mirror of
https://gitee.com/jisol/jisol-game/
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提交FairyGUI
This commit is contained in:
8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Extensions.meta
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8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Extensions.meta
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#if FAIRYGUI_DRAGONBONES
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using UnityEngine;
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using DragonBones;
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namespace FairyGUI
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{
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/// <summary>
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///
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/// </summary>
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public partial class GLoader3D : GObject
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{
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UnityArmatureComponent _armatureComponent;
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/// <summary>
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///
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/// </summary>
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/// <value></value>
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public UnityArmatureComponent armatureComponent
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{
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get { return _armatureComponent; }
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="anchor"></param>
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public void SetDragonBones(DragonBonesData asset, int width, int height, Vector2 anchor)
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{
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if (_armatureComponent != null)
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FreeDragonBones();
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_armatureComponent = UnityFactory.factory.BuildArmatureComponent(asset.armatureNames[0], asset.name, null, asset.name);
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_armatureComponent.gameObject.transform.localScale = new Vector3(100, 100, 1);
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_armatureComponent.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0);
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SetWrapTarget(_armatureComponent.gameObject, true, width, height);
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var ct = _armatureComponent.color;
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ct.redMultiplier = _color.r;
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ct.greenMultiplier = _color.g;
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ct.blueMultiplier = _color.b;
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_armatureComponent.color = ct;
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OnChangeDragonBones(null);
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}
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protected void LoadDragonBones()
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{
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DragonBonesData asset = (DragonBonesData)_contentItem.skeletonAsset;
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if (asset == null)
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return;
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SetDragonBones(asset, _contentItem.width, _contentItem.height, _contentItem.skeletonAnchor);
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}
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protected void OnChangeDragonBones(string propertyName)
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{
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if (_armatureComponent == null)
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return;
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if (propertyName == "color")
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{
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var ct = _armatureComponent.color;
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ct.redMultiplier = _color.r;
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ct.greenMultiplier = _color.g;
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ct.blueMultiplier = _color.b;
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_armatureComponent.color = ct;
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return;
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}
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if (!string.IsNullOrEmpty(_animationName))
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{
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if (_playing)
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_armatureComponent.animation.Play(_animationName, _loop ? 0 : 1);
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else
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_armatureComponent.animation.GotoAndStopByFrame(_animationName, (uint)_frame);
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}
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else
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_armatureComponent.animation.Reset();
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}
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protected void FreeDragonBones()
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{
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if (_armatureComponent != null)
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{
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_armatureComponent.Dispose();
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if (Application.isPlaying)
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GameObject.Destroy(_armatureComponent.gameObject);
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else
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GameObject.DestroyImmediate(_armatureComponent.gameObject);
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}
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}
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protected void OnUpdateDragonBones(UpdateContext context)
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{
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if (_armatureComponent != null)
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{
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var ct = _armatureComponent.color;
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ct.alphaMultiplier = context.alpha * _content.alpha;
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_armatureComponent.color = ct;
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}
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}
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}
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}
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#endif
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,160 @@
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#if FAIRYGUI_SPINE
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using System.Collections.Generic;
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using UnityEngine;
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using Spine.Unity;
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namespace FairyGUI
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{
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/// <summary>
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///
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/// </summary>
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public partial class GLoader3D : GObject
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{
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SkeletonAnimation _spineAnimation;
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/// <summary>
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///
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/// </summary>
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/// <value></value>
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public SkeletonAnimation spineAnimation
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{
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get { return _spineAnimation; }
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="anchor"></param>
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public void SetSpine(SkeletonDataAsset asset, int width, int height, Vector2 anchor)
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{
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SetSpine(asset, width, height, anchor, true);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="anchor"></param>
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/// <param name="cloneMaterial"></param>
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public void SetSpine(SkeletonDataAsset asset, int width, int height, Vector2 anchor, bool cloneMaterial)
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{
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if (_spineAnimation != null)
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FreeSpine();
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_content.customCloneMaterials = MaterialOverride;
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_content.customRecoverMaterials = CleanMaterialOverride;
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_spineAnimation = SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(asset);
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_spineAnimation.gameObject.name = asset.name;
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Spine.SkeletonData dat = asset.GetSkeletonData(false);
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_spineAnimation.gameObject.transform.localScale = new Vector3(1 / asset.scale, 1 / asset.scale, 1);
