rabidus-test/Assets/CurvedUI/Scripts/CurvedUISettings.cs

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2023-08-15 17:38:54 +03:00
#define CURVEDUI_PRESENT //If you're an asset creator and want to see if CurvedUI is imported, just use "#if CURVEDUI_PRESENT [your code] #endif"
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
#if CURVEDUI_TMP || TMP_PRESENT
using TMPro;
#endif
/// <summary>
/// This class stores settings for the entire canvas. It also stores useful methods for converting cooridinates to and from 2d canvas to curved canvas, or world space.
/// CurvedUIVertexEffect components (added to every canvas gameobject)ask this class for per-canvas settings when applying their curve effect.
/// </summary>
namespace CurvedUI
{
[AddComponentMenu("CurvedUI/CurvedUISettings")]
[RequireComponent(typeof(Canvas))]
public class CurvedUISettings : MonoBehaviour
{
public const string Version = "3.2";
#region SETTINGS
//Global settings
[SerializeField]
CurvedUIShape shape;
[SerializeField]
float quality = 1f;
[SerializeField]
bool interactable = true;
[SerializeField]
bool blocksRaycasts = true;
[SerializeField]
bool forceUseBoxCollider = false;
//Cyllinder settings
[SerializeField]
int angle = 90;
[SerializeField]
bool preserveAspect = true;
//Sphere settings
[SerializeField]
int vertAngle = 90;
//ring settings
[SerializeField]
float ringFill = 0.5f;
[SerializeField]
int ringExternalDiamater = 1000;
[SerializeField]
bool ringFlipVertical = false;
//internal system settings
int baseCircleSegments = 16;
//stored variables
Vector2 savedRectSize;
float savedRadius;
Canvas myCanvas;
RectTransform m_rectTransform;
#endregion
#region LIFECYCLE
void Awake()
{
// If this canvas is on Default layer, switch it to UI layer..
// this is to make sure that when using raycasting to detect interactions,
// nothing will interfere with it.
if (gameObject.layer == 0) this.gameObject.layer = 5;
//save initial variables
savedRectSize = RectTransform.rect.size;
}
void Start()
{
if (Application.isPlaying)
{
// lets get rid of any raycasters and add our custom one
// It will be responsible for handling interactions.
BaseRaycaster[] raycasters = GetComponents<BaseRaycaster>();
foreach(BaseRaycaster caster in raycasters)
{
if (!(caster is CurvedUIRaycaster))
caster.enabled = false;
}
this.gameObject.AddComponentIfMissing<CurvedUIRaycaster>();
//find if there are any child canvases that may break interactions
Canvas[] canvases = GetComponentsInChildren<Canvas>();
foreach(Canvas cnv in canvases)
{
if (cnv.gameObject != this.gameObject)
{
Transform trans = cnv.transform;
string hierarchyName = trans.name;
while(trans.parent != null)
{
hierarchyName = trans.parent.name + "/" + hierarchyName;
trans = trans.parent;
}
Debug.LogWarning("CURVEDUI: Interactions on nested canvases are not supported. You won't be able to interact with any child object of [" + hierarchyName + "]", cnv.gameObject);
}
}
}
//find needed references
if (myCanvas == null)
myCanvas = GetComponent<Canvas>();
savedRadius = GetCyllinderRadiusInCanvasSpace();
}
void OnEnable()
{
//Redraw canvas object on enable.
foreach (UnityEngine.UI.Graphic graph in (this).GetComponentsInChildren<UnityEngine.UI.Graphic>())
{
graph.SetAllDirty();
}
}
void OnDisable()
{
foreach (UnityEngine.UI.Graphic graph in (this).GetComponentsInChildren<UnityEngine.UI.Graphic>())
{
graph.SetAllDirty();
}
}
void Update()
{
//recreate the geometry if entire canvas has been resized
if (RectTransform.rect.size != savedRectSize)
{
savedRectSize = RectTransform.rect.size;
SetUIAngle(angle);
}
//check for improper canvas size
if (savedRectSize.x == 0 || savedRectSize.y == 0)
Debug.LogError("CurvedUI: Your Canvas size must be bigger than 0!");
}
#endregion
#region PRIVATE
/// <summary>
/// Changes the horizontal angle of the canvas.
