HeavenStudioPlus/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Effects/Gradient.cs
2022-01-05 19:11:33 -05:00

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C#

/// Credit Breyer
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1780095
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/Gradient")]
public class Gradient : BaseMeshEffect
{
[SerializeField]
private GradientMode _gradientMode = GradientMode.Global;
[SerializeField]
private GradientDir _gradientDir = GradientDir.Vertical;
[SerializeField]
private bool _overwriteAllColor = false;
[SerializeField]
private Color _vertex1 = Color.white;
[SerializeField]
private Color _vertex2 = Color.black;
private Graphic targetGraphic;
#region Properties
public GradientMode GradientMode { get { return _gradientMode; } set { _gradientMode = value; graphic.SetVerticesDirty(); } }
public GradientDir GradientDir { get { return _gradientDir; } set { _gradientDir = value; graphic.SetVerticesDirty(); } }
public bool OverwriteAllColor { get { return _overwriteAllColor; } set { _overwriteAllColor = value; graphic.SetVerticesDirty(); } }
public Color Vertex1 { get { return _vertex1; } set { _vertex1 = value; graphic.SetAllDirty(); } }
public Color Vertex2 { get { return _vertex2; } set { _vertex2 = value; graphic.SetAllDirty(); } }
#endregion
protected override void Awake()
{
targetGraphic = GetComponent<Graphic>();
}
public override void ModifyMesh(VertexHelper vh)
{
int count = vh.currentVertCount;
if (!IsActive() || count == 0)
{
return;
}
var vertexList = new List<UIVertex>();
vh.GetUIVertexStream(vertexList);
UIVertex uiVertex = new UIVertex();
if (_gradientMode == GradientMode.Global)
{
if (_gradientDir == GradientDir.DiagonalLeftToRight || _gradientDir == GradientDir.DiagonalRightToLeft)
{
#if UNITY_EDITOR
Debug.LogWarning("Diagonal dir is not supported in Global mode");
#endif
_gradientDir = GradientDir.Vertical;
}
float bottomY = _gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
float topY = _gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref uiVertex, i);
if (!_overwriteAllColor && uiVertex.color != targetGraphic.color)
continue;
uiVertex.color *= Color.Lerp(_vertex2, _vertex1, ((_gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
vh.SetUIVertex(uiVertex, i);
}
}
else
{
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref uiVertex, i);
if (!_overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
continue;
switch (_gradientDir)
{
case GradientDir.Vertical:
uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? _vertex1 : _vertex2;
break;
case GradientDir.Horizontal:
uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? _vertex1 : _vertex2;
break;
case GradientDir.DiagonalLeftToRight:
uiVertex.color *= (i % 4 == 0) ? _vertex1 : ((i - 2) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
break;
case GradientDir.DiagonalRightToLeft:
uiVertex.color *= ((i - 1) % 4 == 0) ? _vertex1 : ((i - 3) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
break;
}
vh.SetUIVertex(uiVertex, i);
}
}
}
private bool CompareCarefully(Color col1, Color col2)
{
if (Mathf.Abs(col1.r - col2.r) < 0.003f && Mathf.Abs(col1.g - col2.g) < 0.003f && Mathf.Abs(col1.b - col2.b) < 0.003f && Mathf.Abs(col1.a - col2.a) < 0.003f)
return true;
return false;
}
}
public enum GradientMode
{
Global,
Local
}
public enum GradientDir
{
Vertical,
Horizontal,
DiagonalLeftToRight,
DiagonalRightToLeft
//Free
}
//enum color mode Additive, Multiply, Overwrite
}