width / 2, rect.height);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (flipMode == FlipMode.Vertical)
|
|||
|
{
|
|||
|
if (copy)
|
|||
|
{
|
|||
|
|
|||
|
if (flipEdge == FlipEdge.Up)
|
|||
|
{
|
|||
|
rect = new Rect(rect.xMin, rect.yMin, rect.width, rect.height / 2);
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.Down)
|
|||
|
{
|
|||
|
rect = new Rect(rect.xMin, rect.center.y, rect.width, rect.height / 2);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (flipMode == FlipMode.FourCorner)
|
|||
|
{
|
|||
|
if (fillCenter == FlipFillCenter.LeftBottom)
|
|||
|
{
|
|||
|
rect = new Rect(rect.center.x, rect.center.y, rect.width / 2, rect.height / 2);
|
|||
|
}
|
|||
|
|
|||
|
if (fillCenter == FlipFillCenter.LeftTop)
|
|||
|
{
|
|||
|
rect = new Rect(rect.center.x, rect.yMin, rect.width / 2, rect.height / 2);
|
|||
|
}
|
|||
|
|
|||
|
if (fillCenter == FlipFillCenter.RightTop)
|
|||
|
{
|
|||
|
rect = new Rect(rect.xMin, rect.yMin, rect.width / 2, rect.height / 2);
|
|||
|
}
|
|||
|
|
|||
|
if (fillCenter == FlipFillCenter.RightBottom)
|
|||
|
{
|
|||
|
rect = new Rect(rect.xMin, rect.center.y, rect.width / 2, rect.height / 2);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return rect;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取Copy出来的Rect
|
|||
|
/// 这里Src应该是Modify过的原Rect
|
|||
|
/// 只处理flipMode == Horziontal 或 Vertical的情况
|
|||
|
/// </summary>
|
|||
|
/// <param name="src"></param>
|
|||
|
/// <param name="flipMode"></param>
|
|||
|
/// <param name="flipEdge"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private Rect GetCopyRectByFlipDirection(Rect src, FlipMode flipMode, FlipEdge flipEdge)
|
|||
|
{
|
|||
|
Rect target = new Rect();
|
|||
|
if (flipMode == FlipMode.None)
|
|||
|
{
|
|||
|
target = src;
|
|||
|
}
|
|||
|
|
|||
|
if (flipMode == FlipMode.Horziontal)
|
|||
|
{
|
|||
|
if (flipEdge == FlipEdge.Left)
|
|||
|
{
|
|||
|
target = new Rect(src.position - new Vector2(src.width, 0), src.size);
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.HorzMiddle)
|
|||
|
{
|
|||
|
target = src;
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.Right)
|
|||
|
{
|
|||
|
target = new Rect(src.position + new Vector2(src.width, 0), src.size);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (flipMode == FlipMode.Vertical)
|
|||
|
{
|
|||
|
if (flipEdge == FlipEdge.Up)
|
|||
|
{
|
|||
|
target = new Rect(src.position + new Vector2(0, src.height), src.size);
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.VertMiddle)
|
|||
|
{
|
|||
|
target = src;
|
|||
|
}
|
|||
|
if (flipEdge == FlipEdge.Down)
|
|||
|
{
|
|||
|
target = new Rect(src.position - new Vector2(0, src.height), src.size);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return target;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取Copy出来的Rect, flipMode == FourCorner时专用
|
|||
|
/// flipMode == FourCorner时会转换成两次Copy
|
|||
|
/// 分别调用GetCopyRectByFlipDirection
|
|||
|
/// 这里Src应该是Modify过的原Rect
|
|||
|
/// </summary>
|
|||
|
/// <param name="src"></param>
|
|||
|
/// <param name="flipMode"></param>
|
|||
|
/// <param name="fillCenter"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private Rect GetCopyRectByFlipCenter(Rect src, FlipMode flipMode, FlipFillCenter fillCenter)
|
|||
|
{
|
|||
|
Rect target = new Rect();
|
|||
|
if (flipMode == FlipMode.Horziontal)
|
|||
|
{
|
|||
|
if (fillCenter == FlipFillCenter.LeftBottom || fillCenter == FlipFillCenter.LeftTop)
|
|||
|
{
|
|||
|
target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, FlipEdge.Left);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, FlipEdge.Right);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (flipMode == FlipMode.Vertical)
|
|||
|
{
|
|||
|
if (fillCenter == FlipFillCenter.LeftTop || fillCenter == FlipFillCenter.RightTop)
|
|||
|
{
|
|||
|
target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, FlipEdge.Up);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, FlipEdge.Down);
|
|||
|
}
|
|||
|
}
|
|||
|
return target;
|
|||
|
}
|
|||
|
|
|||
|
private void PreserveSpriteAspectRatio(ref Rect r, Vector2 size)
|
|||
|
{
|
|||
|
var spriteRatio = size.x / size.y;
|
|||
|
var rectRatio = r.width / r.height;
|
|||
|
|
|||
|
if (spriteRatio > rectRatio)
|
|||
|
{
|
|||
|
var oldHeight = r.height;
|
|||
|
r.height = r.width * (1.0f / spriteRatio);
|
|||
|
r.y += (oldHeight - r.height) * rectTransform.pivot.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
var oldWidth = r.width;
|
|||
|
r.width = r.height * spriteRatio;
|
|||
|
r.x += (oldWidth - r.width) * rectTransform.pivot.x;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void GenerateSimpleSprite(VertexHelper vh, bool lPreserveAspect)
|
|||
|
{
|
|||
|
Vector4 v = GetDrawingDimensions(lPreserveAspect);
|
|||
|
var uv = (overrideSprite != null) ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
|
|||
|
vh.Clear();
|
|||
|
|
|||
|
AddQuad(vh, new Vector2(v.x, v.y), new Vector2(v.z, v.w), color, new Vector2(uv.x, uv.y), new Vector2(uv.z, uv.w), Vector2.zero, Vector2.one);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region gradient
|
|||
|
public class Vert2D //描述alphakey和colorkey的类
|
|||
|
{
|
|||
|
public Vector3 position = default;
|
|||
|
public Color color = Color.white;
|
|||
|
public Vector2 uv0 = default;
|
|||
|
public int type;//1=alphakey,2=colorkey, 0=两端
|
|||
|
public Vert2D(int type)
|
|||
|
{
|
|||
|
this.type = type;
|
|||
|
}
|
|||
|
public Vert2D(UIVertex vertex)
|
|||
|
{
|
|||
|
type = 0;
|
|||
|
}
|
|||
|
public int CompareToVertically(Vert2D vert)
|
|||
|
{
|
|||
|
if (this.uv0.y > vert.uv0.y)
|
|||
|
return 1;
|
|||
|
else if (this.uv0.y == vert.uv0.y)
|
|||
|
{
|
|||
|
if (this.uv0.x <= vert.uv0.x)
|
|||
|
{
|
|||
|
return -1;
|
|||
|
}
|
|||
|
else return 1;
|
|||
|
}
|
|||
|
else
|
|||
|
return -1;
|
|||
|
}
|
|||
|
public int CompareToHorizontally(Vert2D vert)
|
|||
|
{
|
|||
|
if (this.uv0.x > vert.uv0.x)
|
|||
|
return 1;
|
|||
|
else if (this.uv0.x == vert.uv0.x)
|
|||
|
{
|
|||
|
if (this.uv0.y <= vert.uv0.y)
|
|||
|
{
|
|||
|
return -1;
|
|||
|
}
|
|||
|
else return 1;
|
|||
|
}
|
|||
|
else
|
|||
|
return -1;
|
|||
|
}
|
|||
|
// public void SetColor(byte r, byte g, byte b){
|
|||
|
// this.color.r = r;
|
|||
|
// this.color.g = g;
|
|||
|
// this.color.b = b;
|
|||
|
// }
|
|||
|
public void SetColor(Color col)
|
|||
|
{
|
|||
|
this.color.r = col.r;
|
|||
|
this.color.g = col.g;
|
|||
|
this.color.b = col.b;
|
|||
|
}
|
|||
|
public void SetAlpha(float a)
|
|||
|
{
|
|||
|
this.color.a = a;
|
|||
|
}
|
|||
|
public void SetUV(float u, float v)
|
|||
|
{
|
|||
|
this.uv0.x = u;
|
|||
|
this.uv0.y = v;
|
|||
|
}
|
|||
|
public void SetPosition(Vector3 pos)
|
|||
|
{
|
|||
|
this.position.x = pos.x;
|
|||
|
this.position.y = pos.y;
|
|||
|
this.position.z = pos.z;
|
|||
|
}
|
|||
|
}
|
|||
|
public class Comparer : IEqualityComparer<Vert2D>
|
|||
|
{
|
|||
|
public bool Equals(Vert2D x, Vert2D y)
|
|||
|
{
|
|||
|
//这里定义比较的逻辑
|
|||
|
return x.uv0 == y.uv0;
|
|||
|
}
|
|||
|
|
|||
|
public int GetHashCode(Vert2D obj)
|
|||
|
{
|
|||
|
//返回字段的HashCode,只有HashCode相同才会去比较
|
|||
|
return obj.uv0.GetHashCode();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void PositionLerp(List<Vert2D> vlist, Vector2 minpos, Vector2 maxpos)
|
|||
|
{
|
|||
|
if (m_Direction == GradientDirection.Horizontal)
|
|||
|
{
|
|||
|
for (int i = 0; i < vlist.Count; i++)
|
|||
|
{
|
|||
|
Vector3 temppos = Vector3.Lerp(minpos, maxpos, vlist[i].uv0.x);
|
|||
|
if (vlist[i].uv0.y == 1)
|
|||
|
{
|
|||
|
temppos.y = maxpos.y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
temppos.y = minpos.y;
|
|||
|
}
|
|||
|
vlist[i].SetPosition(temppos);
|
|||
|
}
|
|||
|
}
|
|||
|
else if (m_Direction == GradientDirection.Vertical)
|
|||
|
{
|
|||
|
for (int i = 0; i < vlist.Count; i++)
|
|||
|
{
|
|||
|
Vector3 temppos = Vector3.Lerp(minpos, maxpos, vlist[i].uv0.y);
|
|||
|
if (vlist[i].uv0.x == 1)
|
|||
|
{
|
|||
|
temppos.x = maxpos.x;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
