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190 lines
4.6 KiB
C#
190 lines
4.6 KiB
C#
/// Credit Melang
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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public class NicerOutline : BaseMeshEffect
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{
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[SerializeField]
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private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
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[SerializeField]
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private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
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[SerializeField]
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private bool m_UseGraphicAlpha = true;
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private List < UIVertex > m_Verts = new List<UIVertex>();
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//
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// Properties
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//
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public Color effectColor
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{
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get
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{
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return this.m_EffectColor;
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}
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set
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{
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this.m_EffectColor = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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public Vector2 effectDistance
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{
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get
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{
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return this.m_EffectDistance;
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}
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set
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{
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if (value.x > 600f)
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{
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value.x = 600f;
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}
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if (value.x < -600f)
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{
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value.x = -600f;
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}
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if (value.y > 600f)
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{
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value.y = 600f;
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}
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if (value.y < -600f)
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{
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value.y = -600f;
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}
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if (this.m_EffectDistance == value)
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{
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return;
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}
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this.m_EffectDistance = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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public bool useGraphicAlpha
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{
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get
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{
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return this.m_UseGraphicAlpha;
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}
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set
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{
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this.m_UseGraphicAlpha = value;
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if (base.graphic != null)
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{
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base.graphic.SetVerticesDirty ();
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}
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}
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}
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protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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UIVertex vt;
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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for (int i = start; i < end; ++i)
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{
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vt = verts[i];
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verts.Add(vt);
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Vector3 v = vt.position;
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v.x += x;
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v.y += y;
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vt.position = v;
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var newColor = color;
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if (m_UseGraphicAlpha)
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newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
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vt.color = newColor;
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verts[i] = vt;
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}
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}
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protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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ApplyShadowZeroAlloc(verts, color, start, end, x, y);
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!this.IsActive ())
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{
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return;
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}
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m_Verts.Clear();
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vh.GetUIVertexStream(m_Verts);
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Text foundtext = GetComponent<Text>();
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float best_fit_adjustment = 1f;
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if (foundtext && foundtext.resizeTextForBestFit)
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{
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best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
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}
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float distanceX = this.effectDistance.x * best_fit_adjustment;
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float distanceY = this.effectDistance.y * best_fit_adjustment;
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int start = 0;
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int count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, -distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, -distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, 0);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, 0);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, distanceY);
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start = count;
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count = m_Verts.Count;
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this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, -distanceY);
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vh.Clear();
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vh.AddUIVertexTriangleStream(m_Verts);
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}
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#if UNITY_EDITOR
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protected override void OnValidate ()
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{
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this.effectDistance = this.m_EffectDistance;
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base.OnValidate ();
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}
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#endif
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}
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}
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