mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
82 lines
1.9 KiB
C#
82 lines
1.9 KiB
C#
|
/// Credit Board To Bits Games
|
|||
|
/// Original Sourced from - https://www.youtube.com/watch?v=Or3fA-UjnwU
|
|||
|
/// Updated and modified for UI Extensions to be more generic
|
|||
|
|
|||
|
|
|||
|
namespace UnityEngine.UI.Extensions
|
|||
|
{
|
|||
|
public class Circle
|
|||
|
{
|
|||
|
[SerializeField]
|
|||
|
private float xAxis;
|
|||
|
|
|||
|
[SerializeField]
|
|||
|
private float yAxis;
|
|||
|
|
|||
|
[SerializeField]
|
|||
|
private int steps;
|
|||
|
|
|||
|
public float X
|
|||
|
{
|
|||
|
get { return xAxis; }
|
|||
|
set { xAxis = value; }
|
|||
|
}
|
|||
|
|
|||
|
public float Y
|
|||
|
{
|
|||
|
get { return yAxis; }
|
|||
|
set { yAxis = value; }
|
|||
|
}
|
|||
|
|
|||
|
public int Steps
|
|||
|
{
|
|||
|
get { return steps; }
|
|||
|
set { steps = value; }
|
|||
|
}
|
|||
|
|
|||
|
public Circle(float radius)
|
|||
|
{
|
|||
|
this.xAxis = radius;
|
|||
|
this.yAxis = radius;
|
|||
|
this.steps = 1;
|
|||
|
}
|
|||
|
|
|||
|
public Circle(float radius, int steps)
|
|||
|
{
|
|||
|
this.xAxis = radius;
|
|||
|
this.yAxis = radius;
|
|||
|
this.steps = steps;
|
|||
|
}
|
|||
|
|
|||
|
public Circle(float xAxis, float yAxis)
|
|||
|
{
|
|||
|
this.xAxis = xAxis;
|
|||
|
this.yAxis = yAxis;
|
|||
|
this.steps = 10;
|
|||
|
}
|
|||
|
|
|||
|
public Circle(float xAxis, float yAxis, int steps)
|
|||
|
{
|
|||
|
this.xAxis = xAxis;
|
|||
|
this.yAxis = yAxis;
|
|||
|
this.steps = steps;
|
|||
|
}
|
|||
|
|
|||
|
public Vector2 Evaluate(float t)
|
|||
|
{
|
|||
|
float increments = 360f / steps;
|
|||
|
float angle = Mathf.Deg2Rad * increments * t;
|
|||
|
float x = Mathf.Sin(angle) * xAxis;
|
|||
|
float y = Mathf.Cos(angle) * yAxis;
|
|||
|
return new Vector2(x, y);
|
|||
|
}
|
|||
|
|
|||
|
public void Evaluate(float t, out Vector2 eval)
|
|||
|
{
|
|||
|
float increments = 360f / steps;
|
|||
|
float angle = Mathf.Deg2Rad * increments * t;
|
|||
|
eval.x = Mathf.Sin(angle) * xAxis;
|
|||
|
eval.y = Mathf.Cos(angle) * yAxis;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|