temppos.x = minpos.x;
|
|||
|
}
|
|||
|
vlist[i].SetPosition(temppos);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
void UVShrink(List<Vert2D> vlist, Vector2 uvmin, Vector2 uvmax)
|
|||
|
{
|
|||
|
foreach (Vert2D v in vlist)
|
|||
|
{
|
|||
|
v.uv0.x = (uvmax.x - uvmin.x) * v.uv0.x + uvmin.x;
|
|||
|
v.uv0.y = (uvmax.y - uvmin.y) * v.uv0.y + uvmin.y;
|
|||
|
}
|
|||
|
}
|
|||
|
protected override void OnPopulateMesh(VertexHelper toFill)
|
|||
|
{
|
|||
|
if (m_ColorType == ColorType.Solid_Color)
|
|||
|
{
|
|||
|
OnPopulateMesh1(toFill);
|
|||
|
}
|
|||
|
else if (m_ColorType == ColorType.Gradient_Color)
|
|||
|
{
|
|||
|
//根据Gradient,新建mesh
|
|||
|
GradientAlphaKey[] alpha = m_GradientColor.alphaKeys;
|
|||
|
GradientColorKey[] colorkey = m_GradientColor.colorKeys;
|
|||
|
List<Vert2D> vertList = new List<Vert2D>();
|
|||
|
|
|||
|
if (m_Direction == GradientDirection.Vertical)
|
|||
|
{
|
|||
|
//垂直分割
|
|||
|
Rect rect = GetPixelAdjustedRect();
|
|||
|
Vert2D v0 = new Vert2D(0);
|
|||
|
v0.SetColor(colorkey[colorkey.Length - 1].color);
|
|||
|
v0.SetAlpha(alpha[alpha.Length - 1].alpha);
|
|||
|
v0.SetUV(0, 0);
|
|||
|
Vector3 vec = new Vector3(rect.x, rect.y, 0);
|
|||
|
v0.SetPosition(vec);
|
|||
|
vertList.Add(v0);
|
|||
|
|
|||
|
Vert2D v1 = new Vert2D(0);
|
|||
|
v1.SetColor(colorkey[colorkey.Length - 1].color);
|
|||
|
v1.SetAlpha(alpha[alpha.Length - 1].alpha);
|
|||
|
v1.SetUV(1, 0);
|
|||
|
vec = new Vector3(rect.x + rect.width, rect.y, 0);
|
|||
|
v1.SetPosition(vec);
|
|||
|
vertList.Add(v1);
|
|||
|
|
|||
|
Vert2D v2 = new Vert2D(0);
|
|||
|
v2.SetColor(colorkey[0].color);
|
|||
|
v2.SetAlpha(alpha[0].alpha);
|
|||
|
v2.SetUV(1, 1);
|
|||
|
vec = new Vector3(rect.x + rect.width, rect.y + rect.height, 0);
|
|||
|
v2.SetPosition(vec);
|
|||
|
vertList.Add(v2);
|
|||
|
|
|||
|
Vert2D v3 = new Vert2D(0);
|
|||
|
v3.SetColor(colorkey[0].color);
|
|||
|
v3.SetAlpha(alpha[0].alpha);
|
|||
|
v3.SetUV(0, 1);
|
|||
|
vec = new Vector3(rect.x, rect.y + rect.height, 0);
|
|||
|
v3.SetPosition(vec);
|
|||
|
vertList.Add(v3);
|
|||
|
|
|||
|
for (int i = 0; i < alpha.Length; i++)
|
|||
|
{
|
|||
|
if (alpha[i].time == 0 || alpha[i].time == 1)
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
Vert2D v = new Vert2D(1);
|
|||
|
v.SetAlpha(alpha[i].alpha);
|
|||
|
v.SetUV(0, 1 - alpha[i].time);
|
|||
|
vertList.Add(v);
|
|||
|
Vert2D v_ = new Vert2D(1);
|
|||
|
v_.SetAlpha(alpha[i].alpha);
|
|||
|
v_.SetUV(1, 1 - alpha[i].time);
|
|||
|
vertList.Add(v_);
|
|||
|
}
|
|||
|
for (int i = 0; i < colorkey.Length; i++)
|
|||
|
{
|
|||
|
if (colorkey[i].time == 0 || colorkey[i].time == 1)
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
Vert2D v = new Vert2D(2);
|
|||
|
v.SetColor(colorkey[i].color);
|
|||
|
v.SetUV(1, 1 - colorkey[i].time);
|
|||
|
vertList.Add(v);
|
|||
|
Vert2D v_ = new Vert2D(2);
|
|||
|
v_.SetColor(colorkey[i].color);
|
|||
|
v_.SetUV(0, 1 - colorkey[i].time);
|
|||
|
vertList.Add(v_);
|
|||
|
}
|
|||
|
//排序,addvert
|
|||
|
vertList.Sort((x, y) =>
|
|||
|
{
|
|||
|
return x.CompareToVertically(y);
|
|||
|
});
|
|||
|
|
|||
|
//给未填充数据的点填充数据
|
|||
|
int nowtype = vertList[1].type;
|
|||
|
int lasttypepos = 0;
|
|||
|
int nexttypepos = 1;
|
|||
|
for (int i = 1; i < vertList.Count - 1; i++)
|
|||
|
{
|
|||
|
nowtype = vertList[i].type;
|
|||
|
if (i >= nexttypepos)
|
|||
|
{
|
|||
|
//去找下一个type
|
|||
|
lasttypepos = i - 1;
|
|||
|
for (int j = i + 1; j < vertList.Count; j++)
|
|||
|
{
|
|||
|
if (vertList[j].type != nowtype)
|
|||
|
{
|
|||
|
nexttypepos = j;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
//插值更新color和alpha
|
|||
|
if (nowtype == 1)
|
|||
|
{
|
|||
|
//是alpha点,要更新color
|
|||
|
Color col;
|
|||
|
#if UNITY_2022_2_OR_NEWER
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend)
|
|||
|
#else
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend)
|
|||
|
#endif
|
|||
|
{
|
|||
|
|
|||
|
if ((vertList[nexttypepos].uv0.y - vertList[lasttypepos].uv0.y) == 0)
|
|||
|
{
|
|||
|
col = new Color(vertList[lasttypepos].color.r, vertList[lasttypepos].color.g, vertList[lasttypepos].color.b, vertList[lasttypepos].color.a);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = Color.Lerp(vertList[lasttypepos].color, vertList[nexttypepos].color,
|
|||
|
(vertList[i].uv0.y - vertList[lasttypepos].uv0.y) / (vertList[nexttypepos].uv0.y - vertList[lasttypepos].uv0.y));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = vertList[nexttypepos].color;
|
|||
|
}
|
|||
|
vertList[i].SetColor(col);
|
|||
|
}
|
|||
|
else if (nowtype == 2)
|
|||
|
{
|
|||
|
Color col;
|
|||
|
#if UNITY_2022_2_OR_NEWER
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend)
|
|||
|
#else
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend)
|
|||
|
#endif
|
|||
|
{
|
|||
|
if ((vertList[nexttypepos].uv0.y - vertList[lasttypepos].uv0.y) == 0)
|
|||
|
{
|
|||
|
col = new Color(vertList[lasttypepos].color.r, vertList[lasttypepos].color.g, vertList[lasttypepos].color.b, vertList[lasttypepos].color.a);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = Color.Lerp(vertList[lasttypepos].color, vertList[nexttypepos].color,
|
|||
|
(vertList[i].uv0.y - vertList[lasttypepos].uv0.y) / (vertList[nexttypepos].uv0.y - vertList[lasttypepos].uv0.y));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = vertList[nexttypepos].color;
|
|||
|
}
|
|||
|
vertList[i].SetAlpha(col.a);
|
|||
|
}
|
|||
|
}
|
|||
|
//去重
|
|||
|
vertList = vertList.Distinct(new Comparer()).ToList();
|
|||
|
PositionLerp(vertList, new Vector2(rect.x, rect.y), new Vector2(rect.x + rect.width, rect.y + rect.height));
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
else if (m_Direction == GradientDirection.Horizontal)
|
|||
|
{
|
|||
|
//水平分割
|
|||
|
Rect rect = GetPixelAdjustedRect();
|
|||
|
Vert2D v0 = new Vert2D(0);
|
|||
|
v0.SetColor(colorkey[0].color);
|
|||
|
v0.SetAlpha(alpha[0].alpha);
|
|||
|
v0.SetUV(0, 0);
|
|||
|
Vector3 vec = new Vector3(rect.x, rect.y, 0);
|
|||
|
v0.SetPosition(vec);
|
|||
|
vertList.Add(v0);
|
|||
|
|
|||
|
Vert2D v3 = new Vert2D(0);
|
|||
|
v3.SetColor(colorkey[0].color);
|
|||
|
v3.SetAlpha(alpha[0].alpha);
|
|||
|
v3.SetUV(0, 1);
|
|||
|
vec = new Vector3(rect.x, rect.y + rect.height, 0);
|
|||
|
v3.SetPosition(vec);
|
|||
|
vertList.Add(v3);
|
|||
|
|
|||
|
Vert2D v2 = new Vert2D(0);
|
|||
|
v2.SetColor(colorkey[colorkey.Length - 1].color);
|
|||
|
v2.SetAlpha(alpha[alpha.Length - 1].alpha);
|
|||
|
v2.SetUV(1, 1);
|
|||
|
vec = new Vector3(rect.x + rect.width, rect.y + rect.height, 0);
|
|||
|
v2.SetPosition(vec);
|
|||
|
vertList.Add(v2);
|
|||
|
|
|||
|
Vert2D v1 = new Vert2D(0);
|
|||
|
v1.SetColor(colorkey[colorkey.Length - 1].color);
|
|||
|
v1.SetAlpha(alpha[alpha.Length - 1].alpha);
|
|||
|
v1.SetUV(1, 0);
|
|||
|
vec = new Vector3(rect.x + rect.width, rect.y, 0);
|
|||
|
v1.SetPosition(vec);
|
|||
|
vertList.Add(v1);
|
|||
|
|
|||
|
|
|||
|
for (int i = 0; i < alpha.Length; i++)
|
|||
|
{
|
|||
|
if (alpha[i].time == 0 || alpha[i].time == 1)
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
Vert2D v = new Vert2D(1);
|
|||
|
v.SetAlpha(alpha[i].alpha);
|
|||
|
v.SetUV(alpha[i].time, 0);
|
|||
|
vertList.Add(v);
|
|||
|
Vert2D v_ = new Vert2D(1);
|
|||
|
v_.SetAlpha(alpha[i].alpha);
|
|||
|
v_.SetUV(alpha[i].time, 1);
|
|||
|
vertList.Add(v_);
|
|||
|
}
|
|||
|
for (int i = 0; i < colorkey.Length; i++)
|
|||
|
{
|
|||
|
if (colorkey[i].time == 0 || colorkey[i].time == 1)
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
Vert2D v = new Vert2D(2);
|
|||
|
v.SetColor(colorkey[i].color);
|
|||
|
v.SetUV(colorkey[i].time, 1);
|
|||
|
vertList.Add(v);
|
|||
|
Vert2D v_ = new Vert2D(2);
|
|||
|
v_.SetColor(colorkey[i].color);
|
|||
|
v_.SetUV(colorkey[i].time, 0);
|
|||
|
vertList.Add(v_);
|
|||
|
}
|
|||
|
//排序,addvert
|
|||
|
vertList.Sort((x, y) =>
|
|||
|
{
|
|||
|
return x.CompareToHorizontally(y);
|
|||
|
});
|
|||
|
|
|||
|
int nowtype = vertList[1].type;
|
|||
|
int lasttypepos = 0;
|
|||
|
int nexttypepos = 1;