/// </summary>
/// <param name="newAngle"></param>
void SetUIAngle(int newAngle) {
if (myCanvas == null)
myCanvas = GetComponent<Canvas>();
//temp fix to make interactions with angle 0 possible
if (newAngle == 0) newAngle = 1;
angle = newAngle;
savedRadius = GetCyllinderRadiusInCanvasSpace();
foreach (CurvedUIVertexEffect ve in GetComponentsInChildren<CurvedUIVertexEffect>())
ve.SetDirty();
foreach (Graphic graph in GetComponentsInChildren<Graphic>())
graph.SetAllDirty();
if (Application.isPlaying && GetComponent<CurvedUIRaycaster>() != null)
//tell raycaster to update its collider now that angle has changed.
GetComponent<CurvedUIRaycaster>().RebuildCollider();
}
Vector3 CanvasToCyllinder(Vector3 pos)
{
float theta = (pos.x / savedRectSize.x) * Angle * Mathf.Deg2Rad;
pos.x = Mathf.Sin(theta) * (SavedRadius + pos.z);
pos.z += Mathf.Cos(theta) * (SavedRadius + pos.z) - (SavedRadius + pos.z);
return pos;
}
Vector3 CanvasToCyllinderVertical(Vector3 pos)
{
float theta = (pos.y / savedRectSize.y) * Angle * Mathf.Deg2Rad;
pos.y = Mathf.Sin(theta) * (SavedRadius + pos.z);
pos.z += Mathf.Cos(theta) * (SavedRadius + pos.z) - (SavedRadius + pos.z);
return pos;
}
Vector3 CanvasToRing(Vector3 pos)
{
float r = pos.y.Remap(savedRectSize.y * 0.5f * (RingFlipVertical ? 1 : -1), -savedRectSize.y * 0.5f * (RingFlipVertical ? 1 : -1), RingExternalDiameter * (1 - RingFill) * 0.5f, RingExternalDiameter * 0.5f);
float theta = (pos.x / savedRectSize.x).Remap(-0.5f, 0.5f, Mathf.PI / 2.0f, angle * Mathf.Deg2Rad + Mathf.PI / 2.0f);
pos.x = r * Mathf.Cos(theta);
pos.y = r * Mathf.Sin(theta);
return pos;
}
Vector3 CanvasToSphere(Vector3 pos)
{
float radius = SavedRadius;
float vAngle = VerticalAngle;
if (PreserveAspect)
{
vAngle = angle * (savedRectSize.y / savedRectSize.x);
radius += Angle > 0 ? -pos.z : pos.z;
}
else {
radius = savedRectSize.x / 2.0f + pos.z;
if (vAngle == 0) return Vector3.zero;
}
//convert planar coordinates to spherical coordinates
float theta = (pos.x / savedRectSize.x).Remap(-0.5f, 0.5f, (180 - angle) / 2.0f - 90, 180 - (180 - angle) / 2.0f - 90);
theta *= Mathf.Deg2Rad;
float gamma = (pos.y / savedRectSize.y).Remap(-0.5f, 0.5f, (180 - vAngle) / 2.0f, 180 - (180 - vAngle) / 2.0f);
gamma *= Mathf.Deg2Rad;
pos.z = Mathf.Sin(gamma) * Mathf.Cos(theta) * radius;
pos.y = -radius * Mathf.Cos(gamma);
pos.x = Mathf.Sin(gamma) * Mathf.Sin(theta) * radius;
if (PreserveAspect)
pos.z -= radius;
return pos;
}
#endregion
#region PUBLIC
RectTransform RectTransform {
get
{
if (m_rectTransform == null) m_rectTransform = transform as RectTransform;
return m_rectTransform;
}
}
/// <summary>
/// Adds the CurvedUIVertexEffect component to every child gameobject that requires it.
