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- using System;
- using System.Collections.Generic;
- namespace UnityEngine.UI.Extensions
- {
- public enum ResolutionMode
- {
- None,
- PerSegment,
- PerLine
- }
- [RequireComponent(typeof(CanvasRenderer))]
- 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 Resolution { 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 primitives
- /// </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 artefact's 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
- }
- }
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