|
|||
|
for (int i = 1; i < vertList.Count - 1; i++)
|
|||
|
{
|
|||
|
nowtype = vertList[i].type;
|
|||
|
if (i >= nexttypepos)
|
|||
|
{
|
|||
|
//去找下一个type
|
|||
|
lasttypepos = i - 1;
|
|||
|
for (int j = i + 1; j < vertList.Count; j++)
|
|||
|
{
|
|||
|
if (vertList[j].type != nowtype)
|
|||
|
{
|
|||
|
nexttypepos = j;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
//插值
|
|||
|
if (nowtype == 1)
|
|||
|
{
|
|||
|
//是alpha点,要更新color
|
|||
|
Color col;
|
|||
|
#if UNITY_2022_2_OR_NEWER
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend)
|
|||
|
#else
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend)
|
|||
|
#endif
|
|||
|
{
|
|||
|
if ((vertList[nexttypepos].uv0.x - vertList[lasttypepos].uv0.x) == 0)
|
|||
|
{
|
|||
|
col = new Color(vertList[lasttypepos].color.r, vertList[lasttypepos].color.g, vertList[lasttypepos].color.b, vertList[lasttypepos].color.a);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = Color.Lerp(vertList[lasttypepos].color, vertList[nexttypepos].color,
|
|||
|
(vertList[i].uv0.x - vertList[lasttypepos].uv0.x) / (vertList[nexttypepos].uv0.x - vertList[lasttypepos].uv0.x));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = vertList[nexttypepos].color;
|
|||
|
}
|
|||
|
vertList[i].SetColor(col);
|
|||
|
}
|
|||
|
else if (nowtype == 2)
|
|||
|
{
|
|||
|
Color col;
|
|||
|
#if UNITY_2022_2_OR_NEWER
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend)
|
|||
|
#else
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend)
|
|||
|
#endif
|
|||
|
{
|
|||
|
if ((vertList[nexttypepos].uv0.x - vertList[lasttypepos].uv0.x) == 0)
|
|||
|
{
|
|||
|
col = new Color(vertList[lasttypepos].color.r, vertList[lasttypepos].color.g, vertList[lasttypepos].color.b, vertList[lasttypepos].color.a);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = Color.Lerp(vertList[lasttypepos].color, vertList[nexttypepos].color,
|
|||
|
(vertList[i].uv0.x - vertList[lasttypepos].uv0.x) / (vertList[nexttypepos].uv0.x - vertList[lasttypepos].uv0.x));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
col = vertList[nexttypepos].color;
|
|||
|
}
|
|||
|
vertList[i].SetAlpha(col.a);
|
|||
|
}
|
|||
|
}
|
|||
|
vertList = vertList.Distinct(new Comparer()).ToList();
|
|||
|
PositionLerp(vertList, new Vector2(rect.x, rect.y), new Vector2(rect.x + rect.width, rect.y + rect.height));
|
|||
|
}
|
|||
|
|
|||
|
//重写四个函数
|
|||
|
|
|||
|
switch (type)
|
|||
|
{
|
|||
|
case Type.Simple:
|
|||
|
//因为UseSpriteMesh和渐变色加点冲突,因此放弃使用
|
|||
|
if (!useSpriteMesh)
|
|||
|
{
|
|||
|
GenerateSimpleSprite(toFill, vertList, preserveAspect);
|
|||
|
}
|
|||
|
else
|
|||
|
GenerateSprite(toFill, preserveAspect);
|
|||
|
break;
|
|||
|
case Type.Sliced:
|
|||
|
GenerateSlicedSprite(toFill, vertList);
|
|||
|
break;
|
|||
|
// case Type.Tiled:
|
|||
|
// GenerateTiledSprite(toFill);
|
|||
|
// break;
|
|||
|
// case Type.Filled:
|
|||
|
// GenerateFilledSprite(toFill, preserveAspect);
|
|||
|
// break;
|
|||
|
}
|
|||
|
// rect = GetDrawPixelAdjustedRect();
|
|||
|
|
|||
|
// if (flipMode == FlipMode.Horziontal)
|
|||
|
// {
|
|||
|
// if (flipWithCopy)
|
|||
|
// {
|
|||
|
// CopyImage(toFill);
|
|||
|
// Rect src = GetPixelRectByFlipDirection(FlipMode.Horziontal, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
// Rect target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, flipEdge);
|
|||
|
// //Rect target = new Rect(src.position - new Vector2(src.width, 0), src.size);
|
|||
|
// RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin);
|
|||
|
// }
|
|||
|
// else
|
|||
|
// {
|
|||
|
// RemapImage(toFill, FlipMode.Horziontal, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin);
|
|||
|
// }
|
|||
|
// }
|
|||
|
|
|||
|
// if (flipMode == FlipMode.Vertical)
|
|||
|
// {
|
|||
|
// if (flipWithCopy)
|
|||
|
// {
|
|||
|
// CopyImage(toFill);
|
|||
|
// Rect src = GetPixelRectByFlipDirection(FlipMode.Vertical, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
// Rect target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, flipEdge);
|
|||
|
// RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src.yMin, src.yMax, target.yMax, target.yMin);
|
|||
|
// }
|
|||
|
// else
|
|||
|
// {
|
|||
|
// RemapImage(toFill, FlipMode.Vertical, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin);
|
|||
|
// }
|
|||
|
// }
|
|||
|
|
|||
|
// if (flipMode == FlipMode.FourCorner)
|
|||
|
// {
|
|||
|
// //先水平拷贝
|
|||
|
// CopyImage(toFill);
|
|||
|
// Rect src = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter);
|
|||
|
// Rect target = GetCopyRectByFlipCenter(src, FlipMode.Horziontal, flipFillCenter);
|
|||
|
// //Rect target = new Rect(src.position + new Vector2(src.width, 0), src.size);
|
|||
|
// RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin);
|
|||
|
|
|||
|
// //再垂直拷贝
|
|||
|
// CopyImage(toFill);
|
|||
|
// Rect src1 = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter);
|
|||
|
// Rect target1 = GetCopyRectByFlipCenter(src1, FlipMode.Vertical, flipFillCenter);
|
|||
|
// RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src1.yMin, src1.yMax, target1.yMax, target1.yMin);
|
|||
|
// }
|
|||
|
|
|||
|
// m_OriginFlipMode = m_FlipMode;
|
|||
|
//将color设置为white,函数结束将原color设置回去
|
|||
|
|
|||
|
// rect = GetPixelAdjustedRect();
|
|||
|
// for (int i = 0; i < toFill.currentVertCount; ++i)
|
|||
|
// {
|
|||
|
|
|||
|
// toFill.PopulateUIVertex(ref vert, i);
|
|||
|
|
|||
|
// //SetGradientColor(ref vert, rect, flipDirection, GetFlipPart(i, toFill.currentVertCount));
|
|||
|
// toFill.SetUIVertex(vert, i);
|
|||
|
// }
|
|||
|
|
|||
|
//根据gradient的值,赋color
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void GenerateSimpleSprite(VertexHelper vh, List<Vert2D> vertlist, bool lPreserveAspect)
|
|||
|
{
|
|||
|
if (overrideSprite == null)
|
|||
|
{
|
|||
|
vh.Clear();
|
|||
|
AddQuads(vh, vertlist);
|
|||
|
return;
|
|||
|
}
|
|||
|
Vector4 v = GetDrawingDimensions(lPreserveAspect);
|
|||
|
var uv = (overrideSprite != null) ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
|
|||
|
PositionLerp(vertlist, new Vector2(v.x, v.y), new Vector2(v.z, v.w));
|
|||
|
UVShrink(vertlist, new Vector2(uv.x, uv.y), new Vector2(uv.z, uv.w));
|
|||
|
vh.Clear();
|
|||
|
AddQuads(vh, vertlist);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
private void GenerateSprite(VertexHelper vh, bool lPreserveAspect)
|
|||
|
{
|
|||
|
var spriteSize = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
|
|||
|
|
|||
|
// Covert sprite pivot into normalized space.
|
|||
|
var spritePivot = overrideSprite.pivot / spriteSize;
|
|||
|
var rectPivot = rectTransform.pivot;
|
|||
|
Rect r = GetPixelAdjustedRect();
|
|||
|
|
|||
|
if (lPreserveAspect & spriteSize.sqrMagnitude > 0.0f)
|
|||
|
{
|
|||
|
PreserveSpriteAspectRatio(ref r, spriteSize);
|
|||
|
}
|
|||
|
|
|||
|
var drawingSize = new Vector2(r.width, r.height);
|
|||
|
var spriteBoundSize = overrideSprite.bounds.size;
|
|||
|
|
|||
|
// Calculate the drawing offset based on the difference between the two pivots.
|
|||
|
var drawOffset = (rectPivot - spritePivot) * drawingSize;
|
|||
|
|
|||
|
var color32 = color;
|
|||
|
vh.Clear();
|
|||
|
|
|||
|
Vector2[] vertices = overrideSprite.vertices;
|
|||
|
Vector2[] uvs = overrideSprite.uv;
|
|||
|
for (int i = 0; i < vertices.Length; ++i)
|
|||
|
{
|
|||
|
vh.AddVert(new Vector3((vertices[i].x / spriteBoundSize.x) * drawingSize.x - drawOffset.x, (vertices[i].y / spriteBoundSize.y) * drawingSize.y - drawOffset.y), color32, new Vector2(uvs[i].x, uvs[i].y));
|
|||
|
}
|
|||
|
|
|||
|
UInt16[] triangles = overrideSprite.triangles;
|
|||
|
for (int i = 0; i < triangles.Length; i += 3)
|
|||
|
{
|
|||
|
vh.AddTriangle(triangles[i + 0], triangles[i + 1], triangles[i + 2]);
|
|||
|
}
|
|||
|
}
|
|||
|
private void GenerateSprite(VertexHelper vh, List<Vert2D> vertlist, bool lPreserveAspect)
|
|||
|
{
|
|||
|
var spriteSize = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
|
|||
|
|
|||
|
// Covert sprite pivot into normalized space.
