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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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119 lines
4.9 KiB
C#
119 lines
4.9 KiB
C#
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/// Credit Breyer
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1780095
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Gradient")]
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public class Gradient : BaseMeshEffect
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{
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[SerializeField]
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private GradientMode _gradientMode = GradientMode.Global;
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[SerializeField]
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private GradientDir _gradientDir = GradientDir.Vertical;
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[SerializeField]
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private bool _overwriteAllColor = false;
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[SerializeField]
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private Color _vertex1 = Color.white;
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[SerializeField]
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private Color _vertex2 = Color.black;
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private Graphic targetGraphic;
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#region Properties
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public GradientMode GradientMode { get { return _gradientMode; } set { _gradientMode = value; graphic.SetVerticesDirty(); } }
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public GradientDir GradientDir { get { return _gradientDir; } set { _gradientDir = value; graphic.SetVerticesDirty(); } }
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public bool OverwriteAllColor { get { return _overwriteAllColor; } set { _overwriteAllColor = value; graphic.SetVerticesDirty(); } }
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public Color Vertex1 { get { return _vertex1; } set { _vertex1 = value; graphic.SetAllDirty(); } }
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public Color Vertex2 { get { return _vertex2; } set { _vertex2 = value; graphic.SetAllDirty(); } }
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#endregion
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protected override void Awake()
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{
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targetGraphic = GetComponent<Graphic>();
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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int count = vh.currentVertCount;
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if (!IsActive() || count == 0)
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{
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return;
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}
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var vertexList = new List<UIVertex>();
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vh.GetUIVertexStream(vertexList);
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UIVertex uiVertex = new UIVertex();
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if (_gradientMode == GradientMode.Global)
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{
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if (_gradientDir == GradientDir.DiagonalLeftToRight || _gradientDir == GradientDir.DiagonalRightToLeft)
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{
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#if UNITY_EDITOR
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Debug.LogWarning("Diagonal dir is not supported in Global mode");
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#endif
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_gradientDir = GradientDir.Vertical;
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}
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float bottomY = _gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
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float topY = _gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
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float uiElementHeight = topY - bottomY;
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for (int i = 0; i < count; i++)
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{
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vh.PopulateUIVertex(ref uiVertex, i);
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if (!_overwriteAllColor && uiVertex.color != targetGraphic.color)
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continue;
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uiVertex.color *= Color.Lerp(_vertex2, _vertex1, ((_gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
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vh.SetUIVertex(uiVertex, i);
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}
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}
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else
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{
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for (int i = 0; i < count; i++)
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{
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vh.PopulateUIVertex(ref uiVertex, i);
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if (!_overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
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continue;
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switch (_gradientDir)
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{
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case GradientDir.Vertical:
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uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? _vertex1 : _vertex2;
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break;
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case GradientDir.Horizontal:
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uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? _vertex1 : _vertex2;
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break;
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case GradientDir.DiagonalLeftToRight:
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uiVertex.color *= (i % 4 == 0) ? _vertex1 : ((i - 2) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
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break;
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case GradientDir.DiagonalRightToLeft:
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uiVertex.color *= ((i - 1) % 4 == 0) ? _vertex1 : ((i - 3) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
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break;
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}
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vh.SetUIVertex(uiVertex, i);
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}
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}
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}
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private bool CompareCarefully(Color col1, Color col2)
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{
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if (Mathf.Abs(col1.r - col2.r) < 0.003f && Mathf.Abs(col1.g - col2.g) < 0.003f && Mathf.Abs(col1.b - col2.b) < 0.003f && Mathf.Abs(col1.a - col2.a) < 0.003f)
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return true;
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return false;
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}
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}
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public enum GradientMode
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{
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Global,
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Local
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}
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public enum GradientDir
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{
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Vertical,
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Horizontal,
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DiagonalLeftToRight,
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DiagonalRightToLeft
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//Free
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}
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//enum color mode Additive, Multiply, Overwrite
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}
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