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_spineAnimation.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0);
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SetWrapTarget(_spineAnimation.gameObject, cloneMaterial, width, height);
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_spineAnimation.skeleton.R = _color.r;
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_spineAnimation.skeleton.G = _color.g;
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_spineAnimation.skeleton.B = _color.b;
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OnChangeSpine(null);
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}
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protected void LoadSpine()
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{
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SkeletonDataAsset asset = (SkeletonDataAsset)_contentItem.skeletonAsset;
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if (asset == null)
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return;
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SetSpine(asset, _contentItem.width, _contentItem.height, _contentItem.skeletonAnchor);
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}
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protected void OnChangeSpine(string propertyName)
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{
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if (_spineAnimation == null)
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return;
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if (propertyName == "color")
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{
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_spineAnimation.skeleton.R = _color.r;
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_spineAnimation.skeleton.G = _color.g;
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_spineAnimation.skeleton.B = _color.b;
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return;
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}
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var skeletonData = _spineAnimation.skeleton.Data;
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var state = _spineAnimation.AnimationState;
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Spine.Animation animationToUse = !string.IsNullOrEmpty(_animationName) ? skeletonData.FindAnimation(_animationName) : null;
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if (animationToUse != null)
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{
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var trackEntry = state.GetCurrent(0);
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if (trackEntry == null || trackEntry.Animation.Name != _animationName || trackEntry.IsComplete && !trackEntry.Loop)
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trackEntry = state.SetAnimation(0, animationToUse, _loop);
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else
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trackEntry.Loop = _loop;
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if (_playing)
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trackEntry.TimeScale = 1;
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else
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{
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trackEntry.TimeScale = 0;
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trackEntry.TrackTime = Mathf.Lerp(0, trackEntry.AnimationEnd - trackEntry.AnimationStart, _frame / 100f);
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}
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}
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else
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state.ClearTrack(0);
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var skin = !string.IsNullOrEmpty(skinName) ? skeletonData.FindSkin(skinName) : skeletonData.DefaultSkin;
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if (skin == null && skeletonData.Skins.Count > 0)
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skin = skeletonData.Skins.Items[0];
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if (_spineAnimation.skeleton.Skin != skin)
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{
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_spineAnimation.skeleton.SetSkin(skin);
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_spineAnimation.skeleton.SetSlotsToSetupPose();
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}
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}
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protected void FreeSpine()
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{
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if (_spineAnimation != null)
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{
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if (Application.isPlaying)
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GameObject.Destroy(_spineAnimation.gameObject);
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else
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GameObject.DestroyImmediate(_spineAnimation.gameObject);
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_content.customCloneMaterials = null;
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_content.customRecoverMaterials = null;
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}
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}
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protected void OnUpdateSpine(UpdateContext context)
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{
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if (_spineAnimation != null)
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_spineAnimation.skeleton.A = context.alpha * _content.alpha;
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}
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private void MaterialOverride(Dictionary<Material, Material> materials)
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{
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if (_spineAnimation != null)
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{
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foreach (var kv in materials)
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{
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_spineAnimation.CustomMaterialOverride[kv.Key] = kv.Value;
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}
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}
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}
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private void CleanMaterialOverride()
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{
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if (_spineAnimation != null)
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_spineAnimation.CustomMaterialOverride.Clear();
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}
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}
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}
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||||
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#endif
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,338 @@
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Shader "FairyGUI/TextMeshPro/Distance Field" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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|
||||
_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||
|
||||
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||
|
||||
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = 0.5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5.0
|
||||
_ScaleX ("Scale X", float) = 1.0
|
||||
_ScaleY ("Scale Y", float) = 1.0
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
|
||||
//#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
//#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
#pragma multi_compile NOT_CLIPPED CLIPPED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
//#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
//#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
|
||||
#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
|
||||
#include "Assets/TextMesh Pro/Shaders/TMPro.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0; // Atlas
|
||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||
float2 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float bias =(.5 - weight) + (.5 / scale);
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
// float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
// float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
output.position = vPosition;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
output.color.rgb = GammaToLinearSpace(input.color.rgb);
|
||||
output.color.a = input.color.a;
|
||||
#else
|
||||
output.color = input.color;
|
||||
#endif
|
||||
output.atlas = input.texcoord0;
|
||||
output.param = float4(alphaClip, scale, bias, weight);
|
||||
//output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
#ifdef CLIPPED
|
||||
output.mask = mul(unity_ObjectToWorld, input.position).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
float weight = input.param.w;
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n- bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col*faceColor.a;
|
||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
// #if UNITY_UI_CLIP_RECT
|
||||
// half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
// faceColor *= m.x * m.y;
|
||||
// #endif
|
||||
|
||||
// #if UNITY_UI_ALPHACLIP
|
||||
// clip(faceColor.a - 0.001);
|
||||
// #endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(input.mask);
|
||||
clip(1-max(factor.x, factor.y));
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de10f84640569464799f0e0bfa1ab7b0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,542 @@
|
||||
#if FAIRYGUI_TMPRO
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TextCore;
|
||||
using TMPro;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
/// TextMeshPro text adapter for FairyGUI. Most of codes were taken from TextMeshPro!