|
|||
|
var spritePivot = overrideSprite.pivot / spriteSize;
|
|||
|
var rectPivot = rectTransform.pivot;
|
|||
|
Rect r = GetPixelAdjustedRect();
|
|||
|
|
|||
|
if (lPreserveAspect & spriteSize.sqrMagnitude > 0.0f)
|
|||
|
{
|
|||
|
PreserveSpriteAspectRatio(ref r, spriteSize);
|
|||
|
}
|
|||
|
|
|||
|
var drawingSize = new Vector2(r.width, r.height);
|
|||
|
var spriteBoundSize = overrideSprite.bounds.size;
|
|||
|
|
|||
|
// Calculate the drawing offset based on the difference between the two pivots.
|
|||
|
var drawOffset = (rectPivot - spritePivot) * drawingSize;
|
|||
|
|
|||
|
var color32 = color;
|
|||
|
vh.Clear();
|
|||
|
|
|||
|
Vector2[] vertices = overrideSprite.vertices;
|
|||
|
Vector2[] uvs = overrideSprite.uv;
|
|||
|
List<Color> colors = new List<Color>();
|
|||
|
for (int i = 0; i < uvs.Length; ++i)
|
|||
|
{
|
|||
|
//Debug.Log(uvs[i]);
|
|||
|
if (m_Direction == GradientDirection.Vertical)
|
|||
|
{
|
|||
|
float tolerp = uvs[i].y;
|
|||
|
//基于uv y值做插值,通过二分查找插值位置
|
|||
|
int le = 0;
|
|||
|
int ri = vertlist.Count;
|
|||
|
int mid;
|
|||
|
while (le < ri - 1)
|
|||
|
{
|
|||
|
mid = (le + ri) / 2;
|
|||
|
float midY = vertlist[mid].uv0.y;
|
|||
|
if (midY == tolerp)
|
|||
|
{
|
|||
|
break;
|
|||
|
}
|
|||
|
else if (midY < tolerp)
|
|||
|
{
|
|||
|
le = mid;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
ri = mid;
|
|||
|
}
|
|||
|
}
|
|||
|
if ((vertlist[(le + ri) / 2 + 1].uv0.y - vertlist[(le + ri) / 2].uv0.y) != 0 && (le + ri) / 2 != vertlist.Count)
|
|||
|
{
|
|||
|
Color lerpColor = Color.Lerp(vertlist[(le + ri) / 2].color, vertlist[(le + ri) / 2 + 1].color,
|
|||
|
(tolerp - vertlist[(le + ri) / 2].uv0.y) / (vertlist[(le + ri) / 2 + 1].uv0.y - vertlist[(le + ri) / 2].uv0.y));
|
|||
|
colors.Add(lerpColor);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Color lerpColor = vertlist[(le + ri) / 2].color;
|
|||
|
colors.Add(lerpColor);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
//基于x做插值
|
|||
|
float tolerp = uvs[i].x;
|
|||
|
int le = 0;
|
|||
|
int ri = vertlist.Count;
|
|||
|
int mid;
|
|||
|
while (le < ri - 1)
|
|||
|
{
|
|||
|
mid = (le + ri) / 2;
|
|||
|
float midY = vertlist[mid].uv0.x;
|
|||
|
if (midY == tolerp)
|
|||
|
{
|
|||
|
break;
|
|||
|
}
|
|||
|
else if (midY < tolerp)
|
|||
|
{
|
|||
|
le = mid;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
ri = mid;
|
|||
|
}
|
|||
|
}
|
|||
|
if ((vertlist[(le + ri) / 2 + 1].uv0.x - vertlist[(le + ri) / 2].uv0.x) != 0 && (le + ri) / 2 != vertlist.Count)
|
|||
|
{
|
|||
|
Color lerpColor = Color.Lerp(vertlist[(le + ri) / 2].color, vertlist[(le + ri) / 2 + 1].color,
|
|||
|
(tolerp - vertlist[(le + ri) / 2].uv0.x) / (vertlist[(le + ri) / 2 + 1].uv0.x - vertlist[(le + ri) / 2].uv0.x));
|
|||
|
colors.Add(lerpColor);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Color lerpColor = vertlist[(le + ri) / 2].color;
|
|||
|
colors.Add(lerpColor);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
//
|
|||
|
//Debug.Log(vertices.Length);
|
|||
|
for (int i = 0; i < vertices.Length; ++i)
|
|||
|
{
|
|||
|
//Debug.Log(vertices[i]);
|
|||
|
//
|
|||
|
vh.AddVert(new Vector3((vertices[i].x / spriteBoundSize.x) * drawingSize.x - drawOffset.x,
|
|||
|
(vertices[i].y / spriteBoundSize.y) * drawingSize.y - drawOffset.y), colors[i], new Vector2(uvs[i].x, uvs[i].y));
|
|||
|
}
|
|||
|
|
|||
|
UInt16[] triangles = overrideSprite.triangles;
|
|||
|
//Debug.Log(triangles.Length);
|
|||
|
for (int i = 0; i < triangles.Length; i += 3)
|
|||
|
{
|
|||
|
//Debug.Log(triangles[i] + " " + triangles[i + 1] + " " + triangles[i + 2]);
|
|||
|
vh.AddTriangle(triangles[i + 0], triangles[i + 1], triangles[i + 2]);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
static readonly Vector2[] s_VertScratch = new Vector2[4];
|
|||
|
static readonly Vector2[] s_UVScratch = new Vector2[4];
|
|||
|
private void GenerateSlicedSprite(VertexHelper toFill/*, List<Vert2D> vlist*/)
|
|||
|
{
|
|||
|
if (!hasBorder)
|
|||
|
{
|
|||
|
//GenerateSimpleSprite(toFill, vlist, false);
|
|||
|
GenerateSimpleSprite(toFill, false);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector4 outer, inner, padding, border;
|
|||
|
|
|||
|
if (overrideSprite != null)
|
|||
|
{
|
|||
|
outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
|
|||
|
inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
|
|||
|
padding = Sprites.DataUtility.GetPadding(overrideSprite);
|
|||
|
border = overrideSprite.border;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
outer = Vector4.zero;
|
|||
|
inner = Vector4.zero;
|
|||
|
padding = Vector4.zero;
|
|||
|
border = Vector4.zero;
|
|||
|
}
|
|||
|
|
|||
|
Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
|
|||
|
border = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
|||
|
padding = padding / pixelsPerUnit;
|
|||
|
|
|||
|
s_VertScratch[0] = new Vector2(padding.x, padding.y);
|
|||
|
s_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w);
|
|||
|
|
|||
|
|
|||
|
s_VertScratch[1].x = border.x;
|
|||
|
s_VertScratch[1].y = border.y;
|
|||
|
s_VertScratch[2].x = rect.width - border.z;
|
|||
|
s_VertScratch[2].y = rect.height - border.w;
|
|||
|
|
|||
|
float vertWidth = s_VertScratch[3].x - s_VertScratch[0].x;
|
|||
|
float vertHeight = s_VertScratch[3].y - s_VertScratch[0].y;
|
|||
|
|
|||
|
|
|||
|
for (int i = 0; i < 4; ++i)
|
|||
|
{
|
|||
|
s_VertScratch[i].x += rect.x;
|
|||
|
s_VertScratch[i].y += rect.y;
|
|||
|
}
|
|||
|
|
|||
|
s_UVScratch[0] = new Vector2(outer.x, outer.y);
|
|||
|
s_UVScratch[1] = new Vector2(inner.x, inner.y);
|
|||
|
s_UVScratch[2] = new Vector2(inner.z, inner.w);
|
|||
|
s_UVScratch[3] = new Vector2(outer.z, outer.w);
|
|||
|
|
|||
|
toFill.Clear();
|
|||
|
|
|||
|
for (int x = 0; x < 3; ++x)
|
|||
|
{
|
|||
|
int x2 = x + 1;
|
|||
|
|
|||
|
for (int y = 0; y < 3; ++y)
|
|||
|
{
|
|||
|
if (!fillCenter && x == 1 && y == 1)
|
|||
|
continue;
|
|||
|
|
|||
|
int y2 = y + 1;
|
|||
|
|
|||
|
Vector2 uv1Min = new Vector2((s_VertScratch[x].x - rect.x) / vertWidth, (s_VertScratch[y].y - rect.y) / vertHeight);
|
|||
|
Vector2 uv1Max = new Vector2((s_VertScratch[x2].x - rect.x) / vertWidth, (s_VertScratch[y2].y - rect.y) / vertHeight);
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(s_VertScratch[x].x, s_VertScratch[y].y),
|
|||
|
new Vector2(s_VertScratch[x2].x, s_VertScratch[y2].y),
|
|||
|
color,
|
|||
|
new Vector2(s_UVScratch[x].x, s_UVScratch[y].y),
|
|||
|
new Vector2(s_UVScratch[x2].x, s_UVScratch[y2].y),
|
|||
|
uv1Min, uv1Max);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
private void GenerateSlicedSprite(VertexHelper toFill, List<Vert2D> vlist)
|
|||
|
{
|
|||
|
if (!hasBorder)
|
|||
|
{
|
|||
|
GenerateSimpleSprite(toFill, vlist, false);
|
|||
|
//GenerateSimpleSprite(toFill, false);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector4 outer, inner, padding, border;
|
|||
|
|
|||
|
if (overrideSprite != null)
|
|||
|
{
|
|||
|
outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
|
|||
|
inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
|
|||
|
padding = Sprites.DataUtility.GetPadding(overrideSprite);
|
|||
|
border = overrideSprite.border;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
outer = Vector4.zero;
|
|||
|
inner = Vector4.zero;
|
|||
|
padding = Vector4.zero;
|
|||
|
border = Vector4.zero;
|
|||
|
}
|
|||
|
|
|||
|
Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
|
|||
|
border = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
|||
|
padding = padding / pixelsPerUnit;
|
|||
|
//Debug.Log(padding);
|
|||
|
//Debug.Log(border);
|
|||
|
//Debug.Log(inner);
|
|||
|
//Debug.Log(outer);
|
|||
|
//Debug.Log(rect.width);
|
|||
|
|
|||
|
s_VertScratch[0] = new Vector2(padding.x, padding.y);
|
|||
|
s_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w);
|
|||
|
|
|||
|
|
|||
|
s_VertScratch[1].x = border.x;
|
|||
|
s_VertScratch[1].y = border.y;
|
|||
|
s_VertScratch[2].x = rect.width - border.z;
|
|||
|
s_VertScratch[2].y = rect.height - border.w;
|
|||
|
|
|||
|
float vertWidth = s_VertScratch[3].x - s_VertScratch[0].x;
|
|||
|
float vertHeight = s_VertScratch[3].y - s_VertScratch[0].y;
|
|||
|
|
|||
|
// for (int i = 0; i < 4; i++)
|
|||
|
// {
|
|||
|
// Debug.Log(s_VertScratch[i]);
|
|||
|
// }
|
|||
|
|
|||
|
for (int i = 0; i < 4; ++i)
|
|||
|
{
|
|||
|
s_VertScratch[i].x += rect.x;
|
|||
|
s_VertScratch[i].y += rect.y;
|
|||
|
}
|
|||
|
|
|||
|
s_UVScratch[0] = new Vector2(outer.x, outer.y);
|
|||
|
s_UVScratch[1] = new Vector2(inner.x, inner.y);
|
|||
|
s_UVScratch[2] = new Vector2(inner.z, inner.w);
|
|||
|
s_UVScratch[3] = new Vector2(outer.z, outer.w);
|
|||
|
|
|||
|
// for (int i = 0; i < 4; ++i)
|
|||
|
// {
|
|||
|
// Debug.Log(s_UVScratch[i]);
|
|||
|
// }
|
|||
|
|
|||
|
toFill.Clear();
|
|||
|
|
|||
|
for (int x = 0; x < 3; ++x)
|
|||
|
{
|
|||
|
int x2 = x + 1;
|
|||
|
|
|||
|
for (int y = 0; y < 3; ++y)
|
|||
|
{
|
|||
|
if (!fillCenter && x == 1 && y == 1)
|
|||
|
continue;
|
|||
|
|
|||
|
int y2 = y + 1;
|
|||
|
|
|||
|
Vector2 uv1Min = new Vector2((s_VertScratch[x].x - rect.x) / vertWidth, (s_VertScratch[y].y - rect.y) / vertHeight);
|
|||
|
Vector2 uv1Max = new Vector2((s_VertScratch[x2].x - rect.x) / vertWidth, (s_VertScratch[y2].y - rect.y) / vertHeight);
