Passion & UI
This commit is contained in:
@@ -0,0 +1,277 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Michsky.UI.Shift
|
||||
{
|
||||
public class GradientEffect : BaseMeshEffect
|
||||
{
|
||||
[Header("Gradient Style")]
|
||||
[Tooltip("Gradient Direction")]
|
||||
[SerializeField] Direction m_Direction;
|
||||
|
||||
[Tooltip("Color1: Top or Left")]
|
||||
[SerializeField] Color m_Color1 = Color.white;
|
||||
|
||||
[Tooltip("Color2: Bottom or Right")]
|
||||
[SerializeField] Color m_Color2 = Color.white;
|
||||
|
||||
[Tooltip("Color3: For diagonal")]
|
||||
[SerializeField] Color m_Color3 = Color.white;
|
||||
|
||||
[Tooltip("Color4: For diagonal")]
|
||||
[SerializeField] Color m_Color4 = Color.white;
|
||||
|
||||
[Tooltip("Gradient rotation")]
|
||||
[SerializeField] [Range(-180, 180)] float m_Rotation;
|
||||
|
||||
[Tooltip("Gradient offset for Horizontal, Vertical or Angle")]
|
||||
[SerializeField] [Range(-1, 1)] float m_Offset1;
|
||||
|
||||
[Tooltip("Gradient offset for Diagonal")]
|
||||
[SerializeField] [Range(-1, 1)] float m_Offset2;
|
||||
|
||||
[Header("Settings")]
|
||||
[Tooltip("Gradient style for Text.")]
|
||||
[SerializeField] GradientStyle m_GradientStyle;
|
||||
|
||||
[Tooltip("Color space to correct color")]
|
||||
[SerializeField] ColorSpace m_ColorSpace = ColorSpace.Uninitialized;
|
||||
|
||||
[Tooltip("Ignore aspect ratio")]
|
||||
[SerializeField] bool m_IgnoreAspectRatio = true;
|
||||
|
||||
public Graphic TargetGraphic { get { return base.graphic; } }
|
||||
|
||||
public enum Direction
|
||||
{
|
||||
Horizontal,
|
||||
Vertical,
|
||||
Angle,
|
||||
Diagonal,
|
||||
}
|
||||
|
||||
public enum GradientStyle
|
||||
{
|
||||
Rect,
|
||||
Fit,
|
||||
Split,
|
||||
}
|
||||
|
||||
public Direction DirectionMain
|
||||
{
|
||||
get { return m_Direction; }
|
||||
set
|
||||
{
|
||||
if (m_Direction != value)
|
||||
m_Direction = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color1
|
||||
{
|
||||
get { return m_Color1; }
|
||||
set
|
||||
{
|
||||
if (m_Color1 != value)
|
||||
m_Color1 = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color2
|
||||
{
|
||||
get { return m_Color2; }
|
||||
set
|
||||
{
|
||||
if (m_Color2 != value)
|
||||
m_Color2 = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color3
|
||||
{
|
||||
get { return m_Color3; }
|
||||
set
|
||||
{
|
||||
if (m_Color3 != value)
|
||||
m_Color3 = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color4
|
||||
{
|
||||
get { return m_Color4; }
|
||||
set
|
||||
{
|
||||
if (m_Color4 != value)
|
||||
m_Color4 = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Direction == Direction.Horizontal ? -90
|
||||
: m_Direction == Direction.Vertical ? 0
|
||||
: m_Rotation;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (!Mathf.Approximately(m_Rotation, value))
|
||||
m_Rotation = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float Offset
|
||||
{
|
||||
get { return m_Offset1; }
|
||||
set
|
||||
{
|
||||
if (m_Offset1 != value)
|
||||
m_Offset1 = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Offset2
|
||||
{
|
||||
get { return new Vector2(m_Offset2, m_Offset1); }
|
||||
set
|
||||
{
|
||||
if (m_Offset1 != value.y || m_Offset2 != value.x)
|
||||
{
|
||||
m_Offset1 = value.y;
|
||||
m_Offset2 = value.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GradientStyle GradientStyleMain
|
||||
{
|
||||
get { return m_GradientStyle; }
|
||||
set
|
||||
{
|
||||
if (m_GradientStyle != value)
|
||||
