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| using UnityEngine; using System.Collections; using System.Collections.Generic;
public class UIMaskWidget : UIWidget { [SerializeField, HideInInspector] Texture mTexture; [SerializeField, HideInInspector] Shader mShader; [SerializeField, HideInInspector] bool mSliced; [SerializeField, HideInInspector] Vector4 mBorder;
private MeshCollider mMeshCollider = null; private Mesh mColliderMesh; private Vector3[] mColliderMeshVertices = new Vector3[8]; private int[] mColliderMeshTriangles = new int[24]; private Texture mSpareTexture; //private Material mMat = null; public override Texture mainTexture { get { if (mMat != null) { return mMat.mainTexture; } if (mTexture == null) { return spareTexture; } return mTexture; } set { if (mTexture != value) { if (drawCall != null && drawCall.widgetCount == 1 && mMat == null) { mTexture = value; drawCall.mainTexture = value; } else { RemoveFromPanel(); mTexture = value; MarkAsChanged(); } } } }
public override Material material { get { return mMat; } set {
} }
public override Shader shader { get { if (mMat != null) return mMat.shader; if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored"); return mShader; } set {
} }
public override Vector4 border { get { return mBorder; } set { if (mBorder != value) { mBorder = value; MarkAsChanged(); } } }
public MeshCollider meshCollider { get { if (mMeshCollider == null) { mMeshCollider = GetComponent<MeshCollider>(); if (mMeshCollider == null) { mMeshCollider = gameObject.AddComponent<MeshCollider>(); } } return mMeshCollider; } }
public Mesh colliderMesh { get { if (mColliderMesh == null) { mColliderMesh = new Mesh(); mColliderMesh.name = "UIMaskWidget"; mColliderMesh.vertices = mColliderMeshVertices;
for (int i = 0; i < 4; i++) { int index = i * 6;
mColliderMeshTriangles[index] = i; mColliderMeshTriangles[index + 2] = (i + 5) > 7 ? i + 1 : i + 5; mColliderMeshTriangles[index + 1] = i + 4;
mColliderMeshTriangles[index + 3] = i; mColliderMeshTriangles[index + 5] = (i + 1) > 3 ? i - 3 : i + 1; mColliderMeshTriangles[index + 4] = (i + 5) > 7 ? i + 1 : i + 5; } mColliderMesh.triangles = mColliderMeshTriangles; } return mColliderMesh; } }
public bool isTextureNull { get { return mTexture == null; } }
public bool isSliced { get { return mSliced; } set { if (mSliced != value) { mSliced = value; MarkAsChanged(); } } }
private Texture spareTexture { get { if (mSpareTexture == null) { Texture2D tex = new Texture2D(1, 1); tex.name = "UIMaskWidget"; tex.SetPixel(0, 0, Color.white); tex.Apply(); mSpareTexture = tex; } return mSpareTexture; } } protected override void OnUpdate() { base.OnUpdate(); MarkAsChanged(); }
public override void OnFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols) { if (mainTexture == null) { return; } Fill(verts, uvs, cols); }
void Fill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols) { if (root == null) return;
verts.Clear(); Vector3 innerLB = new Vector3(width * -pivotOffset.x, height * -pivotOffset.y, 0); Vector3 innerRT = new Vector3(width * (1 - pivotOffset.x), height * (1 - pivotOffset.y), 0); Vector3 windowHalfSize = new Vector3(NGUITools.screenSize.x, NGUITools.screenSize.y, 0) * 0.5f; //Vector3 windowHalfSize = new Vector3(1280, 720, 0) * 0.5f; Vector3 outerLB = transform.InverseTransformPoint(root.transform.TransformPoint(-windowHalfSize)); Vector3 outerRT = transform.InverseTransformPoint(root.transform.TransformPoint(windowHalfSize)); float[] vxs = new float[4] { outerLB.x, innerLB.x, innerRT.x, outerRT.x }; float[] vys = new float[4] { outerLB.y, innerLB.y, innerRT.y, outerRT.y }; // Rectangle LB verts.Add(new Vector3(vxs[0], vys[0], 0)); verts.Add(new Vector3(vxs[0], vys[1], 0)); verts.Add(new Vector3(vxs[1], vys[1], 0)); verts.Add(new Vector3(vxs[1], vys[0], 0)); // Rectangle CB verts.Add(new Vector3(vxs[1], vys[0], 0)); verts.Add(new Vector3(vxs[1], vys[1], 0)); verts.Add(new Vector3(vxs[2], vys[1], 0)); verts.Add(new