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(s_VertScratch[x].x, s_VertScratch[y].y),
|
|||
|
new Vector2(s_VertScratch[x2].x, s_VertScratch[y2].y),
|
|||
|
color,
|
|||
|
new Vector2(s_UVScratch[x].x, s_UVScratch[y].y),
|
|||
|
new Vector2(s_UVScratch[x2].x, s_UVScratch[y2].y),
|
|||
|
uv1Min, uv1Max);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
private void GenerateTiledSprite(VertexHelper toFill)
|
|||
|
{
|
|||
|
Vector4 outer, inner, border;
|
|||
|
Vector2 spriteSize;
|
|||
|
|
|||
|
if (overrideSprite != null)
|
|||
|
{
|
|||
|
outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
|
|||
|
inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
|
|||
|
border = overrideSprite.border;
|
|||
|
spriteSize = overrideSprite.rect.size;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
outer = Vector4.zero;
|
|||
|
inner = Vector4.zero;
|
|||
|
border = Vector4.zero;
|
|||
|
spriteSize = Vector2.one * 100;
|
|||
|
}
|
|||
|
|
|||
|
Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
|
|||
|
float tileWidth = (spriteSize.x - border.x - border.z) / pixelsPerUnit;
|
|||
|
float tileHeight = (spriteSize.y - border.y - border.w) / pixelsPerUnit;
|
|||
|
border = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
|||
|
|
|||
|
|
|||
|
var uvMin = new Vector2(inner.x, inner.y);
|
|||
|
var uvMax = new Vector2(inner.z, inner.w);
|
|||
|
|
|||
|
// Min to max max range for tiled region in coordinates relative to lower left corner.
|
|||
|
float xMin = border.x;
|
|||
|
float xMax = rect.width - border.z;
|
|||
|
float yMin = border.y;
|
|||
|
float yMax = rect.height - border.w;
|
|||
|
|
|||
|
toFill.Clear();
|
|||
|
var clipped = uvMax;
|
|||
|
|
|||
|
// if either width is zero we cant tile so just assume it was the full width.
|
|||
|
if (tileWidth <= 0)
|
|||
|
tileWidth = xMax - xMin;
|
|||
|
|
|||
|
if (tileHeight <= 0)
|
|||
|
tileHeight = yMax - yMin;
|
|||
|
|
|||
|
if (overrideSprite != null && (hasBorder || overrideSprite.packed || overrideSprite.texture.wrapMode != TextureWrapMode.Repeat))
|
|||
|
{
|
|||
|
// Sprite has border, or is not in repeat mode, or cannot be repeated because of packing.
|
|||
|
// We cannot use texture tiling so we will generate a mesh of quads to tile the texture.
|
|||
|
|
|||
|
// Evaluate how many vertices we will generate. Limit this number to something sane,
|
|||
|
// especially since meshes can not have more than 65000 vertices.
|
|||
|
|
|||
|
int nTilesW = 0;
|
|||
|
int nTilesH = 0;
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth);
|
|||
|
nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight);
|
|||
|
|
|||
|
int nVertices = 0;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
nVertices = (nTilesW + 2) * (nTilesH + 2) * 4; // 4 vertices per tile
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nVertices = nTilesW * nTilesH * 4; // 4 vertices per tile
|
|||
|
}
|
|||
|
|
|||
|
if (nVertices > 65000)
|
|||
|
{
|
|||
|
double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile.
|
|||
|
double imageRatio;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
imageRatio = (nTilesW + 2.0) / (nTilesH + 2.0);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
imageRatio = (double)nTilesW / nTilesH;
|
|||
|
}
|
|||
|
|
|||
|
double targetTilesW = Math.Sqrt(maxTiles / imageRatio);
|
|||
|
double targetTilesH = targetTilesW * imageRatio;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
targetTilesW -= 2;
|
|||
|
targetTilesH -= 2;
|
|||
|
}
|
|||
|
|
|||
|
nTilesW = (int)Math.Floor(targetTilesW);
|
|||
|
nTilesH = (int)Math.Floor(targetTilesH);
|
|||
|
|
|||
|
tileWidth = (xMax - xMin) / nTilesW;
|
|||
|
tileHeight = (yMax - yMin) / nTilesH;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
// Texture on the border is repeated only in one direction.
|
|||
|
nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth);
|
|||
|
nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight);
|
|||
|
int nVertices = (nTilesH + nTilesW + 2 /*corners*/) * 2 /*sides*/ * 4 /*vertices per tile*/;
|
|||
|
if (nVertices > 65000)
|
|||
|
{
|
|||
|
double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile.
|
|||
|
double imageRatio = (double)nTilesW / nTilesH;
|
|||
|
double targetTilesW = (maxTiles - 4 /*corners*/) / (2 * (1.0 + imageRatio));
|
|||
|
double targetTilesH = targetTilesW * imageRatio;
|
|||
|
|
|||
|
nTilesW = (int)Math.Floor(targetTilesW);
|
|||
|
nTilesH = (int)Math.Floor(targetTilesH);
|
|||
|
tileWidth = (xMax - xMin) / nTilesW;
|
|||
|
tileHeight = (yMax - yMin) / nTilesH;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nTilesH = nTilesW = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
// TODO: we could share vertices between quads. If vertex sharing is implemented. update the computation for the number of vertices accordingly.
|
|||
|
float width = nTilesW * tileWidth;
|
|||
|
float height = nTilesH * tileHeight;
|
|||
|
for (int j = 0; j < nTilesH; j++)
|
|||
|
{
|
|||
|
float y1 = yMin + j * tileHeight;
|
|||
|
float y2 = yMin + (j + 1) * tileHeight;
|
|||
|
if (y2 > yMax)
|
|||
|
{
|
|||
|
clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1);
|
|||
|
y2 = yMax;
|
|||
|
}
|
|||
|
clipped.x = uvMax.x;
|
|||
|
for (int i = 0; i < nTilesW; i++)
|
|||
|
{
|
|||
|
float x1 = xMin + i * tileWidth;
|
|||
|
float x2 = xMin + (i + 1) * tileWidth;
|
|||
|
if (x2 > xMax)
|
|||
|
{
|
|||
|
clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1);
|
|||
|
x2 = xMax;
|
|||
|
}
|
|||
|
Vector2 posMin = new Vector2(x1, y1) + rect.position;
|
|||
|
Vector2 posMax = new Vector2(x2, y2) + rect.position;
|
|||
|
Vector2 localPosMin = new Vector2(x1, y1);
|
|||
|
Vector2 localPosMax = new Vector2(x2, y2);
|
|||
|
AddQuad(toFill, posMin, posMax, color, uvMin, clipped, new Vector2(localPosMin.x / width, localPosMin.y / height), new Vector2(localPosMax.x / width, localPosMax.y / height));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
clipped = uvMax;
|
|||
|
float width = nTilesW * tileWidth;
|
|||
|
float height = nTilesH * tileHeight;
|
|||
|
for (int j = 0; j < nTilesH; j++)
|
|||
|
{
|
|||
|
float y1 = yMin + j * tileHeight;
|
|||
|
float y2 = yMin + (j + 1) * tileHeight;
|
|||
|
if (y2 > yMax)
|
|||
|
{
|
|||
|
clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1);
|
|||
|
y2 = yMax;
|
|||
|
}
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, y1) + rect.position,
|
|||
|
new Vector2(xMin, y2) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, uvMin.y),
|
|||
|
new Vector2(uvMin.x, clipped.y),
|
|||
|
new Vector2(0, y1 / height),
|
|||
|
new Vector2(xMin / width, y2 / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, y1) + rect.position,
|
|||
|
new Vector2(rect.width, y2) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, uvMin.y),
|
|||
|
new Vector2(outer.z, clipped.y),
|
|||
|
new Vector2(xMax / width, y1 / height),
|
|||
|
new Vector2(rect.width / width, y2 / height));
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// Bottom and top tiled border
|
|||
|
clipped = uvMax;
|
|||
|
for (int i = 0; i < nTilesW; i++)
|
|||
|
{
|
|||
|
float x1 = xMin + i * tileWidth;
|
|||
|
float x2 = xMin + (i + 1) * tileWidth;
|
|||
|
if (x2 > xMax)
|
|||
|
{
|
|||
|
clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1);
|
|||
|
x2 = xMax;
|
|||
|
}
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(x1, 0) + rect.position,
|
|||
|
new Vector2(x2, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMin.x, outer.y),
|
|||
|
new Vector2(clipped.x, uvMin.y),
|
|||
|
new Vector2(x1 / width, 0),
|
|||
|
new Vector2(x2 / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(x1, yMax) + rect.position,
|
|||
|
new Vector2(x2, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMin.x, uvMax.y),
|
|||
|
new Vector2(clipped.x, outer.w),
|
|||
|
new Vector2(x1 / width, yMax / height),
|
|||
|
new Vector2(x2 / width, rect.height / height));
|
|||
|
}
|
|||
|
|
|||
|
// Corners
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, 0) + rect.position,
|
|||
|
new Vector2(xMin, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, outer.y),
|
|||
|
new Vector2(uvMin.x, uvMin.y),
|
|||
|
new Vector2(0, 0),
|
|||
|
new Vector2(xMin / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, 0) + rect.position,
|
|||
|
new Vector2(rect.width, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, outer.y),
|
|||
|
new Vector2(outer.z, uvMin.y),
|
|||
|
new Vector2(xMax / width, 0),
|
|||
|
new Vector2(rect.width / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, yMax) + rect.position,
|
|||
|
new Vector2(xMin, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, uvMax.y),
|
|||
|
new Vector2(uvMin.x, outer.w),
|
|||
|
new Vector2(0, yMax / height),
|
|||
|
new Vector2(xMin / width, rect.height / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, yMax) + rect.position,
|
|||
|
new Vector2(rect.width, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, uvMax.y),
|
|||
|
new Vector2(outer.z, outer.w),
|
|||
|
new Vector2(xMax / width, yMax / height),
|
|||
|
new Vector2(rect.width / width, rect.height / height));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Texture has no border, is in repeat mode and not packed. Use texture tiling.
