HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Utilities/Circle.cs

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2022-01-06 00:11:33 +00:00
/// 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;
}
}
}