mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
103 lines
3.6 KiB
C#
103 lines
3.6 KiB
C#
|
/// Credit CiaccoDavide
|
||
|
/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
|
||
|
|
||
|
namespace UnityEngine.UI.Extensions
|
||
|
{
|
||
|
[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
|
||
|
public class UIPolygon : UIPrimitiveBase
|
||
|
{
|
||
|
public bool fill = true;
|
||
|
public float thickness = 5;
|
||
|
[Range(3, 360)]
|
||
|
public int sides = 3;
|
||
|
[Range(0, 360)]
|
||
|
public float rotation = 0;
|
||
|
[Range(0, 1)]
|
||
|
public float[] VerticesDistances = new float[3];
|
||
|
private float size = 0;
|
||
|
|
||
|
public void DrawPolygon(int _sides)
|
||
|
{
|
||
|
sides = _sides;
|
||
|
VerticesDistances = new float[_sides + 1];
|
||
|
for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1; ;
|
||
|
rotation = 0;
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
public void DrawPolygon(int _sides, float[] _VerticesDistances)
|
||
|
{
|
||
|
sides = _sides;
|
||
|
VerticesDistances = _VerticesDistances;
|
||
|
rotation = 0;
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
public void DrawPolygon(int _sides, float[] _VerticesDistances, float _rotation)
|
||
|
{
|
||
|
sides = _sides;
|
||
|
VerticesDistances = _VerticesDistances;
|
||
|
rotation = _rotation;
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
void Update()
|
||
|
{
|
||
|
size = rectTransform.rect.width;
|
||
|
if (rectTransform.rect.width > rectTransform.rect.height)
|
||
|
size = rectTransform.rect.height;
|
||
|
else
|
||
|
size = rectTransform.rect.width;
|
||
|
thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
|
||
|
}
|
||
|
|
||
|
protected override void OnPopulateMesh(VertexHelper vh)
|
||
|
{
|
||
|
vh.Clear();
|
||
|
|
||
|
Vector2 prevX = Vector2.zero;
|
||
|
Vector2 prevY = Vector2.zero;
|
||
|
Vector2 uv0 = new Vector2(0, 0);
|
||
|
Vector2 uv1 = new Vector2(0, 1);
|
||
|
Vector2 uv2 = new Vector2(1, 1);
|
||
|
Vector2 uv3 = new Vector2(1, 0);
|
||
|
Vector2 pos0;
|
||
|
Vector2 pos1;
|
||
|
Vector2 pos2;
|
||
|
Vector2 pos3;
|
||
|
float degrees = 360f / sides;
|
||
|
int vertices = sides + 1;
|
||
|
if (VerticesDistances.Length != vertices)
|
||
|
{
|
||
|
VerticesDistances = new float[vertices];
|
||
|
for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
|
||
|
}
|
||
|
// last vertex is also the first!
|
||
|
VerticesDistances[vertices - 1] = VerticesDistances[0];
|
||
|
for (int i = 0; i < vertices; i++)
|
||
|
{
|
||
|
float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
|
||
|
float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
|
||
|
float rad = Mathf.Deg2Rad * (i * degrees + rotation);
|
||
|
float c = Mathf.Cos(rad);
|
||
|
float s = Mathf.Sin(rad);
|
||
|
uv0 = new Vector2(0, 1);
|
||
|
uv1 = new Vector2(1, 1);
|
||
|
uv2 = new Vector2(1, 0);
|
||
|
uv3 = new Vector2(0, 0);
|
||
|
pos0 = prevX;
|
||
|
pos1 = new Vector2(outer * c, outer * s);
|
||
|
if (fill)
|
||
|
{
|
||
|
pos2 = Vector2.zero;
|
||
|
pos3 = Vector2.zero;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pos2 = new Vector2(inner * c, inner * s);
|
||
|
pos3 = prevY;
|
||
|
}
|
||
|
prevX = pos1;
|
||
|
prevY = pos2;
|
||
|
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|