|
|||
|
Vector2 uvScale = new Vector2((xMax - xMin) / tileWidth, (yMax - yMin) / tileHeight);
|
|||
|
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
AddQuad(toFill, new Vector2(xMin, yMin) + rect.position, new Vector2(xMax, yMax) + rect.position, color, Vector2.Scale(uvMin, uvScale), Vector2.Scale(uvMax, uvScale), Vector2.zero, Vector2.one);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
private void GenerateTiledSprite(VertexHelper toFill, List<Vert2D> vertlist)
|
|||
|
{
|
|||
|
Vector4 outer, inner, border;
|
|||
|
Vector2 spriteSize;
|
|||
|
|
|||
|
if (overrideSprite != null)
|
|||
|
{
|
|||
|
outer = Sprites.DataUtility.GetOuterUV(overrideSprite);
|
|||
|
inner = Sprites.DataUtility.GetInnerUV(overrideSprite);
|
|||
|
border = overrideSprite.border;
|
|||
|
spriteSize = overrideSprite.rect.size;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
outer = Vector4.zero;
|
|||
|
inner = Vector4.zero;
|
|||
|
border = Vector4.zero;
|
|||
|
spriteSize = Vector2.one * 100;
|
|||
|
}
|
|||
|
|
|||
|
Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
|
|||
|
float tileWidth = (spriteSize.x - border.x - border.z) / pixelsPerUnit;
|
|||
|
float tileHeight = (spriteSize.y - border.y - border.w) / pixelsPerUnit;
|
|||
|
border = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
|||
|
|
|||
|
|
|||
|
var uvMin = new Vector2(inner.x, inner.y);
|
|||
|
var uvMax = new Vector2(inner.z, inner.w);
|
|||
|
|
|||
|
// Min to max max range for tiled region in coordinates relative to lower left corner.
|
|||
|
float xMin = border.x;
|
|||
|
float xMax = rect.width - border.z;
|
|||
|
float yMin = border.y;
|
|||
|
float yMax = rect.height - border.w;
|
|||
|
|
|||
|
toFill.Clear();
|
|||
|
var clipped = uvMax;
|
|||
|
|
|||
|
// if either width is zero we cant tile so just assume it was the full width.
|
|||
|
if (tileWidth <= 0)
|
|||
|
tileWidth = xMax - xMin;
|
|||
|
|
|||
|
if (tileHeight <= 0)
|
|||
|
tileHeight = yMax - yMin;
|
|||
|
|
|||
|
if (overrideSprite != null && (hasBorder || overrideSprite.packed || overrideSprite.texture.wrapMode != TextureWrapMode.Repeat))
|
|||
|
{
|
|||
|
// Sprite has border, or is not in repeat mode, or cannot be repeated because of packing.
|
|||
|
// We cannot use texture tiling so we will generate a mesh of quads to tile the texture.
|
|||
|
|
|||
|
// Evaluate how many vertices we will generate. Limit this number to something sane,
|
|||
|
// especially since meshes can not have more than 65000 vertices.
|
|||
|
|
|||
|
int nTilesW = 0;
|
|||
|
int nTilesH = 0;
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth);
|
|||
|
nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight);
|
|||
|
|
|||
|
int nVertices = 0;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
nVertices = (nTilesW + 2) * (nTilesH + 2) * 4; // 4 vertices per tile
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nVertices = nTilesW * nTilesH * 4; // 4 vertices per tile
|
|||
|
}
|
|||
|
|
|||
|
if (nVertices > 65000)
|
|||
|
{
|
|||
|
double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile.
|
|||
|
double imageRatio;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
imageRatio = (nTilesW + 2.0) / (nTilesH + 2.0);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
imageRatio = (double)nTilesW / nTilesH;
|
|||
|
}
|
|||
|
|
|||
|
double targetTilesW = Math.Sqrt(maxTiles / imageRatio);
|
|||
|
double targetTilesH = targetTilesW * imageRatio;
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
targetTilesW -= 2;
|
|||
|
targetTilesH -= 2;
|
|||
|
}
|
|||
|
|
|||
|
nTilesW = (int)Math.Floor(targetTilesW);
|
|||
|
nTilesH = (int)Math.Floor(targetTilesH);
|
|||
|
|
|||
|
tileWidth = (xMax - xMin) / nTilesW;
|
|||
|
tileHeight = (yMax - yMin) / nTilesH;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
// Texture on the border is repeated only in one direction.
|
|||
|
nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth);
|
|||
|
nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight);
|
|||
|
int nVertices = (nTilesH + nTilesW + 2 /*corners*/) * 2 /*sides*/ * 4 /*vertices per tile*/;
|
|||
|
if (nVertices > 65000)
|
|||
|
{
|
|||
|
double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile.
|
|||
|
double imageRatio = (double)nTilesW / nTilesH;
|
|||
|
double targetTilesW = (maxTiles - 4 /*corners*/) / (2 * (1.0 + imageRatio));
|
|||
|
double targetTilesH = targetTilesW * imageRatio;
|
|||
|
|
|||
|
nTilesW = (int)Math.Floor(targetTilesW);
|
|||
|
nTilesH = (int)Math.Floor(targetTilesH);
|
|||
|
tileWidth = (xMax - xMin) / nTilesW;
|
|||
|
tileHeight = (yMax - yMin) / nTilesH;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nTilesH = nTilesW = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
// TODO: we could share vertices between quads. If vertex sharing is implemented. update the computation for the number of vertices accordingly.
|
|||
|
float width = nTilesW * tileWidth;
|
|||
|
float height = nTilesH * tileHeight;
|
|||
|
for (int j = 0; j < nTilesH; j++)
|
|||
|
{
|
|||
|
float y1 = yMin + j * tileHeight;
|
|||
|
float y2 = yMin + (j + 1) * tileHeight;
|
|||
|
if (y2 > yMax)
|
|||
|
{
|
|||
|
clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1);
|
|||
|
y2 = yMax;
|
|||
|
}
|
|||
|
clipped.x = uvMax.x;
|
|||
|
for (int i = 0; i < nTilesW; i++)
|
|||
|
{
|
|||
|
float x1 = xMin + i * tileWidth;
|
|||
|
float x2 = xMin + (i + 1) * tileWidth;
|
|||
|
if (x2 > xMax)
|
|||
|
{
|
|||
|
clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1);
|
|||
|
x2 = xMax;
|
|||
|
}
|
|||
|
Vector2 posMin = new Vector2(x1, y1) + rect.position;
|
|||
|
Vector2 posMax = new Vector2(x2, y2) + rect.position;
|
|||
|
Vector2 localPosMin = new Vector2(x1, y1);
|
|||
|
Vector2 localPosMax = new Vector2(x2, y2);
|
|||
|
AddQuad(toFill, posMin, posMax, color, uvMin, clipped, new Vector2(localPosMin.x / width, localPosMin.y / height), new Vector2(localPosMax.x / width, localPosMax.y / height));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if (hasBorder)
|
|||
|
{
|
|||
|
clipped = uvMax;
|
|||
|
float width = nTilesW * tileWidth;
|
|||
|
float height = nTilesH * tileHeight;
|
|||
|
for (int j = 0; j < nTilesH; j++)
|
|||
|
{
|
|||
|
float y1 = yMin + j * tileHeight;
|
|||
|
float y2 = yMin + (j + 1) * tileHeight;
|
|||
|
if (y2 > yMax)
|
|||
|
{
|
|||
|
clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1);
|
|||
|
y2 = yMax;
|
|||
|
}
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, y1) + rect.position,
|
|||
|
new Vector2(xMin, y2) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, uvMin.y),
|
|||
|
new Vector2(uvMin.x, clipped.y),
|
|||
|
new Vector2(0, y1 / height),
|
|||
|
new Vector2(xMin / width, y2 / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, y1) + rect.position,
|
|||
|
new Vector2(rect.width, y2) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, uvMin.y),
|
|||
|
new Vector2(outer.z, clipped.y),
|
|||
|
new Vector2(xMax / width, y1 / height),
|
|||
|
new Vector2(rect.width / width, y2 / height));
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// Bottom and top tiled border
|
|||
|
clipped = uvMax;
|
|||
|
for (int i = 0; i < nTilesW; i++)
|
|||
|
{
|
|||
|
float x1 = xMin + i * tileWidth;
|
|||
|
float x2 = xMin + (i + 1) * tileWidth;
|
|||
|
if (x2 > xMax)
|
|||
|
{
|
|||
|
clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1);
|
|||
|
x2 = xMax;
|
|||
|
}
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(x1, 0) + rect.position,
|
|||
|
new Vector2(x2, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMin.x, outer.y),
|
|||
|
new Vector2(clipped.x, uvMin.y),
|
|||
|
new Vector2(x1 / width, 0),
|
|||
|
new Vector2(x2 / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(x1, yMax) + rect.position,
|
|||
|
new Vector2(x2, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMin.x, uvMax.y),
|
|||
|
new Vector2(clipped.x, outer.w),
|
|||
|
new Vector2(x1 / width, yMax / height),
|
|||
|
new Vector2(x2 / width, rect.height / height));
|
|||
|
}
|
|||
|
|
|||
|
// Corners
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, 0) + rect.position,
|
|||
|
new Vector2(xMin, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, outer.y),
|
|||
|
new Vector2(uvMin.x, uvMin.y),
|
|||
|
new Vector2(0, 0),
|
|||
|
new Vector2(xMin / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, 0) + rect.position,
|
|||
|
new Vector2(rect.width, yMin) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, outer.y),
|
|||
|
new Vector2(outer.z, uvMin.y),
|
|||
|
new Vector2(xMax / width, 0),
|
|||
|
new Vector2(rect.width / width, yMin / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(0, yMax) + rect.position,
|
|||
|
new Vector2(xMin, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(outer.x, uvMax.y),
|
|||
|
new Vector2(uvMin.x, outer.w),
|
|||
|
new Vector2(0, yMax / height),
|
|||
|
new Vector2(xMin / width, rect.height / height));
|
|||
|
AddQuad(toFill,
|
|||
|
new Vector2(xMax, yMax) + rect.position,
|
|||
|
new Vector2(rect.width, rect.height) + rect.position,
|
|||
|
color,
|
|||
|
new Vector2(uvMax.x, uvMax.y),
|
|||
|
new Vector2(outer.z, outer.w),
|
|||
|
new Vector2(xMax / width, yMax / height),
|
|||
|
new Vector2(rect.width / width, rect.height / height));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Texture has no border, is in repeat mode and not packed. Use texture tiling.
