mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
141 lines
No EOL
2.6 KiB
C#
141 lines
No EOL
2.6 KiB
C#
/// 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);
|
|
}
|
|
}
|
|
} |