/// Credit ChoMPHi /// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/ namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent] [AddComponentMenu("UI/Effects/Extensions/Flippable")] public class UIFlippable : BaseMeshEffect { [SerializeField] private bool m_Horizontal = false; [SerializeField] private bool m_Veritical = false; #if UNITY_EDITOR protected override void Awake() { OnValidate(); } #endif /// /// Gets or sets a value indicating whether this should be flipped horizontally. /// /// true if horizontal; otherwise, false. public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; } } /// /// Gets or sets a value indicating whether this should be flipped vertically. /// /// true if vertical; otherwise, false. public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; } } public override void ModifyMesh(VertexHelper verts) { RectTransform rt = this.transform as RectTransform; for (int i = 0; i < verts.currentVertCount; ++i) { UIVertex uiVertex = new UIVertex(); verts.PopulateUIVertex(ref uiVertex,i); // Modify positions uiVertex.position = new Vector3( (this.m_Horizontal ? (uiVertex.position.x + (rt.rect.center.x - uiVertex.position.x) * 2) : uiVertex.position.x), (this.m_Veritical ? (uiVertex.position.y + (rt.rect.center.y - uiVertex.position.y) * 2) : uiVertex.position.y), uiVertex.position.z ); // Apply verts.SetUIVertex(uiVertex, i); } } #if UNITY_EDITOR protected override void OnValidate() { var components = gameObject.GetComponents(typeof(BaseMeshEffect)); foreach (var comp in components) { if (comp.GetType() != typeof(UIFlippable)) { UnityEditorInternal.ComponentUtility.MoveComponentUp(this); } else break; } this.GetComponent().SetVerticesDirty(); base.OnValidate(); } #endif } }