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141 lines
2.6 KiB
C#
141 lines
2.6 KiB
C#
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/// Credit John Hattan (http://thecodezone.com/)
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/117/uigridrenderer
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UIGridRenderer")]
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public class UIGridRenderer : UILineRenderer
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{
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[SerializeField]
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private int m_GridColumns = 10;
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[SerializeField]
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private int m_GridRows = 10;
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/// <summary>
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/// Number of columns in the Grid
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/// </summary>
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public int GridColumns
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{
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get
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{
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return m_GridColumns;
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}
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set
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{
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if (m_GridColumns == value)
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return;
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m_GridColumns = value;
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SetAllDirty();
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}
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}
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/// <summary>
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/// Number of rows in the grid.
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/// </summary>
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public int GridRows
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{
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get
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{
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return m_GridRows;
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}
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set
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{
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if (m_GridRows == value)
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return;
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m_GridRows = value;
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SetAllDirty();
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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relativeSize = true;
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int ArraySize = (GridRows * 3) + 1;
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if(GridRows % 2 == 0)
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++ArraySize; // needs one more line
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ArraySize += (GridColumns * 3) + 1;
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m_points = new Vector2[ArraySize];
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int Index = 0;
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for(int i = 0; i < GridRows; ++i)
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{
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float xFrom = 1;
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float xTo = 0;
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if(i % 2 == 0)
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{
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// reach left instead
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xFrom = 0;
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xTo = 1;
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}
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float y = ((float)i) / GridRows;
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m_points[Index].x = xFrom;
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m_points[Index].y = y;
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++Index;
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m_points[Index].x = xTo;
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m_points[Index].y = y;
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++Index;
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m_points[Index].x = xTo;
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m_points[Index].y = (float)(i + 1) / GridRows;
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++Index;
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}
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if(GridRows % 2 == 0)
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{
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// two lines to get to 0, 1
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m_points[Index].x = 1;
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m_points[Index].y = 1;
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++Index;
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}
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m_points[Index].x = 0;
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m_points[Index].y = 1;
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++Index;
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// line is now at 0,1, so we can draw the columns
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for(int i = 0; i < GridColumns; ++i)
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{
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float yFrom = 1;
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float yTo = 0;
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if(i % 2 == 0)
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{
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// reach up instead
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yFrom = 0;
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yTo = 1;
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}
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float x = ((float)i) / GridColumns;
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m_points[Index].x = x;
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m_points[Index].y = yFrom;
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++Index;
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m_points[Index].x = x;
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m_points[Index].y = yTo;
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++Index;
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m_points[Index].x = (float)(i + 1) / GridColumns;
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m_points[Index].y = yTo;
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++Index;
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}
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if(GridColumns % 2 == 0)
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{
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// one more line to get to 1, 1
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m_points[Index].x = 1;
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m_points[Index].y = 1;
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}
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else
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{
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// one more line to get to 1, 0
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m_points[Index].x = 1;
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m_points[Index].y = 0;
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}
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base.OnPopulateMesh(vh);
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}
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}
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}
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