mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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159 lines
5.6 KiB
C#
159 lines
5.6 KiB
C#
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/// Credit jonbro5556
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/// Based on original LineRender script by jack.sydorenko
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/// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineTextureRenderer")]
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public class UILineTextureRenderer : UIPrimitiveBase
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{
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[SerializeField]
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Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
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[SerializeField]
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private Vector2[] m_points;
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public float LineThickness = 2;
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public bool UseMargins;
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public Vector2 Margin;
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public bool relativeSize;
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/// <summary>
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/// UV rectangle used by the texture.
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/// </summary>
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public Rect uvRect
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{
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get
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{
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return m_UVRect;
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}
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set
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{
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if (m_UVRect == value)
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return;
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m_UVRect = value;
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SetVerticesDirty();
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}
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}
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/// <summary>
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/// Points to be drawn in the line.
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/// </summary>
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public Vector2[] Points
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{
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get
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{
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return m_points;
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}
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set
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{
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if (m_points == value)
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return;
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m_points = 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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// requires sets of quads
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if (m_points == null || m_points.Length < 2)
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m_points = new[] { new Vector2(0, 0), new Vector2(1, 1) };
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var capSize = 24;
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var sizeX = rectTransform.rect.width;
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var sizeY = rectTransform.rect.height;
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var offsetX = -rectTransform.pivot.x * rectTransform.rect.width;
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var offsetY = -rectTransform.pivot.y * rectTransform.rect.height;
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// don't want to scale based on the size of the rect, so this is switchable now
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if (!relativeSize)
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{
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sizeX = 1;
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sizeY = 1;
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}
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// build a new set of m_points taking into account the cap sizes.
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// would be cool to support corners too, but that might be a bit tough :)
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var pointList = new List<Vector2>();
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pointList.Add(m_points[0]);
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var capPoint = m_points[0] + (m_points[1] - m_points[0]).normalized * capSize;
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pointList.Add(capPoint);
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// should bail before the last point to add another cap point
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for (int i = 1; i < m_points.Length - 1; i++)
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{
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pointList.Add(m_points[i]);
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}
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capPoint = m_points[m_points.Length - 1] - (m_points[m_points.Length - 1] - m_points[m_points.Length - 2]).normalized * capSize;
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pointList.Add(capPoint);
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pointList.Add(m_points[m_points.Length - 1]);
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var Tempm_points = pointList.ToArray();
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if (UseMargins)
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{
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sizeX -= Margin.x;
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sizeY -= Margin.y;
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offsetX += Margin.x / 2f;
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offsetY += Margin.y / 2f;
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}
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vh.Clear();
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Vector2 prevV1 = Vector2.zero;
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Vector2 prevV2 = Vector2.zero;
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for (int i = 1; i < Tempm_points.Length; i++)
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{
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var prev = Tempm_points[i - 1];
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var cur = Tempm_points[i];
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prev = new Vector2(prev.x * sizeX + offsetX, prev.y * sizeY + offsetY);
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cur = new Vector2(cur.x * sizeX + offsetX, cur.y * sizeY + offsetY);
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float angle = Mathf.Atan2(cur.y - prev.y, cur.x - prev.x) * 180f / Mathf.PI;
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var v1 = prev + new Vector2(0, -LineThickness / 2);
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var v2 = prev + new Vector2(0, +LineThickness / 2);
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var v3 = cur + new Vector2(0, +LineThickness / 2);
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var v4 = cur + new Vector2(0, -LineThickness / 2);
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v1 = RotatePointAroundPivot(v1, prev, new Vector3(0, 0, angle));
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v2 = RotatePointAroundPivot(v2, prev, new Vector3(0, 0, angle));
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v3 = RotatePointAroundPivot(v3, cur, new Vector3(0, 0, angle));
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v4 = RotatePointAroundPivot(v4, cur, new Vector3(0, 0, angle));
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Vector2 uvTopLeft = Vector2.zero;
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Vector2 uvBottomLeft = new Vector2(0, 1);
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Vector2 uvTopCenter = new Vector2(0.5f, 0);
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Vector2 uvBottomCenter = new Vector2(0.5f, 1);
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Vector2 uvTopRight = new Vector2(1, 0);
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Vector2 uvBottomRight = new Vector2(1, 1);
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Vector2[] uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomCenter, uvTopCenter };
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if (i > 1)
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vh.AddUIVertexQuad(SetVbo(new[] { prevV1, prevV2, v1, v2 }, uvs));
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if (i == 1)
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uvs = new[] { uvTopLeft, uvBottomLeft, uvBottomCenter, uvTopCenter };
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else if (i == Tempm_points.Length - 1)
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uvs = new[] { uvTopCenter, uvBottomCenter, uvBottomRight, uvTopRight };
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vh.AddUIVertexQuad(SetVbo(new[] { v1, v2, v3, v4 }, uvs));
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prevV1 = v3;
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prevV2 = v4;
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}
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}
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public Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles)
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{
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Vector3 dir = point - pivot; // get point direction relative to pivot
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dir = Quaternion.Euler(angles) * dir; // rotate it
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point = dir + pivot; // calculate rotated point
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return point; // return it
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}
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}
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}
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