78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
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/// Credit ChoMPHi
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/// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent]
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[AddComponentMenu("UI/Effects/Extensions/Flippable")]
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public class UIFlippable : BaseMeshEffect
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{
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[SerializeField] private bool m_Horizontal = false;
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[SerializeField] private bool m_Veritical = false;
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#if UNITY_EDITOR
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protected override void Awake()
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{
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OnValidate();
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}
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#endif
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped horizontally.
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/// </summary>
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/// <value><c>true</c> if horizontal; otherwise, <c>false</c>.</value>
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public bool horizontal
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{
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get { return this.m_Horizontal; }
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set { this.m_Horizontal = value; }
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}
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped vertically.
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/// </summary>
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/// <value><c>true</c> if vertical; otherwise, <c>false</c>.</value>
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public bool vertical
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{
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get { return this.m_Veritical; }
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set { this.m_Veritical = value; }
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}
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public override void ModifyMesh(VertexHelper verts)
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{
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RectTransform rt = this.transform as RectTransform;
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for (int i = 0; i < verts.currentVertCount; ++i)
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{
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UIVertex uiVertex = new UIVertex();
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verts.PopulateUIVertex(ref uiVertex,i);
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// Modify positions
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uiVertex.position = new Vector3(
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(this.m_Horizontal ? (uiVertex.position.x + (rt.rect.center.x - uiVertex.position.x) * 2) : uiVertex.position.x),
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(this.m_Veritical ? (uiVertex.position.y + (rt.rect.center.y - uiVertex.position.y) * 2) : uiVertex.position.y),
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uiVertex.position.z
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);
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// Apply
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verts.SetUIVertex(uiVertex, i);
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}
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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var components = gameObject.GetComponents(typeof(BaseMeshEffect));
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foreach (var comp in components)
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{
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if (comp.GetType() != typeof(UIFlippable))
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{
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UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
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}
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else break;
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}
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this.GetComponent<Graphic>().SetVerticesDirty();
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base.OnValidate();
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}
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#endif
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}
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}
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