/// CurvedUIVertexEffect creates the curving effect.
/// </summary>
public void AddEffectToChildren()
{
foreach (UnityEngine.UI.Graphic graph in GetComponentsInChildren<UnityEngine.UI.Graphic>(true))
{
if (graph.GetComponent<CurvedUIVertexEffect>() == null)
{
graph.gameObject.AddComponent<CurvedUIVertexEffect>();
graph.SetAllDirty();
}
}
//additional script that will create a curved caret for input fields
foreach(UnityEngine.UI.InputField iField in GetComponentsInChildren<UnityEngine.UI.InputField>(true))
{
if (iField.GetComponent<CurvedUIInputFieldCaret>() == null)
{
iField.gameObject.AddComponent<CurvedUIInputFieldCaret>();
}
}
//TextMeshPro experimental support. Go to CurvedUITMP.cs to learn how to enable it.
#if CURVEDUI_TMP || TMP_PRESENT
foreach(TextMeshProUGUI tmp in GetComponentsInChildren<TextMeshProUGUI>(true)){
if(tmp.GetComponent<CurvedUITMP>() == null){
tmp.gameObject.AddComponent<CurvedUITMP>();
tmp.SetAllDirty();
}
}
foreach (TMP_InputField tmp in GetComponentsInChildren<TMP_InputField>(true))
{
tmp.AddComponentIfMissing<CurvedUITMPInputFieldCaret>();
}
#endif
}
/// <summary>
/// Maps a world space vector to a curved canvas.
/// Operates in Canvas's local space.
/// </summary>
/// <param name="pos">World space vector</param>
/// <returns>
/// A vector on curved canvas in canvas's local space
/// </returns>
public Vector3 VertexPositionToCurvedCanvas(Vector3 pos)
{
switch (Shape)
{
case CurvedUIShape.CYLINDER:
{
return CanvasToCyllinder(pos);
}
case CurvedUIShape.CYLINDER_VERTICAL:
{
return CanvasToCyllinderVertical(pos);
}
case CurvedUIShape.RING:
{
return CanvasToRing(pos);
}
case CurvedUIShape.SPHERE:
{
return CanvasToSphere(pos);
}
default:
{
return Vector3.zero;
}
}
}
/// <summary>
/// Converts a point in Canvas space to a point on Curved surface in world space units.
/// </summary>
/// <param name="pos">Position on canvas in canvas space</param>
/// <returns>
/// Position on curved canvas in world space.
/// </returns>
public Vector3 CanvasToCurvedCanvas(Vector3 pos)
{
pos = VertexPositionToCurvedCanvas(pos);
if (float.IsNaN(pos.x) || float.IsInfinity(pos.x)) return Vector3.zero;
else return transform.localToWorldMatrix.MultiplyPoint3x4(pos);
}
/// <summary>
/// Returns a normal direction on curved canvas for a given point on flat canvas. Works in canvas' local space.
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public Vector3 CanvasToCurvedCanvasNormal(Vector3 pos)
{
//find the position in canvas space
pos = VertexPositionToCurvedCanvas(pos);
switch (Shape)
{
case CurvedUIShape.CYLINDER:
{
// find the direction to the center of cyllinder on flat XZ plane
return transform.localToWorldMatrix.MultiplyVector((pos - new Vector3(0, 0, -GetCyllinderRadiusInCanvasSpace())).ModifyY(0)).normalized;
}
case CurvedUIShape.CYLINDER_VERTICAL:
{
// find the direction to the center of cyllinder on flat YZ plane
return transform.localToWorldMatrix.MultiplyVector((pos - new Vector3(0, 0, -GetCyllinderRadiusInCanvasSpace())).ModifyX(0)).normalized;
}
case CurvedUIShape.RING:
{
// just return the back direction of the canvas
return -transform.forward;
}
case CurvedUIShape.SPHERE:
{
//return the direction towards the sphere's center
Vector3 center = (PreserveAspect ? new Vector3(0, 0, -GetCyllinderRadiusInCanvasSpace()) : Vector3.zero);
return transform.localToWorldMatrix.MultiplyVector((pos - center)).normalized;
}
default:
{
return Vector3.zero;
}
}
}
/// <summary>
/// Raycasts along the given ray and returns the intersection with the flat canvas.