|
|||
|
Vector2 uvScale = new Vector2((xMax - xMin) / tileWidth, (yMax - yMin) / tileHeight);
|
|||
|
|
|||
|
if (fillCenter)
|
|||
|
{
|
|||
|
AddQuad(toFill, new Vector2(xMin, yMin) + rect.position, new Vector2(xMax, yMax) + rect.position, color, Vector2.Scale(uvMin, uvScale), Vector2.Scale(uvMax, uvScale), Vector2.zero, Vector2.one);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
static void AddQuad(VertexHelper vertexHelper, Vector3[] quadPositions, Color32 color, Vector3[] quadUVs, Vector3[] quadUV1s)
|
|||
|
{
|
|||
|
int startIndex = vertexHelper.currentVertCount;
|
|||
|
|
|||
|
for (int i = 0; i < 4; ++i)
|
|||
|
vertexHelper.AddVert(quadPositions[i], color, quadUVs[i], quadUV1s[i], s_DefaultNormal, s_DefaultTangent);
|
|||
|
|
|||
|
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
|||
|
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
|
|||
|
}
|
|||
|
|
|||
|
static void AddQuad(VertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, Vector2 uvMin, Vector2 uvMax, Vector2 uv1Min, Vector2 uv1Max)
|
|||
|
{
|
|||
|
int startIndex = vertexHelper.currentVertCount;
|
|||
|
|
|||
|
vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y), new Vector2(uv1Min.x, uv1Min.y), s_DefaultNormal, s_DefaultTangent);
|
|||
|
vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y), new Vector2(uv1Min.x, uv1Max.y), s_DefaultNormal, s_DefaultTangent);
|
|||
|
vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y), new Vector2(uv1Max.x, uv1Max.y), s_DefaultNormal, s_DefaultTangent);
|
|||
|
vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y), new Vector2(uv1Max.x, uv1Min.y), s_DefaultNormal, s_DefaultTangent);
|
|||
|
|
|||
|
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
|||
|
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
|
|||
|
}
|
|||
|
|
|||
|
Vector4 GetAdjustedBorders(Vector4 border, Rect adjustedRect)
|
|||
|
{
|
|||
|
Rect originalRect = GetRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter);
|
|||
|
|
|||
|
for (int axis = 0; axis <= 1; axis++)
|
|||
|
{
|
|||
|
float borderScaleRatio;
|
|||
|
|
|||
|
// The adjusted rect (adjusted for pixel correctness)
|
|||
|
// may be slightly larger than the original rect.
|
|||
|
// Adjust the border to match the adjustedRect to avoid
|
|||
|
// small gaps between borders (case 833201).
|
|||
|
if (originalRect.size[axis] != 0)
|
|||
|
{
|
|||
|
borderScaleRatio = adjustedRect.size[axis] / originalRect.size[axis];
|
|||
|
border[axis] *= borderScaleRatio;
|
|||
|
border[axis + 2] *= borderScaleRatio;
|
|||
|
}
|
|||
|
|
|||
|
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
|
|||
|
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
|
|||
|
float combinedBorders = border[axis] + border[axis + 2];
|
|||
|
if (adjustedRect.size[axis] < combinedBorders && combinedBorders != 0)
|
|||
|
{
|
|||
|
borderScaleRatio = adjustedRect.size[axis] / combinedBorders;
|
|||
|
border[axis] *= borderScaleRatio;
|
|||
|
border[axis + 2] *= borderScaleRatio;
|
|||
|
}
|
|||
|
}
|
|||
|
return border;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
static readonly Vector3[] s_Xy = new Vector3[4];
|
|||
|
static readonly Vector3[] s_Uv = new Vector3[4];
|
|||
|
static readonly Vector3[] s_Uv1 = new Vector3[4];
|
|||
|
void GenerateFilledSprite(VertexHelper toFill, bool preserveAspect)
|
|||
|
{
|
|||
|
toFill.Clear();
|
|||
|
|
|||
|
if (fillAmount < 0.001f)
|
|||
|
return;
|
|||
|
|
|||
|
Vector4 v = GetDrawingDimensions(preserveAspect);
|
|||
|
Vector4 outer = overrideSprite != null ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
|
|||
|
UIVertex uiv = UIVertex.simpleVert;
|
|||
|
uiv.color = color;
|
|||
|
|
|||
|
float tx0 = outer.x;
|
|||
|
float ty0 = outer.y;
|
|||
|
float tx1 = outer.z;
|
|||
|
float ty1 = outer.w;
|
|||
|
|
|||
|
// Horizontal and vertical filled sprites are simple -- just end the Image prematurely
|
|||
|
if (fillMethod == FillMethod.Horizontal || fillMethod == FillMethod.Vertical)
|
|||
|
{
|
|||
|
if (fillMethod == FillMethod.Horizontal)
|
|||
|
{
|
|||
|
float fill = (tx1 - tx0) * fillAmount;
|
|||
|
|
|||
|
if (fillOrigin == 1)
|
|||
|
{
|
|||
|
v.x = v.z - (v.z - v.x) * fillAmount;
|
|||
|
tx0 = tx1 - fill;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
v.z = v.x + (v.z - v.x) * fillAmount;
|
|||
|
tx1 = tx0 + fill;
|
|||
|
}
|
|||
|
}
|
|||
|
else if (fillMethod == FillMethod.Vertical)
|
|||
|
{
|
|||
|
float fill = (ty1 - ty0) * fillAmount;
|
|||
|
|
|||
|
if (fillOrigin == 1)
|
|||
|
{
|
|||
|
v.y = v.w - (v.w - v.y) * fillAmount;
|
|||
|
ty0 = ty1 - fill;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
v.w = v.y + (v.w - v.y) * fillAmount;
|
|||
|
ty1 = ty0 + fill;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
s_Xy[0] = new Vector2(v.x, v.y);
|
|||
|
s_Xy[1] = new Vector2(v.x, v.w);
|
|||
|
s_Xy[2] = new Vector2(v.z, v.w);
|
|||
|
s_Xy[3] = new Vector2(v.z, v.y);
|
|||
|
|
|||
|
s_Uv[0] = new Vector2(tx0, ty0);
|
|||
|
s_Uv[1] = new Vector2(tx0, ty1);
|
|||
|
s_Uv[2] = new Vector2(tx1, ty1);
|
|||
|
s_Uv[3] = new Vector2(tx1, ty0);
|
|||
|
|
|||
|
s_Uv1[0] = new Vector2(0, 0);
|
|||
|
s_Uv1[1] = new Vector2(0, 1);
|
|||
|
s_Uv1[2] = new Vector2(1, 1);
|
|||
|
s_Uv1[3] = new Vector2(1, 0);
|
|||
|
|
|||
|
{
|
|||
|
if (fillAmount < 1f && fillMethod != FillMethod.Horizontal && fillMethod != FillMethod.Vertical)
|
|||
|
{
|
|||
|
if (fillMethod == FillMethod.Radial90)
|
|||
|
{
|
|||
|
if (RadialCut(s_Xy, s_Uv, fillAmount, fillClockwise, fillOrigin))
|
|||
|
AddQuad(toFill, s_Xy, color, s_Uv, s_Uv1);
|
|||
|
}
|
|||
|
else if (fillMethod == FillMethod.Radial180)
|
|||
|
{
|
|||
|
for (int side = 0; side < 2; ++side)
|
|||
|
{
|
|||
|
float fx0, fx1, fy0, fy1;
|
|||
|
int even = fillOrigin > 1 ? 1 : 0;
|
|||
|
|
|||
|
if (fillOrigin == 0 || fillOrigin == 2)
|
|||
|
{
|
|||
|
fy0 = 0f;
|
|||
|
fy1 = 1f;
|
|||
|
if (side == even)
|
|||
|
{
|
|||
|
fx0 = 0f;
|
|||
|
fx1 = 0.5f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
fx0 = 0.5f;
|
|||
|
fx1 = 1f;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
fx0 = 0f;
|
|||
|
fx1 = 1f;
|
|||
|
if (side == even)
|
|||
|
{
|
|||
|
fy0 = 0.5f;
|
|||
|
fy1 = 1f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
fy0 = 0f;
|
|||
|
fy1 = 0.5f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
s_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0);
|
|||
|
s_Xy[1].x = s_Xy[0].x;
|
|||
|
s_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1);
|
|||
|
s_Xy[3].x = s_Xy[2].x;
|
|||
|
|
|||
|
s_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0);
|
|||
|
s_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1);
|
|||
|
s_Xy[2].y = s_Xy[1].y;
|
|||
|
s_Xy[3].y = s_Xy[0].y;
|
|||
|
|
|||
|
s_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0);
|
|||
|
s_Uv[1].x = s_Uv[0].x;
|
|||
|
s_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1);
|
|||
|
s_Uv[3].x = s_Uv[2].x;
|
|||
|
|
|||
|
s_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0);
|
|||
|
s_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1);
|
|||
|
s_Uv[2].y = s_Uv[1].y;
|
|||
|
s_Uv[3].y = s_Uv[0].y;
|
|||
|
|
|||
|
float val = fillClockwise ? fillAmount * 2f - side : fillAmount * 2f - (1 - side);
|
|||
|
|
|||
|
if (RadialCut(s_Xy, s_Uv, Mathf.Clamp01(val), fillClockwise, ((side + fillOrigin + 3) % 4)))
|
|||
|
{
|
|||
|
AddQuad(toFill, s_Xy, color, s_Uv, s_Uv1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else if (fillMethod == FillMethod.Radial360)
|
|||
|
{
|
|||
|
for (int corner = 0; corner < 4; ++corner)
|
|||
|
{
|
|||
|
float fx0, fx1, fy0, fy1;
|
|||
|
|
|||
|
if (corner < 2)
|
|||
|
{
|
|||
|
fx0 = 0f;
|
|||
|
fx1 = 0.5f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
fx0 = 0.5f;
|
|||
|
fx1 = 1f;
|
|||
|
}
|
|||
|
|
|||
|
if (corner == 0 || corner == 3)
|
|||
|
{
|
|||
|
fy0 = 0f;
|
|||
|
fy1 = 0.5f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
fy0 = 0.5f;
|
|||
|
fy1 = 1f;
|
|||
|
}
|
|||
|
|
|||
|
s_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0);
|
|||
|
s_Xy[1].x = s_Xy[0].x;
|
|||
|
s_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1);
|
|||
|
s_Xy[3].x = s_Xy[2].x;
|
|||
|
|
|||
|
s_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0);
|
|||
|
s_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1);
|
|||
|
s_Xy[2].y = s_Xy[1].y;
|
|||
|
s_Xy[3].y = s_Xy[0].y;
|
|||
|
|
|||
|
s_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0);
|
|||
|
s_Uv[1].x = s_Uv[0].x;
|
|||
|
s_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1);
|
|||
|
s_Uv[3].x = s_Uv[2].x;
|
|||
|
|
|||
|
s_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0);
|
|||
|
s_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1);
|
|||
|
s_Uv[2].y = s_Uv[1].y;
|
|||
|
s_Uv[3].y = s_Uv[0].y;
|
|||
|
|
|||
|
float val = fillClockwise ?