m_GradientStyle = value;
|
||||
}
|
||||
}
|
||||
|
||||
public ColorSpace ColorSpace
|
||||
{
|
||||
get { return m_ColorSpace; }
|
||||
set
|
||||
{
|
||||
if (m_ColorSpace != value)
|
||||
m_ColorSpace = value;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IgnoreAspectRatio
|
||||
{
|
||||
get { return m_IgnoreAspectRatio; }
|
||||
set
|
||||
{
|
||||
if (m_IgnoreAspectRatio != value)
|
||||
m_IgnoreAspectRatio = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ModifyMesh(VertexHelper vh)
|
||||
{
|
||||
if (!IsActive())
|
||||
return;
|
||||
|
||||
Rect rect = default(Rect);
|
||||
UIVertex vertex = default(UIVertex);
|
||||
|
||||
if (m_GradientStyle == GradientStyle.Rect)
|
||||
rect = graphic.rectTransform.rect;
|
||||
|
||||
else if (m_GradientStyle == GradientStyle.Split)
|
||||
rect.Set(0, 0, 1, 1);
|
||||
|
||||
else if (m_GradientStyle == GradientStyle.Fit)
|
||||
{
|
||||
rect.xMin = rect.yMin = float.MaxValue;
|
||||
rect.xMax = rect.yMax = float.MinValue;
|
||||
|
||||
for (int i = 0; i < vh.currentVertCount; i++)
|
||||
{
|
||||
vh.PopulateUIVertex(ref vertex, i);
|
||||
rect.xMin = Mathf.Min(rect.xMin, vertex.position.x);
|
||||
rect.yMin = Mathf.Min(rect.yMin, vertex.position.y);
|
||||
rect.xMax = Mathf.Max(rect.xMax, vertex.position.x);
|
||||
rect.yMax = Mathf.Max(rect.yMax, vertex.position.y);
|
||||
}
|
||||
}
|
||||
|
||||
float rad = Rotation * Mathf.Deg2Rad;
|
||||
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
|
||||
|
||||
if (!m_IgnoreAspectRatio && Direction.Angle <= m_Direction)
|
||||
{
|
||||
dir.x *= rect.height / rect.width;
|
||||
dir = dir.normalized;
|
||||
}
|
||||
|
||||
Color color;
|
||||
Vector2 nomalizedPos;
|
||||
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y);
|
||||
|
||||
for (int i = 0; i < vh.currentVertCount; i++)
|
||||
{
|
||||
vh.PopulateUIVertex(ref vertex, i);
|
||||
|
||||
if (m_GradientStyle == GradientStyle.Split)
|
||||
nomalizedPos = localMatrix * s_SplitedCharacterPosition[i % 4] + Offset2;
|
||||
|
||||
else
|
||||
nomalizedPos = localMatrix * vertex.position + Offset2;
|
||||
|
||||
if (DirectionMain == Direction.Diagonal)
|
||||
{
|
||||
color = Color.LerpUnclamped(
|
||||
Color.LerpUnclamped(m_Color1, m_Color2, nomalizedPos.x),
|
||||
Color.LerpUnclamped(m_Color3, m_Color4, nomalizedPos.x),
|
||||
nomalizedPos.y);
|
||||
}
|
||||
|
||||
else
|
||||
color = Color.LerpUnclamped(m_Color2, m_Color1, nomalizedPos.y);
|
||||
|
||||
vertex.color *= (m_ColorSpace == ColorSpace.Gamma) ? color.gamma
|
||||
: (m_ColorSpace == ColorSpace.Linear) ? color.linear
|
||||
: color;
|
||||
|
||||
vh.SetUIVertex(vertex, i);
|
||||
}
|
||||
}
|
||||
|
||||
static readonly Vector2[] s_SplitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
|
||||
|
||||
struct Matrix2x3
|
||||
{
|
||||
public float m00, m01, m02, m10, m11, m12;
|
||||
|
||||
public Matrix2x3(Rect rect, float cos, float sin)
|
||||
{
|
||||
const float center = 0.5f;
|
||||
float dx = -rect.xMin / rect.width - center;
|
||||
float dy = -rect.yMin / rect.height - center;
|
||||
m00 = cos / rect.width;
|
||||
m01 = -sin / rect.height;
|
||||
m02 = dx * cos - dy * sin + center;
|
||||
m10 = sin / rect.width;
|
||||
m11 = cos / rect.height;
|
||||
m12 = dx * sin + dy * cos + center;
|
||||
}
|
||||
|
||||
public static Vector2 operator *(Matrix2x3 m, Vector2 v)
|
||||
{
|
||||
return new Vector2(
|
||||
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
|
||||
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user