HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Primitives/UIGridRenderer.cs

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2022-01-06 00:11:33 +00:00
/// Credit John Hattan (http://thecodezone.com/)
/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/117/uigridrenderer
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UIGridRenderer")]
public class UIGridRenderer : UILineRenderer
{
[SerializeField]
private int m_GridColumns = 10;
[SerializeField]
private int m_GridRows = 10;
/// <summary>
/// Number of columns in the Grid
/// </summary>
public int GridColumns
{
get
{
return m_GridColumns;
}
set
{
if (m_GridColumns == value)
return;
m_GridColumns = value;
SetAllDirty();
}
}
/// <summary>
/// Number of rows in the grid.
/// </summary>
public int GridRows
{
get
{
return m_GridRows;
}
set
{
if (m_GridRows == value)
return;
m_GridRows = value;
SetAllDirty();
}
}
protected override void OnPopulateMesh(VertexHelper vh)
{
relativeSize = true;
int ArraySize = (GridRows * 3) + 1;
if(GridRows % 2 == 0)
++ArraySize; // needs one more line
ArraySize += (GridColumns * 3) + 1;
m_points = new Vector2[ArraySize];
int Index = 0;
for(int i = 0; i < GridRows; ++i)
{
float xFrom = 1;
float xTo = 0;
if(i % 2 == 0)
{
// reach left instead
xFrom = 0;
xTo = 1;
}
float y = ((float)i) / GridRows;
m_points[Index].x = xFrom;
m_points[Index].y = y;
++Index;
m_points[Index].x = xTo;
m_points[Index].y = y;
++Index;
m_points[Index].x = xTo;
m_points[Index].y = (float)(i + 1) / GridRows;
++Index;
}
if(GridRows % 2 == 0)
{
// two lines to get to 0, 1
m_points[Index].x = 1;
m_points[Index].y = 1;
++Index;
}
m_points[Index].x = 0;
m_points[Index].y = 1;
++Index;
// line is now at 0,1, so we can draw the columns
for(int i = 0; i < GridColumns; ++i)
{
float yFrom = 1;
float yTo = 0;
if(i % 2 == 0)
{
// reach up instead
yFrom = 0;
yTo = 1;
}
float x = ((float)i) / GridColumns;
m_points[Index].x = x;
m_points[Index].y = yFrom;
++Index;
m_points[Index].x = x;
m_points[Index].y = yTo;
++Index;
m_points[Index].x = (float)(i + 1) / GridColumns;
m_points[Index].y = yTo;
++Index;
}
if(GridColumns % 2 == 0)
{
// one more line to get to 1, 1
m_points[Index].x = 1;
m_points[Index].y = 1;
}
else
{
// one more line to get to 1, 0
m_points[Index].x = 1;
m_points[Index].y = 0;
}
base.OnPopulateMesh(vh);
}
}
}