|
||||
/// Note that not all of TextMeshPro features are supported.
|
||||
/// </summary>
|
||||
public class TMPFont : BaseFont
|
||||
{
|
||||
protected TMP_FontAsset _fontAsset;
|
||||
|
||||
FontStyles _style;
|
||||
float _scale;
|
||||
float _padding;
|
||||
float _stylePadding;
|
||||
float _ascent;
|
||||
float _lineHeight;
|
||||
float _boldMultiplier;
|
||||
FontWeight _defaultFontWeight;
|
||||
FontWeight _fontWeight;
|
||||
TextFormat _format;
|
||||
TMP_Character _char;
|
||||
TMP_Character _lineChar;
|
||||
Material _material;
|
||||
MaterialManager _manager;
|
||||
|
||||
public TMPFont()
|
||||
{
|
||||
this.canTint = true;
|
||||
this.shader = "FairyGUI/TextMeshPro/Distance Field";
|
||||
this.keepCrisp = true;
|
||||
|
||||
_defaultFontWeight = FontWeight.Medium;
|
||||
}
|
||||
|
||||
override public void Dispose()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
public TMP_FontAsset fontAsset
|
||||
{
|
||||
get { return _fontAsset; }
|
||||
set
|
||||
{
|
||||
_fontAsset = value;
|
||||
Init();
|
||||
}
|
||||
}
|
||||
|
||||
public FontWeight fontWeight
|
||||
{
|
||||
get { return _defaultFontWeight; }
|
||||
set { _defaultFontWeight = value; }
|
||||
}
|
||||
|
||||
void Release()
|
||||
{
|
||||
if (_manager != null)
|
||||
{
|
||||
_manager.onCreateNewMaterial -= OnCreateNewMaterial;
|
||||
_manager = null;
|
||||
}
|
||||
|
||||
if (mainTexture != null)
|
||||
{
|
||||
mainTexture.Dispose();
|
||||
mainTexture = null;
|
||||
}
|
||||
|
||||
if (_material != null)
|
||||
{
|
||||
Material.DestroyImmediate(_material);
|
||||
_material = null;
|
||||
}
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
Release();
|
||||
|
||||
mainTexture = new NTexture(_fontAsset.atlasTexture);
|
||||
mainTexture.destroyMethod = DestroyMethod.None;
|
||||
|
||||
_manager = mainTexture.GetMaterialManager(this.shader);
|
||||
_manager.onCreateNewMaterial += OnCreateNewMaterial;
|
||||
|
||||
_material = new Material(_fontAsset.material); //copy
|
||||
_material.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
|
||||
_material.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
|
||||
_material.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
|
||||
_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
|
||||
_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
|
||||
|
||||
// _ascent = _fontAsset.faceInfo.ascentLine;
|
||||
// _lineHeight = _fontAsset.faceInfo.lineHeight;
|
||||
_ascent = _fontAsset.faceInfo.pointSize;
|
||||
_lineHeight = _fontAsset.faceInfo.pointSize * 1.25f;
|
||||
|
||||
_lineChar = GetCharacterFromFontAsset('_', FontStyles.Normal);
|
||||
}
|
||||
|
||||
void OnCreateNewMaterial(Material mat)
|
||||
{
|
||||
mat.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
|
||||
mat.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
|
||||
mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
|
||||
mat.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
|
||||
mat.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
|
||||
}
|
||||
|
||||
override public void UpdateGraphics(NGraphics graphics)
|
||||
{
|
||||
MaterialPropertyBlock block = graphics.materialPropertyBlock;
|
||||
if (_format.outline > 0)
|
||||
{
|
||||
graphics.ToggleKeyword("OUTLINE_ON", true);
|
||||
|
||||
block.SetFloat(ShaderUtilities.ID_OutlineWidth, _format.outline);
|
||||
block.SetColor(ShaderUtilities.ID_OutlineColor, _format.outlineColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.ToggleKeyword("OUTLINE_ON", false);
|
||||
|
||||
block.SetFloat(ShaderUtilities.ID_OutlineWidth, 0);
|
||||
}
|
||||
|
||||
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
|
||||
{
|
||||
graphics.ToggleKeyword("UNDERLAY_ON", true);
|
||||
|
||||
block.SetColor(ShaderUtilities.ID_UnderlayColor, _format.shadowColor);