/// Use to convert from world space to flat canvas space.
/// </summary>
/// <param name="ray"></param>
/// <returns>
/// Returns the true if ray hits the CurvedCanvas.
/// Outputs intersection point in flat canvas space.
/// </returns>
public bool RaycastToCanvasSpace(Ray ray, out Vector2 o_positionOnCanvas)
{
CurvedUIRaycaster caster = this.GetComponent<CurvedUIRaycaster>();
o_positionOnCanvas = Vector2.zero;
switch (Shape)
{
case CurvedUISettings.CurvedUIShape.CYLINDER:
{
return caster.RaycastToCyllinderCanvas(ray, out o_positionOnCanvas, true);
}
case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL:
{
return caster.RaycastToCyllinderVerticalCanvas(ray, out o_positionOnCanvas, true);
}
case CurvedUISettings.CurvedUIShape.RING:
{
return caster.RaycastToRingCanvas(ray, out o_positionOnCanvas, true);
}
case CurvedUISettings.CurvedUIShape.SPHERE:
{
return caster.RaycastToSphereCanvas(ray, out o_positionOnCanvas, true);
}
default:
{
return false;
}
}
}
/// <summary>
/// Returns the radius of curved canvas cyllinder, expressed in Cavas's local space units.
/// </summary>
public float GetCyllinderRadiusInCanvasSpace()
{
float ret;
if (PreserveAspect)
{
if(shape == CurvedUIShape.CYLINDER_VERTICAL)
ret = (RectTransform.rect.size.y / ((2 * Mathf.PI) * (angle / 360.0f)));
else
ret = (RectTransform.rect.size.x / ((2 * Mathf.PI) * (angle / 360.0f)));
}
else
ret = (RectTransform.rect.size.x * 0.5f) / Mathf.Sin(Mathf.Clamp(angle, -180.0f, 180.0f) * 0.5f * Mathf.Deg2Rad);
return angle == 0 ? 0 : ret;
}
/// <summary>
/// Tells you how big UI quads can get before they should be tesselate to look good on current canvas settings.
/// Used by CurvedUIVertexEffect to determine how many quads need to be created for each graphic.
/// </summary>
public Vector2 GetTesslationSize(bool modifiedByQuality = true)
{
Vector2 ret = RectTransform.rect.size;
if (Angle != 0 || (!PreserveAspect && vertAngle != 0))
{
switch (shape)
{
case CurvedUIShape.CYLINDER: ret /= GetSegmentsByAngle(angle); break;
case CurvedUIShape.CYLINDER_VERTICAL: goto case CurvedUIShape.CYLINDER;
case CurvedUIShape.RING: goto case CurvedUIShape.CYLINDER;
case CurvedUIShape.SPHERE:
{
ret.x /= GetSegmentsByAngle(angle);
if (PreserveAspect)
ret.y = ret.x * RectTransform.rect.size.y / RectTransform.rect.size.x;
else
ret.y /= GetSegmentsByAngle(VerticalAngle);
break;
}
}
}
//Debug.Log(this.gameObject.name + " returning size " + ret + " which is " + ret * this.transform.localScale.x + " in world space.", this.gameObject);
return ret / (modifiedByQuality ? Mathf.Clamp(Quality, 0.01f, 10.0f) : 1);
}
float GetSegmentsByAngle(float angle)
{
if (angle.Abs() <= 1)
return 1;
else if (angle.Abs() < 90)//proportionaly twice as many segments for small angle canvases
return baseCircleSegments * (Mathf.Abs(angle).Remap(0, 90, 0.01f, 0.5f));
else
return baseCircleSegments * (Mathf.Abs(angle).Remap(90, 360.0f, 0.5f, 1));
}
/// <summary>
/// Tells you how many segmetens should the entire 360 deg. cyllinder or sphere consist of.