|
|||
|
fillAmount * 4f - ((corner + fillOrigin) % 4) :
|
|||
|
fillAmount * 4f - (3 - ((corner + fillOrigin) % 4));
|
|||
|
|
|||
|
if (RadialCut(s_Xy, s_Uv, Mathf.Clamp01(val), fillClockwise, ((corner + 2) % 4)))
|
|||
|
AddQuad(toFill, s_Xy, color, s_Uv, s_Uv1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
AddQuad(toFill, s_Xy, color, s_Uv, s_Uv1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Adjust the specified quad, making it be radially filled instead.
|
|||
|
/// </summary>
|
|||
|
|
|||
|
static bool RadialCut(Vector3[] xy, Vector3[] uv, float fill, bool invert, int corner)
|
|||
|
{
|
|||
|
// Nothing to fill
|
|||
|
if (fill < 0.001f) return false;
|
|||
|
|
|||
|
// Even corners invert the fill direction
|
|||
|
if ((corner & 1) == 1) invert = !invert;
|
|||
|
|
|||
|
// Nothing to adjust
|
|||
|
if (!invert && fill > 0.999f) return true;
|
|||
|
|
|||
|
// Convert 0-1 value into 0 to 90 degrees angle in radians
|
|||
|
float angle = Mathf.Clamp01(fill);
|
|||
|
if (invert) angle = 1f - angle;
|
|||
|
angle *= 90f * Mathf.Deg2Rad;
|
|||
|
|
|||
|
// Calculate the effective X and Y factors
|
|||
|
float cos = Mathf.Cos(angle);
|
|||
|
float sin = Mathf.Sin(angle);
|
|||
|
|
|||
|
RadialCut(xy, cos, sin, invert, corner);
|
|||
|
RadialCut(uv, cos, sin, invert, corner);
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Adjust the specified quad, making it be radially filled instead.
|
|||
|
/// </summary>
|
|||
|
|
|||
|
static void RadialCut(Vector3[] xy, float cos, float sin, bool invert, int corner)
|
|||
|
{
|
|||
|
int i0 = corner;
|
|||
|
int i1 = ((corner + 1) % 4);
|
|||
|
int i2 = ((corner + 2) % 4);
|
|||
|
int i3 = ((corner + 3) % 4);
|
|||
|
|
|||
|
if ((corner & 1) == 1)
|
|||
|
{
|
|||
|
if (sin > cos)
|
|||
|
{
|
|||
|
cos /= sin;
|
|||
|
sin = 1f;
|
|||
|
|
|||
|
if (invert)
|
|||
|
{
|
|||
|
xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|||
|
xy[i2].x = xy[i1].x;
|
|||
|
}
|
|||
|
}
|
|||
|
else if (cos > sin)
|
|||
|
{
|
|||
|
sin /= cos;
|
|||
|
cos = 1f;
|
|||
|
|
|||
|
if (!invert)
|
|||
|
{
|
|||
|
xy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|||
|
xy[i3].y = xy[i2].y;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
cos = 1f;
|
|||
|
sin = 1f;
|
|||
|
}
|
|||
|
|
|||
|
if (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|||
|
else xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (cos > sin)
|
|||
|
{
|
|||
|
sin /= cos;
|
|||
|
cos = 1f;
|
|||
|
|
|||
|
if (!invert)
|
|||
|
{
|
|||
|
xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|||
|
xy[i2].y = xy[i1].y;
|
|||
|
}
|
|||
|
}
|
|||
|
else if (sin > cos)
|
|||
|
{
|
|||
|
cos /= sin;
|
|||
|
sin = 1f;
|
|||
|
|
|||
|
if (invert)
|
|||
|
{
|
|||
|
xy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|||
|
xy[i3].x = xy[i2].x;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
cos = 1f;
|
|||
|
sin = 1f;
|
|||
|
}
|
|||
|
|
|||
|
if (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
|
|||
|
else xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
static void AddQuad(VertexHelper vertexHelper, Vector3[] quadPositions, Color32 color, Vector3[] quadUVs)
|
|||
|
{
|
|||
|
int startIndex = vertexHelper.currentVertCount;
|
|||
|
|
|||
|
for (int i = 0; i < 4; ++i)
|
|||
|
vertexHelper.AddVert(quadPositions[i], color, quadUVs[i]);
|
|||
|
|
|||
|
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
|||
|
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
|
|||
|
}
|
|||
|
static void AddQuad(VertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, Vector2 uvMin, Vector2 uvMax)
|
|||
|
{
|
|||
|
int startIndex = vertexHelper.currentVertCount;
|
|||
|
|
|||
|
vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y));
|
|||
|
vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y));
|
|||
|
vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y));
|
|||
|
vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y));
|
|||
|
|
|||
|
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
|||
|
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
|
|||
|
}
|
|||
|
void AddQuads(VertexHelper vertexHelper, List<Vert2D> vlist)
|
|||
|
{
|
|||
|
#if UNITY_2022_2_OR_NEWER
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend)
|
|||
|
#else
|
|||
|
if (m_GradientColor.mode == GradientMode.Blend)
|
|||
|
#endif
|
|||
|
{
|
|||
|
int startIndex = vertexHelper.currentVertCount;
|
|||
|
|
|||
|
foreach (Vert2D v in vlist)
|
|||
|
{
|
|||
|
vertexHelper.AddVert(v.position, v.color, v.uv0);
|
|||
|
}
|
|||
|
for (; startIndex < vertexHelper.currentVertCount - 2; startIndex++)
|
|||
|
{
|
|||
|
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
List<Vert2D> newvlist = new List<Vert2D>();
|
|||
|
if (m_Direction == GradientDirection.Horizontal)
|
|||
|
{
|
|||
|
for (int i = 0; i < vlist.Count; i++)
|
|||
|
{
|
|||
|
if (i == 0 || i == 1)
|
|||
|
{
|
|||
|
Vert2D newvert = new Vert2D(vlist[i].type);
|
|||
|
newvert.SetAlpha(vlist[i + 2].color.a);
|
|||
|
newvert.SetColor(vlist[i + 2].color);
|
|||
|
newvert.SetUV(vlist[i].uv0.x, vlist[i].uv0.y);
|
|||
|
newvert.SetPosition(vlist[i].position);
|
|||
|
newvlist.Add(newvert);
|
|||
|
}
|
|||
|
else if (i == vlist.Count - 2 || i == vlist.Count - 1)
|
|||
|
{
|
|||
|
newvlist.Add(vlist[i]);
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
newvlist.Add(vlist[i]);
|
|||
|
Vert2D newvert = new Vert2D(vlist[i].type);
|
|||
|
newvert.SetAlpha(vlist[i + 2].color.a);
|
|||
|
newvert.SetColor(vlist[i + 2].color);
|
|||
|
newvert.SetUV(vlist[i].uv0.x, vlist[i].uv0.y);
|
|||
|
newvert.SetPosition(vlist[i].position);
|
|||
|
newvlist.Add(newvert);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
for (int i = 0; i < vlist.Count; i++)
|
|||
|
{
|
|||
|
if (i == 0 || i == 1)
|
|||
|
{
|
|||
|
newvlist.Add(vlist[i]);
|
|||
|
}
|
|||
|
else if (i == vlist.Count - 2 || i == vlist.Count - 1)
|
|||
|
{
|
|||
|
Vert2D newvert = new Vert2D(vlist[i].type);
|
|||
|
newvert.SetAlpha(vlist[i - 2].color.a);
|
|||
|
newvert.SetColor(vlist[i - 2].color);
|
|||
|
newvert.SetUV(vlist[i].uv0.x, vlist[i].uv0.y);
|
|||
|
newvert.SetPosition(vlist[i].position);
|
|||
|
newvlist.Add(newvert);
|
|||
|
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
|
|||
|
Vert2D newvert = new Vert2D(vlist[i].type);
|
|||
|
newvert.SetAlpha(vlist[i - 2].color.a);
|
|||
|
newvert.SetColor(vlist[i - 2].color);
|
|||
|
newvert.SetUV(vlist[i].uv0.x, vlist[i].uv0.y);
|
|||
|
newvert.SetPosition(vlist[i].position);
|
|||
|
newvlist.Add(newvert);
|
|||
|
newvlist.Add(vlist[i]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
foreach (Vert2D v in newvlist)
|
|||
|
{
|
|||
|
vertexHelper.AddVert(v.position, v.color, v.uv0);
|
|||
|
}
|
|||
|
int s = -1;
|
|||
|
for (; s < newvlist.Count - 1; s += 4)
|
|||
|
{
|
|||
|
if (s == -1)
|
|||
|
{
|
|||
|
vertexHelper.AddTriangle(s + 1, s + 2, s + 3);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
vertexHelper.AddTriangle(s, s + 2, s + 3);
|
|||
|
}
|
|||
|
if (s == newvlist.Count - 5)
|
|||
|
{
|
|||
|
vertexHelper.AddTriangle(s + 2, s + 3, s + 4);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
vertexHelper.AddTriangle(s + 2, s + 3, s + 5);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|