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

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C#

/// Credit zge, jeremie sellam
/// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
/// Updated from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/65/a-better-uicircle
/// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
///
/// * Modified component to utilize vertex stream instead of quads
/// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
/// * Added progress capability to allow component to be used as an indicator
/// * Added methods for use during runtime and event system(s) with other components
/// * Change some terminology of members to reflect other component property changes
/// * Added padding capability
/// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
/// * Sample usage in scene "UICircleProgress"
/// Note: moving the pivot around from center to an edge can cause strange things
/// as well as having the RectTransform be smaller than the Thickness and/or Padding.
/// When making an initial layout for the component, it would be best to test multiple
/// aspect ratios and resolutions to ensure consistent behaviour.
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
public class UICircle : UIPrimitiveBase
{
[Tooltip("The Arc Invert property will invert the construction of the Arc.")]
public bool ArcInvert = true;
[Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
[Range(0, 1)]
public float Arc = 1;
[Tooltip("The Arc Steps property defines the number of segments that the Arc will be divided into.")]
[Range(0, 1000)]
public int ArcSteps = 100;
[Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
[Range(0, 360)]
public int ArcRotation = 0;
[Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
[Range(0, 1)]
public float Progress = 0;
private float _progress = 0;
public Color ProgressColor = new Color(255, 255, 255, 255);
public bool Fill = true; //solid circle
public float Thickness = 5;
public int Padding = 0;
private List<int> indices = new List<int>(); //ordered list of vertices per tri
private List<UIVertex> vertices = new List<UIVertex>();
private Vector2 uvCenter = new Vector2(0.5f, 0.5f);
protected override void OnPopulateMesh(VertexHelper vh)
{
int _inversion = ArcInvert ? -1 : 1;
float Diameter = (rectTransform.rect.width < rectTransform.rect.height ? rectTransform.rect.width : rectTransform.rect.height) - Padding; //correct for padding and always fit RectTransform
float outerDiameter = -rectTransform.pivot.x * Diameter;
float innerDiameter = -rectTransform.pivot.x * Diameter + Thickness;
vh.Clear();
indices.Clear();
vertices.Clear();
int i = 0;
int j = 1;
int k = 0;
float stepDegree = (Arc * 360f) / ArcSteps;
_progress = ArcSteps * Progress;
float rad = _inversion * Mathf.Deg2Rad * ArcRotation;
float X = Mathf.Cos(rad);
float Y = Mathf.Sin(rad);
var vertex = UIVertex.simpleVert;
vertex.color = _progress > 0 ? ProgressColor : color;
//initial vertex
vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
var iV = new Vector2(innerDiameter * X, innerDiameter * Y);
if (Fill) iV = Vector2.zero; //center vertex to pivot
vertex.position = iV;
vertex.uv0 = Fill ? uvCenter : new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
for (int counter = 1; counter <= ArcSteps; counter++)
{
rad = _inversion * Mathf.Deg2Rad * (counter * stepDegree + ArcRotation);
X = Mathf.Cos(rad);
Y = Mathf.Sin(rad);
vertex.color = counter > _progress ? color : ProgressColor;
vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
//add additional vertex if required and generate indices for tris in clockwise order
if (!Fill)
{
vertex.position = new Vector2(innerDiameter * X, innerDiameter * Y);
vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
vertices.Add(vertex);
k = j;
indices.Add(i);
indices.Add(j + 1);
indices.Add(j);
j++;
i = j;
j++;
indices.Add(i);
indices.Add(j);
indices.Add(k);
}
else
{
indices.Add(i);
indices.Add(j + 1);
//Fills (solid circle) with progress require an additional vertex to
// prevent the base circle from becoming a gradient from center to edge
if (counter > _progress)
{
indices.Add(ArcSteps + 2);
}
else
{
indices.Add(1);
}
j++;
i = j;
}
}
//this vertex is added to the end of the list to simplify index ordering on geometry fill
if (Fill)
{
vertex.position = iV;
vertex.color = color;
vertex.uv0 = uvCenter;
vertices.Add(vertex);
}
vh.AddUIVertexStream(vertices, indices);
}
//the following methods may be used during run-time
//to update the properties of the component
public void SetProgress(float progress)
{
Progress = progress;
SetVerticesDirty();
}
public void SetArcSteps(int steps)
{
ArcSteps = steps;
SetVerticesDirty();
}
public void SetInvertArc(bool invert)
{
ArcInvert = invert;
SetVerticesDirty();
}
public void SetArcRotation(int rotation)
{
ArcRotation = rotation;
SetVerticesDirty();
}
public void SetFill(bool fill)
{
Fill = fill;
SetVerticesDirty();
}
public void SetBaseColor(Color color)
{
this.color = color;
SetVerticesDirty();
}
public void UpdateBaseAlpha(float value)
{
var _color = this.color;
_color.a = value;
this.color = _color;
SetVerticesDirty();
}
public void SetProgressColor(Color color)
{
ProgressColor = color;
SetVerticesDirty();
}
public void UpdateProgressAlpha(float value)
{
ProgressColor.a = value;
SetVerticesDirty();
}
public void SetPadding(int padding)
{
Padding = padding;
SetVerticesDirty();
}
public void SetThickness(int thickness)
{
Thickness = thickness;
SetVerticesDirty();
}
}
}