/// Used by CurvedUIVertexEffect
/// </summary>
public int BaseCircleSegments {
get { return baseCircleSegments; }
}
/// <summary>
/// The measure of the arc of the Canvas.
/// </summary>
public int Angle {
get { return angle; }
set {
if (angle != value)
SetUIAngle(value);
}
}
/// <summary>
/// Multiplier used to deremine how many segments a base curve of a shape has.
/// Default 1. Lower values greatly increase performance. Higher values give you sharper curve.
/// </summary>
public float Quality {
get { return quality; }
set {
if (quality != value)
{
quality = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Current Shape of the canvas
/// </summary>
public CurvedUIShape Shape {
get { return shape; }
set {
if (shape != value)
{
shape = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Vertical angle of the canvas. Used in sphere shape and ring shape.
/// </summary>
public int VerticalAngle {
get { return vertAngle; }
set {
if (vertAngle != value)
{
vertAngle = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Fill of a ring in ring shaped canvas. 0-1
/// </summary>
public float RingFill {
get { return ringFill; }
set {
if (ringFill != value)
{
ringFill = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Calculated radius of the curved canvas.
/// </summary>
public float SavedRadius {
get {
if (savedRadius == 0)
savedRadius = GetCyllinderRadiusInCanvasSpace();
return savedRadius;
}
}
/// <summary>
/// External diameter of the ring shaped canvas.
/// </summary>
public int RingExternalDiameter {
get { return ringExternalDiamater; }
set {
if (ringExternalDiamater != value)
{
ringExternalDiamater = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Whether the center of the ring should be bottom or top of the canvas.
/// </summary>
public bool RingFlipVertical {
get { return ringFlipVertical; }
set {
if (ringFlipVertical != value)
{
ringFlipVertical = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// If enabled, CurvedUI will try to preserve aspect ratio of original canvas.
/// </summary>
public bool PreserveAspect {
get { return preserveAspect; }
set {
if (preserveAspect != value)
{
preserveAspect = value;
SetUIAngle(angle);
}
}
}
/// <summary>
/// Can the canvas be interacted with?
/// </summary>
public bool Interactable {
get { return interactable; }
set { interactable = value; }
}
/// <summary>
/// Should The collider for this canvas be created using more expensive box colliders?
/// DEfault false.
/// </summary>
public bool ForceUseBoxCollider {
get { return forceUseBoxCollider; }
set { forceUseBoxCollider = value; }
}
/// <summary>
/// Will the canvas block raycasts
/// Settings this to false will destroy the canvas' collider.
/// </summary>
public bool BlocksRaycasts {
get { return blocksRaycasts; }
set
{
if (blocksRaycasts != value) {
blocksRaycasts = value;
//tell raycaster to update its collider now that angle has changed.
if (Application.isPlaying && GetComponent<CurvedUIRaycaster>() != null)
GetComponent<CurvedUIRaycaster>().RebuildCollider();
}
}
}
/// <summary>
/// Should the raycaster take other layers into account to determine if canvas has been interacted with.
/// </summary>
[Obsolete("Use RaycastLayerMask property instead.")]
public bool RaycastMyLayerOnly {
get { return true; }
set { }
}
/// <summary>
/// Forces all child CurvedUI objects to recalculate
/// </summary>
/// <param name="calculateCurvedOnly"> Forces children to recalculate only the curvature. Will not make them retesselate vertices. Much faster.</param>
public void SetAllChildrenDirty(bool recalculateCurveOnly = false)
{
foreach (CurvedUIVertexEffect eff in this.GetComponentsInChildren<CurvedUIVertexEffect>())
{
if (recalculateCurveOnly)
eff.SetDirty();
else
eff.CurvingRequired = true;
}
}
#endregion
#region SHORTCUTS
/// <summary>
/// Returns true if user's pointer is currently pointing inside this canvas.
/// This is a shortcut to CurvedUIRaycaster's PointingAtCanvas bool.