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, _format.shadowOffset.x);
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, -_format.shadowOffset.y);
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, _format.underlaySoftness);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.ToggleKeyword("UNDERLAY_ON", false);
|
||||
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, 0);
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, 0);
|
||||
block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, 0);
|
||||
}
|
||||
|
||||
block.SetFloat(ShaderUtilities.ID_FaceDilate, _format.faceDilate);
|
||||
block.SetFloat(ShaderUtilities.ID_OutlineSoftness, _format.outlineSoftness);
|
||||
|
||||
if (_material.HasProperty(ShaderUtilities.ID_ScaleRatio_A))
|
||||
{
|
||||
//ShaderUtilities.GetPadding does not support handle materialproperyblock, we have to use a temp material
|
||||
_material.SetFloat(ShaderUtilities.ID_OutlineWidth, block.GetFloat(ShaderUtilities.ID_OutlineWidth));
|
||||
_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetX));
|
||||
_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetY));
|
||||
_material.SetFloat(ShaderUtilities.ID_UnderlaySoftness, block.GetFloat(ShaderUtilities.ID_UnderlaySoftness));
|
||||
_material.SetFloat(ShaderUtilities.ID_FaceDilate, block.GetFloat(ShaderUtilities.ID_FaceDilate));
|
||||
_material.SetFloat(ShaderUtilities.ID_OutlineSoftness, block.GetFloat(ShaderUtilities.ID_OutlineSoftness));
|
||||
|
||||
_padding = ShaderUtilities.GetPadding(_material, false, false);
|
||||
|
||||
//and then set back the properteis
|
||||
block.SetFloat(ShaderUtilities.ID_ScaleRatio_A, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A));
|
||||
block.SetFloat(ShaderUtilities.ID_ScaleRatio_B, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_B));
|
||||
block.SetFloat(ShaderUtilities.ID_ScaleRatio_C, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_C));
|
||||
}
|
||||
|
||||
// Set Padding based on selected font style
|
||||
#region Handle Style Padding
|
||||
if (((_style & FontStyles.Bold) == FontStyles.Bold)) // Checks for any combination of Bold Style.
|
||||
{
|
||||
if (_material.HasProperty(ShaderUtilities.ID_GradientScale))
|
||||
{
|
||||
float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale);
|
||||
_stylePadding = _fontAsset.boldStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
|
||||
|
||||
// Clamp overall padding to Gradient Scale size.
|
||||
if (_stylePadding + _padding > gradientScale)
|
||||
_padding = gradientScale - _stylePadding;
|
||||
}
|
||||
else
|
||||
_stylePadding = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_material.HasProperty(ShaderUtilities.ID_GradientScale))
|
||||
{
|
||||
float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale);
|
||||
_stylePadding = _fontAsset.normalStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
|
||||
|
||||
// Clamp overall padding to Gradient Scale size.
|
||||
if (_stylePadding + _padding > gradientScale)
|
||||
_padding = gradientScale - _stylePadding;
|
||||
}
|
||||
else
|
||||
_stylePadding = 0;
|
||||
}
|
||||
#endregion Handle Style Padding
|
||||
}
|
||||
|
||||
override public void SetFormat(TextFormat format, float fontSizeScale)
|
||||
{
|
||||
_format = format;
|
||||
|
||||
float size = format.size * fontSizeScale;
|
||||
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript || _format.specialStyle == TextFormat.SpecialStyle.Superscript)
|
||||
size *= SupScale;
|
||||
|
||||
_scale = size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
|
||||
_style = FontStyles.Normal;
|
||||
if (format.bold)
|
||||
{
|
||||
_style |= FontStyles.Bold;
|
||||
_fontWeight = FontWeight.Bold;
|
||||
_boldMultiplier = 1 + _fontAsset.boldSpacing * 0.01f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_fontWeight = _defaultFontWeight;
