SamsonGame/Assets/Sources/unity-ui-extensions-master/Scripts/Primitives/UIPrimitiveBase.cs

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2021-12-29 20:50:11 +03:00
using System;
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
public enum ResolutionMode
{
None,
PerSegment,
PerLine
}
public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
{
static protected Material s_ETC1DefaultUI = null;
List<Vector2> outputList = new List<Vector2>();
[SerializeField] private Sprite m_Sprite;
public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } }
[NonSerialized]
private Sprite m_OverrideSprite;
public Sprite overrideSprite { get { return activeSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) GeneratedUVs(); SetAllDirty(); } }
protected Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } }
// Not serialized until we support read-enabled sprites better.
internal float m_EventAlphaThreshold = 1;
public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
[SerializeField]
private ResolutionMode m_improveResolution;
public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } }
[SerializeField]
protected float m_Resolution;
public float Resoloution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } }
[SerializeField]
private bool m_useNativeSize;
public bool UseNativeSize { get { return m_useNativeSize; } set { m_useNativeSize = value; SetAllDirty(); } }
protected UIPrimitiveBase()
{
useLegacyMeshGeneration = false;
}
/// <summary>
/// Default material used to draw everything if no explicit material was specified.
/// </summary>
static public Material defaultETC1GraphicMaterial
{
get
{
if (s_ETC1DefaultUI == null)
s_ETC1DefaultUI = Canvas.GetETC1SupportedCanvasMaterial();
return s_ETC1DefaultUI;
}
}
/// <summary>
/// Image's texture comes from the UnityEngine.Image.
/// </summary>
public override Texture mainTexture
{
get
{
if (activeSprite == null)
{
if (material != null && material.mainTexture != null)
{
return material.mainTexture;
}
return s_WhiteTexture;
}
return activeSprite.texture;
}
}
/// <summary>
/// Whether the Image has a border to work with.
/// </summary>
public bool hasBorder
{
get
{
if (activeSprite != null)
{
Vector4 v = activeSprite.border;
return v.sqrMagnitude > 0f;
}
return false;
}
}
public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if (activeSprite)
spritePixelsPerUnit = activeSprite.pixelsPerUnit;
float referencePixelsPerUnit = 100;
if (canvas)
referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return spritePixelsPerUnit / referencePixelsPerUnit;
}
}
public override Material material
{
get
{
if (m_Material != null)
return m_Material;
if (activeSprite && activeSprite.associatedAlphaSplitTexture != null)
return defaultETC1GraphicMaterial;
return defaultMaterial;
}
set
{
base.material = value;
}
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
protected Vector2[] IncreaseResolution(Vector2[] input)
{
return IncreaseResolution(new List<Vector2>(input)).ToArray();
}
protected List<Vector2> IncreaseResolution(List<Vector2> input)
{
outputList.Clear();
switch (ImproveResolution)
{
case ResolutionMode.PerLine:
float totalDistance = 0, increments = 0;
for (int i = 0; i < input.Count - 1; i++)
{
totalDistance += Vector2.Distance(input[i], input[i + 1]);
}
ResolutionToNativeSize(totalDistance);
increments = totalDistance / m_Resolution;
var incrementCount = 0;
for (int i = 0; i < input.Count - 1; i++)
{
var p1 = input[i];
outputList.Add(p1);
var p2 = input[i + 1];
var segmentDistance = Vector2.Distance(p1, p2) / increments;
var incrementTime = 1f / segmentDistance;
for (int j = 0; j < segmentDistance; j++)
{
outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime));
incrementCount++;
}
outputList.Add(p2);
}
break;
case ResolutionMode.PerSegment:
for (int i = 0; i < input.Count - 1; i++)
{
var p1 = input[i];
outputList.Add(p1);
var p2 = input[i + 1];
ResolutionToNativeSize(Vector2.Distance(p1, p2));
increments = 1f / m_Resolution;
for (Single j = 1; j < m_Resolution; j++)
{
outputList.Add(Vector2.Lerp(p1, (Vector2)p2, increments * j));
}
outputList.Add(p2);
}
break;
}
return outputList;
}
protected virtual void GeneratedUVs() { }
protected virtual void ResolutionToNativeSize(float distance) { }
#region ILayoutElement Interface
public virtual void CalculateLayoutInputHorizontal() { }
public virtual void CalculateLayoutInputVertical() { }
public virtual float minWidth { get { return 0; } }
public virtual float preferredWidth
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.x / pixelsPerUnit;
}
}
public virtual float flexibleWidth { get { return -1; } }
public virtual float minHeight { get { return 0; } }
public virtual float preferredHeight
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.y / pixelsPerUnit;
}
}
public virtual float flexibleHeight { get { return -1; } }
public virtual int layoutPriority { get { return 0; } }
#endregion
#region ICanvasRaycastFilter Interface
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
// add test for line check
if (m_EventAlphaThreshold >= 1)
return true;
Sprite sprite = overrideSprite;
if (sprite == null)
return true;
Vector2 local;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
Rect rect = GetPixelAdjustedRect();
// Convert to have lower left corner as reference point.
local.x += rectTransform.pivot.x * rect.width;
local.y += rectTransform.pivot.y * rect.height;
local = MapCoordinate(local, rect);
//test local coord with Mesh
// Normalize local coordinates.
Rect spriteRect = sprite.textureRect;
Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
// Convert to texture space.
float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width;
float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height;
try
{
return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
}
catch (UnityException e)
{
Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
return true;
}
}
/// <summary>
/// Return image adjusted position
/// **Copied from Unity's Image component for now and simplified for UI Extensions primatives
/// </summary>
/// <param name="local"></param>
/// <param name="rect"></param>
/// <returns></returns>
private Vector2 MapCoordinate(Vector2 local, Rect rect)
{
Rect spriteRect = sprite.rect;
//if (type == Type.Simple || type == Type.Filled)
return new Vector2(local.x * rect.width, local.y * rect.height);
//Vector4 border = sprite.border;
//Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
//for (int i = 0; i < 2; i++)
//{
// if (local[i] <= adjustedBorder[i])
// continue;
// if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
// {
// local[i] -= (rect.size[i] - spriteRect.size[i]);
// continue;
// }
// if (type == Type.Sliced)
// {
// float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
// local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
// continue;
// }
// else
// {
// local[i] -= adjustedBorder[i];
// local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]);
// local[i] += border[i];
// continue;
// }
//}
//return local;
}
Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
{
for (int axis = 0; axis <= 1; axis++)
{
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
float combinedBorders = border[axis] + border[axis + 2];
if (rect.size[axis] < combinedBorders && combinedBorders != 0)
{
float borderScaleRatio = rect.size[axis] / combinedBorders;
border[axis] *= borderScaleRatio;
border[axis + 2] *= borderScaleRatio;
}
}
return border;
}
#endregion
#region onEnable
protected override void OnEnable()
{
base.OnEnable();
SetAllDirty();
}
#endregion
}
}