/// </summary>
public bool PointingAtCanvas {
get {
if (GetComponent<CurvedUIRaycaster>() != null)
return GetComponent<CurvedUIRaycaster>().PointingAtCanvas;
else {
Debug.LogWarning("CURVEDUI: Can't check if user is pointing at this canvas - No CurvedUIRaycaster is added to this canvas.");
return false;
}
}
}
/// <summary>
/// Sends OnClick event to every Button under pointer.
/// This is a shortcut to CurvedUIRaycaster's Click method.
/// </summary>
public void Click()
{
if (GetComponent<CurvedUIRaycaster>() != null)
GetComponent<CurvedUIRaycaster>().Click();
}
/// <summary>
/// Current controller mode. Decides how user can interact with the canvas.
/// This is a shortcut to CurvedUIInputModule's property.
/// </summary>
public CurvedUIInputModule.CUIControlMethod ControlMethod {
get { return CurvedUIInputModule.ControlMethod; }
set { CurvedUIInputModule.ControlMethod = value; }
}
/// <summary>
/// Returns all objects currently under the pointer.
/// This is a shortcut to CurvedUIInputModule's method.
/// </summary>
public List<GameObject> GetObjectsUnderPointer()
{
if (GetComponent<CurvedUIRaycaster>() != null)
return GetComponent<CurvedUIRaycaster>().GetObjectsUnderPointer();
else return new List<GameObject>();
}
/// <summary>
/// Returns all the canvas objects that are visible under given Screen Position of EventCamera
/// This is a shortcut to CurvedUIInputModule's method.
/// </summary>
public List<GameObject> GetObjectsUnderScreenPos(Vector2 pos, Camera eventCamera = null)
{
if (eventCamera == null)
eventCamera = myCanvas.worldCamera;
if (GetComponent<CurvedUIRaycaster>() != null)
return GetComponent<CurvedUIRaycaster>().GetObjectsUnderScreenPos(pos, eventCamera);
else return new List<GameObject>();
}
/// <summary>
/// Returns all the canvas objects that are intersected by given ray.
/// This is a shortcut to CurvedUIInputModule's method.
/// </summary>
public List<GameObject> GetObjectsHitByRay(Ray ray)
{
if (GetComponent<CurvedUIRaycaster>() != null)
return GetComponent<CurvedUIRaycaster>().GetObjectsHitByRay(ray);
else return new List<GameObject>();
}
/// <summary>
/// Gaze Control Method. Should execute OnClick events on button after user points at them?
/// This is a shortcut to CurvedUIInputModule's property.
/// </summary>
public bool GazeUseTimedClick {
get { return CurvedUIInputModule.Instance.GazeUseTimedClick; }
set { CurvedUIInputModule.Instance.GazeUseTimedClick = value; }
}
/// <summary>
/// Gaze Control Method. How long after user points on a button should we click it?
/// This is a shortcut to CurvedUIInputModule's property.
/// </summary>
public float GazeClickTimer {
get { return CurvedUIInputModule.Instance.GazeClickTimer; }
set { CurvedUIInputModule.Instance.GazeClickTimer = value; }
}
/// <summary>
/// Gaze Control Method. How long after user looks at a button should we start the timer? Default 1 second.
/// This is a shortcut to CurvedUIInputModule's property.
/// </summary>
public float GazeClickTimerDelay {
get { return CurvedUIInputModule.Instance.GazeClickTimerDelay; }
set { CurvedUIInputModule.Instance.GazeClickTimerDelay = value; }
}
/// <summary>
/// Gaze Control Method. How long till Click method is executed on Buttons under gaze? Goes 0-1.
/// This is a shortcut to CurvedUIInputModule's property.
/// </summary>
public float GazeTimerProgress {
get { return CurvedUIInputModule.Instance.GazeTimerProgress; }
}
#endregion
#region ENUMS
public enum CurvedUIShape
{
CYLINDER = 0,
RING = 1,
SPHERE = 2,
CYLINDER_VERTICAL = 3,
}
#endregion
}
}