|
||||
_boldMultiplier = 1.0f;
|
||||
}
|
||||
if (format.italic)
|
||||
_style |= FontStyles.Italic;
|
||||
|
||||
format.FillVertexColors(vertexColors);
|
||||
}
|
||||
|
||||
override public bool GetGlyph(char ch, out float width, out float height, out float baseline)
|
||||
{
|
||||
_char = GetCharacterFromFontAsset(ch, _style);
|
||||
if (_char != null)
|
||||
{
|
||||
width = _char.glyph.metrics.horizontalAdvance * _boldMultiplier * _scale;
|
||||
height = _lineHeight * _scale;
|
||||
baseline = _ascent * _scale;
|
||||
|
||||
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
|
||||
{
|
||||
height /= SupScale;
|
||||
baseline /= SupScale;
|
||||
}
|
||||
else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
|
||||
{
|
||||
height = height / SupScale + baseline * SupOffset;
|
||||
baseline *= (SupOffset + 1 / SupScale);
|
||||
}
|
||||
|
||||
height = Mathf.RoundToInt(height);
|
||||
baseline = Mathf.RoundToInt(baseline);
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
width = 0;
|
||||
height = 0;
|
||||
baseline = 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
TMP_Character GetCharacterFromFontAsset(uint unicode, FontStyles fontStyle)
|
||||
{
|
||||
bool isAlternativeTypeface;
|
||||
#pragma warning disable
|
||||
TMP_FontAsset actualAsset;
|
||||
#pragma warning restore
|
||||
return TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, _fontWeight,
|
||||
out isAlternativeTypeface
|
||||
//,out actualAsset //old TMP version need this line
|
||||
);
|
||||
}
|
||||
|
||||
static Vector3 bottomLeft;
|
||||
static Vector3 topLeft;
|
||||
static Vector3 topRight;
|
||||
static Vector3 bottomRight;
|
||||
|
||||
static Vector4 uvBottomLeft;
|
||||
static Vector4 uvTopLeft;
|
||||
static Vector4 uvTopRight;
|
||||
static Vector4 uvBottomRight;
|
||||
|
||||
static Vector4 uv2BottomLeft;
|
||||
static Vector4 uv2TopLeft;
|
||||
static Vector4 uv2TopRight;
|
||||
static Vector4 uv2BottomRight;
|
||||
|
||||
static Color32[] vertexColors = new Color32[4];
|
||||
|
||||
override public int DrawGlyph(float x, float y,
|
||||
List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList)
|
||||
{
|
||||
GlyphMetrics metrics = _char.glyph.metrics;
|
||||
GlyphRect rect = _char.glyph.glyphRect;
|
||||
|
||||
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
|
||||
y = y - Mathf.RoundToInt(_ascent * _scale * SupOffset);
|
||||
else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
|
||||
y = y + Mathf.RoundToInt(_ascent * _scale * (1 / SupScale - 1 + SupOffset));
|
||||
|
||||
topLeft.x = x + (metrics.horizontalBearingX - _padding - _stylePadding) * _scale;
|
||||
topLeft.y = y + (metrics.horizontalBearingY + _padding) * _scale;
|
||||
bottomRight.x = topLeft.x + (metrics.width + _padding * 2 + _stylePadding * 2) * _scale;
|
||||
bottomRight.y = topLeft.y - (metrics.height + _padding * 2) * _scale;
|
||||
|
||||
topRight.x = bottomRight.x;
|
||||
topRight.y = topLeft.y;
|
||||
bottomLeft.x = topLeft.x;
|
||||
bottomLeft.y = bottomRight.y;
|
||||
|
||||
#region Handle Italic & Shearing
|
||||
if (((_style & FontStyles.Italic) == FontStyles.Italic))
|
||||
{
|
||||
// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
|
||||
float shear_value = _fontAsset.italicStyle * 0.01f;
|
||||
Vector3 topShear = new Vector3(shear_value * ((metrics.horizontalBearingY + _padding + _stylePadding) * _scale), 0, 0);
|
||||
Vector3 bottomShear = new Vector3(shear_value * (((metrics.horizontalBearingY - metrics.height - _padding - _stylePadding)) * _scale), 0, 0);
|
||||
|
||||
topLeft += topShear;
|
||||
bottomLeft += bottomShear;
|
||||
topRight += topShear;
|
||||
bottomRight += bottomShear;
|
||||
}
|
||||
#endregion Handle Italics & Shearing
|
||||
|
||||