Vector3(vxs[2], vys[0], 0)); // Rectangle RB verts.Add(new Vector3(vxs[2], vys[0], 0)); verts.Add(new Vector3(vxs[2], vys[1], 0)); verts.Add(new Vector3(vxs[3], vys[1], 0)); verts.Add(new Vector3(vxs[3], vys[0], 0)); // Rectangle LC verts.Add(new Vector3(vxs[0], vys[1], 0)); verts.Add(new Vector3(vxs[0], vys[2], 0)); verts.Add(new Vector3(vxs[1], vys[2], 0)); verts.Add(new Vector3(vxs[1], vys[1], 0)); // Rectangle RC verts.Add(new Vector3(vxs[2], vys[1], 0)); verts.Add(new Vector3(vxs[2], vys[2], 0)); verts.Add(new Vector3(vxs[3], vys[2], 0)); verts.Add(new Vector3(vxs[3], vys[1], 0)); // Rectangle LT verts.Add(new Vector3(vxs[0], vys[2], 0)); verts.Add(new Vector3(vxs[0], vys[3], 0)); verts.Add(new Vector3(vxs[1], vys[3], 0)); verts.Add(new Vector3(vxs[1], vys[2], 0)); // Rectangle CT verts.Add(new Vector3(vxs[1], vys[2], 0)); verts.Add(new Vector3(vxs[1], vys[3], 0)); verts.Add(new Vector3(vxs[2], vys[3], 0)); verts.Add(new Vector3(vxs[2], vys[2], 0)); // Rectangle RT verts.Add(new Vector3(vxs[2], vys[2], 0)); verts.Add(new Vector3(vxs[2], vys[3], 0)); verts.Add(new Vector3(vxs[3], vys[3], 0)); verts.Add(new Vector3(vxs[3], vys[2], 0));
uvs.Clear(); float[] uxs, uys; if (isSliced) { Vector2 texSizeR = new Vector2(1f / mainTexture.width, 1f / mainTexture.height); uxs = new float[4] { 0, border.x * texSizeR.x, 1 - border.z * texSizeR.x, 1 }; uys = new float[4] { 0, border.y * texSizeR.y, 1 - border.w * texSizeR.y, 1 }; } else { Vector2 screenSizeR = new Vector2(1f / (vxs[3] - vxs[0]), 1f / (vys[3] - vys[0])); uxs = new float[4] { 0, (vxs[1] - vxs[0]) * screenSizeR.x, (vxs[2] - vxs[0]) * screenSizeR.x, 1 }; uys = new float[4] { 0, (vys[1] - vys[0]) * screenSizeR.y, (vys[2] - vys[0]) * screenSizeR.y, 1 }; } // Rectangle LB uvs.Add(new Vector3(uxs[0], uys[0], 0)); uvs.Add(new Vector3(uxs[0], uys[1], 0)); uvs.Add(new Vector3(uxs[1], uys[1], 0)); uvs.Add(new Vector3(uxs[1], uys[0], 0)); // Rectangle CB uvs.Add(new Vector3(uxs[1], uys[0], 0)); uvs.Add(new Vector3(uxs[1], uys[1], 0)); uvs.Add(new Vector3(uxs[2], uys[1], 0)); uvs.Add(new Vector3(uxs[2], uys[0], 0)); // Rectangle RB uvs.Add(new Vector3(uxs[2], uys[0], 0)); uvs.Add(new Vector3(uxs[2], uys[1], 0)); uvs.Add(new Vector3(uxs[3], uys[1], 0)); uvs.Add(new Vector3(uxs[3], uys[0], 0)); // Rectangle LC uvs.Add(new Vector3(uxs[0], uys[1], 0)); uvs.Add(new Vector3(uxs[0], uys[2], 0)); uvs.Add(new Vector3(uxs[1], uys[2], 0)); uvs.Add(new Vector3(uxs[1], uys[1], 0)); // Rectangle RC uvs.Add(new Vector3(uxs[2], uys[1], 0)); uvs.Add(new Vector3(uxs[2], uys[2], 0)); uvs.Add(new Vector3(uxs[3], uys[2], 0)); uvs.Add(new Vector3(uxs[3], uys[1], 0)); // Rectangle LT uvs.Add(new Vector3(uxs[0], uys[2], 0)); uvs.Add(new Vector3(uxs[0], uys[3], 0)); uvs.Add(new Vector3(uxs[1], uys[3], 0)); uvs.Add(new Vector3(uxs[1], uys[2], 0)); // Rectangle CT uvs.Add(new Vector3(uxs[1], uys[2], 0)); uvs.Add(new Vector3(uxs[1], uys[3], 0)); uvs.Add(new Vector3(uxs[2], uys[3], 0)); uvs.Add(new Vector3(uxs[2], uys[2], 0)); // Rectangle RT uvs.Add(new Vector3(uxs[2], uys[2], 0)); uvs.Add(new Vector3(uxs[2], uys[3], 0)); uvs.Add(new Vector3(uxs[3], uys[3], 0)); uvs.Add(new Vector3(uxs[3], uys[2], 0));
cols.Clear(); for (int i = 0; i < 32; i++) { cols.Add(color); }
FillMeshCollider(vxs, vys); }
void FillMeshCollider(float[] vxs, float[] vys) { if (!Application.isPlaying) { return; } mColliderMeshVertices[0] = new Vector3(vxs[0], vys[0], 0); mColliderMeshVertices[1] = new Vector3(vxs[3], vys[0], 0); mColliderMeshVertices[2] = new Vector3(vxs[3], vys[3], 0); mColliderMeshVertices[3] = new Vector3(vxs[0], vys[3], 0);
mColliderMeshVertices[4] = new Vector3(vxs[1], vys[1], 0); mColliderMeshVertices[5] = new Vector3(vxs[2], vys[1], 0); mColliderMeshVertices[6] = new Vector3(vxs[2], vys[2], 0); mColliderMeshVertices[7] = new Vector3(vxs[1], vys[2], 0);
colliderMesh.vertices = mColliderMeshVertices; meshCollider.sharedMesh = mColliderMesh; } }
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