vertList.Add(bottomLeft);
|
||||
vertList.Add(topLeft);
|
||||
vertList.Add(topRight);
|
||||
vertList.Add(bottomRight);
|
||||
|
||||
float u = (rect.x - _padding - _stylePadding) / _fontAsset.atlasWidth;
|
||||
float v = (rect.y - _padding - _stylePadding) / _fontAsset.atlasHeight;
|
||||
float uw = (rect.width + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasWidth;
|
||||
float vw = (rect.height + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasHeight;
|
||||
|
||||
uvBottomLeft = new Vector2(u, v);
|
||||
uvTopLeft = new Vector2(u, v + vw);
|
||||
uvTopRight = new Vector2(u + uw, v + vw);
|
||||
uvBottomRight = new Vector2(u + uw, v);
|
||||
|
||||
float xScale = _scale * 0.01f;
|
||||
if (_format.bold)
|
||||
xScale *= -1;
|
||||
uv2BottomLeft = new Vector2(0, xScale);
|
||||
uv2TopLeft = new Vector2(511, xScale);
|
||||
uv2TopRight = new Vector2(2093567, xScale);
|
||||
uv2BottomRight = new Vector2(2093056, xScale);
|
||||
|
||||
uvList.Add(uvBottomLeft);
|
||||
uvList.Add(uvTopLeft);
|
||||
uvList.Add(uvTopRight);
|
||||
uvList.Add(uvBottomRight);
|
||||
|
||||
uv2List.Add(uv2BottomLeft);
|
||||
uv2List.Add(uv2TopLeft);
|
||||
uv2List.Add(uv2TopRight);
|
||||
uv2List.Add(uv2BottomRight);
|
||||
|
||||
colList.Add(vertexColors[0]);
|
||||
colList.Add(vertexColors[1]);
|
||||
colList.Add(vertexColors[2]);
|
||||
colList.Add(vertexColors[3]);
|
||||
|
||||
return 4;
|
||||
}
|
||||
|
||||
override public int DrawLine(float x, float y, float width, int fontSize, int type,
|
||||
List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList)
|
||||
{
|
||||
if (_lineChar == null)
|
||||
return 0;
|
||||
|
||||
float thickness;
|
||||
float offset;
|
||||
|
||||
if (type == 0)
|
||||
{
|
||||
thickness = _fontAsset.faceInfo.underlineThickness;
|
||||
offset = _fontAsset.faceInfo.underlineOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
thickness = _fontAsset.faceInfo.strikethroughThickness;
|
||||
offset = _fontAsset.faceInfo.strikethroughOffset;
|
||||
}
|
||||
|
||||
float scale = (float)fontSize / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
|
||||
float segmentWidth = _lineChar.glyph.metrics.width / 2 * scale;
|
||||
if (width < _lineChar.glyph.metrics.width * scale)
|
||||
segmentWidth = width / 2f;
|
||||
|
||||
// UNDERLINE VERTICES FOR (3) LINE SEGMENTS
|
||||
#region UNDERLINE VERTICES
|
||||
|
||||
thickness = thickness * scale;
|
||||
if (thickness < 1)
|
||||
thickness = 1;
|
||||
offset = Mathf.RoundToInt(offset * scale);
|
||||
|
||||
// Front Part of the Underline
|
||||
y += offset;
|
||||
topLeft.x = x;
|
||||
topLeft.y = y + _padding * scale;
|
||||
bottomRight.x = x + segmentWidth;
|
||||
bottomRight.y = y - thickness - _padding * scale;
|
||||
|
||||
topRight.x = bottomRight.x;
|
||||
topRight.y = topLeft.y;
|
||||
bottomLeft.x = topLeft.x;
|
||||
bottomLeft.y = bottomRight.y;
|
||||
|
||||
vertList.Add(bottomLeft);
|
||||
vertList.Add(topLeft);
|
||||
vertList.Add(topRight);
|
||||
vertList.Add(bottomRight);
|
||||
|
||||
// Middle Part of the Underline
|
||||
topLeft = topRight;
|
||||
bottomLeft = bottomRight;
|
||||
|
||||
topRight.x = x + width - segmentWidth;
|
||||
bottomRight.x = topRight.x;
|
||||
|
||||
vertList.Add(bottomLeft);
|
||||
vertList.Add(topLeft);
|
||||
vertList.Add(topRight);
|
||||
vertList.Add(bottomRight);
|
||||
|
||||
// End Part of the Underline
|
||||
topLeft = topRight;
|
||||
bottomLeft = bottomRight;
|
||||
|
||||
topRight.x = x + width;
|
||||
bottomRight.x = topRight.x;
|
||||
|
||||
vertList.Add(bottomLeft);
|
||||
vertList.Add(topLeft);
|
||||
vertList.Add(topRight);
|
||||
vertList.Add(bottomRight);
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE UV0
|
||||
#region HANDLE UV0
|
||||
|
||||
// Calculate UV required to setup the 3 Quads for the Underline.
|
||||
Vector2 uv0 = new Vector2((_lineChar.glyph.glyphRect.x - _padding) / _fontAsset.atlasWidth, (_lineChar.glyph.glyphRect.y - _padding) / _fontAsset.atlasHeight); // bottom left
|
||||
Vector2 uv1 = new Vector2(uv0.x, (_lineChar.glyph.glyphRect.y + _lineChar.glyph.glyphRect.height + _padding) / _fontAsset.atlasHeight); // top left
|
||||
Vector2 uv2 = new Vector2((_lineChar.glyph.glyphRect.x - _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Left
|
||||
Vector2 uv3 = new Vector2(uv2.x, uv0.y); // Mid Bottom Left
|
||||
Vector2 uv4 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Right
|
||||
Vector2 uv5 = new Vector2(uv4.x, uv0.y); // Mid Bottom right
|
||||
Vector2 uv6 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + _lineChar.glyph.glyphRect.width) / _fontAsset.atlasWidth, uv1.y); // End Part - Bottom Right
|
||||
Vector2 uv7 = new Vector2(uv6.x, uv0.y); // End Part - Top Right
|
||||
|
||||
uvList.Add(uv0);
|
||||
uvList.Add(uv1);
|
||||
uvList.Add(uv2);
|
||||
uvList.Add(uv3);
|
||||
|
||||
// Middle Part of the Underline
|
||||
uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv0.y));
|
||||
uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv1.y));
|
||||
uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv1.y));
|
||||
uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv0.y));
|
||||
|
||||
// Right Part of the Underline
|
||||
|
||||
uvList.Add(uv5);
|
||||
uvList.Add(uv4);
|
||||
uvList.Add(uv6);
|
||||
uvList.Add(uv7);
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE UV2
|
||||
#region HANDLE UV2 - SDF SCALE
|
||||
// UV1 contains Face / Border UV layout.
|
||||
float segUv1 = segmentWidth / width;
|
||||
float segUv2 = 1 - segUv1;
|
||||
|
||||
//Calculate the xScale or how much the UV's are getting stretched on the X axis for the middle section of the underline.
|
||||
float xScale = scale * 0.01f;
|
||||
|
||||
uv2List.Add(PackUV(0, 0, xScale));
|
||||
uv2List.Add(PackUV(0, 1, xScale));
|
||||
uv2List.Add(PackUV(segUv1, 1, xScale));
|
||||
uv2List.Add(PackUV(segUv1, 0, xScale));
|
||||
|
||||
uv2List.Add(PackUV(segUv1, 0, xScale));
|
||||
uv2List.Add(PackUV(segUv1, 1, xScale));
|
||||
uv2List.Add(PackUV(segUv2, 1, xScale));
|
||||
uv2List.Add(PackUV(segUv2, 0, xScale));
|
||||
|
||||
uv2List.Add(PackUV(segUv2, 0, xScale));
|
||||
uv2List.Add(PackUV(segUv2, 1, xScale));
|
||||
uv2List.Add(PackUV(1, 1, xScale));
|
||||
uv2List.Add(PackUV(1, 0, xScale));
|
||||
|
||||
#endregion
|
||||
|
||||
// UNDERLINE VERTEX COLORS
|
||||
#region
|
||||
// Alpha is the lower of the vertex color or tag color alpha used.
|
||||
|
||||
for (int i = 0; i < 12; i++)
|
||||
colList.Add(vertexColors[0]);
|
||||
|
||||
#endregion
|
||||
|
||||
return 12;
|
||||
}
|
||||
|
||||
Vector2 PackUV(float x, float y, float xScale)
|
||||
{
|
||||
double x0 = (int)(x * 511);
|
||||
double y0 = (int)(y * 511);
|
||||
|
||||
return new Vector2((float)((x0 * 4096) + y0), xScale);
|
||||
}
|
||||
|
||||
override public bool HasCharacter(char ch)
|
||||
{
|
||||
return _fontAsset.HasCharacter(ch);
|
||||
}
|
||||
|
||||
override public int GetLineHeight(int size)
|
||||
{
|
||||
return Mathf.RoundToInt(_lineHeight * ((float)size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7b7ade279883464288671135d22476f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,16 @@
|
||||
#if FAIRYGUI_TMPRO
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public partial class TextFormat
|
||||
{
|
||||
public float faceDilate;
|
||||
public float outlineSoftness;
|
||||
public float underlaySoftness;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6dd33b417fbb245f887d32166c8acc1d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"name": "FairyGUI.Runtime",
|
||||
"rootNamespace": "",
|
||||
"references": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4270d81837019d47b93f11421168dae
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Resources.meta
Normal file
8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Resources.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd78597466f9944429e3daf64a4e2063
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc39210f7f4d03f4aa637689b9d90d75
|
||||
folderAsset: yes
|
||||
timeCreated: 1446459912
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5137d7a41873f9499f95f860a6cef17
|
||||
folderAsset: yes
|
||||
timeCreated: 1465913233
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,58 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FairyGUI/BlurFilter" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
half2 taps[4] : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
half4 _MainTex_TexelSize;
|
||||
half4 _BlurOffsets;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy;
|
||||
o.taps[0] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy;
|
||||
o.taps[1] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy;
|
||||
o.taps[2] = o.texcoord + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
|
||||
o.taps[3] = o.texcoord - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
half4 color = tex2D(_MainTex, i.taps[0]);
|
||||
color += tex2D(_MainTex, i.taps[1]);
|
||||
color += tex2D(_MainTex, i.taps[2]);
|
||||
color += tex2D(_MainTex, i.taps[3]);
|
||||
return color * 0.25;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback off
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f83d3bb1d90aaf54d8aed0783317662f
|
||||
timeCreated: 1465913243
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,154 @@
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FairyGUI/BMFont"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
|
||||
_BlendDstFactor ("Blend DstFactor", Float) = 10
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend [_BlendSrcFactor] [_BlendDstFactor]
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma multi_compile NOT_GRAYED GRAYED
|
||||
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma exclude_renderers d3d9 opengl flash
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
float4 _ClipSoftness = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
o.color.rgb = GammaToLinearSpace(v.color.rgb);
|
||||
o.color.a = v.color.a;
|
||||
#else
|
||||
o.color = v.color;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = i.color;
|
||||
fixed4 tcol = tex2D(_MainTex, i.texcoord);
|
||||
col.a *= tcol[i.texcoord.z];//z stores channel
|
||||
|
||||
#ifdef GRAYED
|
||||
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
|
||||
col.rgb = fixed3(grey, grey, grey);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 factor = float2(0,0);
|
||||
if(i.clipPos.x<0)
|
||||
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
|
||||
else
|
||||
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
|
||||
if(i.clipPos.y<0)
|
||||
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
|
||||
else
|
||||
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
|
||||
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(i.clipPos);
|
||||
col.a *= step(max(factor.x, factor.y), 1);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "FairyGUI/Text"
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd79153f88fa7334ea6c5564c053bdca
|
||||
timeCreated: 1459224288
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,182 @@
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FairyGUI/Image"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
|
||||
_BlendDstFactor ("Blend DstFactor", Float) = 10
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend [_BlendSrcFactor] [_BlendDstFactor], One One
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma multi_compile NOT_COMBINED COMBINED
|
||||
#pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
|
||||
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
#ifdef COMBINED
|
||||
sampler2D _AlphaTex;
|
||||
#endif
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
float4 _ClipSoftness = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
#ifdef COLOR_FILTER
|
||||
float4x4 _ColorMatrix;
|
||||
float4 _ColorOffset;
|
||||
float _ColorOption = 0;
|
||||
#endif
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
o.color.rgb = GammaToLinearSpace(v.color.rgb);
|
||||
o.color.a = v.color.a;
|
||||
#else
|
||||
o.color = v.color;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
|
||||
|
||||
#ifdef COMBINED
|
||||
col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
|
||||
#endif
|
||||
|
||||
#ifdef GRAYED
|
||||
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
|
||||
col.rgb = fixed3(grey, grey, grey);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 factor = float2(0,0);
|
||||
if(i.clipPos.x<0)
|
||||
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
|
||||
else
|
||||
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
|
||||
if(i.clipPos.y<0)
|
||||
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
|
||||
else
|
||||
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
|
||||
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(i.clipPos);
|
||||
col.a *= step(max(factor.x, factor.y), 1);
|
||||
#endif
|
||||
|
||||
#ifdef COLOR_FILTER
|
||||
if (_ColorOption == 0)
|
||||
{
|
||||
fixed4 col2 = col;
|
||||
col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
|
||||
col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
|
||||
col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
|
||||
col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
|
||||
col = col2;
|
||||
}
|
||||
else //premultiply alpha
|
||||
col.rgb *= col.a;
|
||||
#endif
|
||||
|
||||
#ifdef ALPHA_MASK
|
||||
clip(col.a - 0.001);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 263c97191482b3649ac7bf0810cc4f77
|
||||
timeCreated: 1459224288
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,150 @@
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "FairyGUI/Text"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Alpha (A)", 2D) = "white" {}
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_BlendSrcFactor ("Blend SrcFactor", Float) = 5
|
||||
_BlendDstFactor ("Blend DstFactor", Float) = 10
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend [_BlendSrcFactor] [_BlendDstFactor]
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma multi_compile NOT_GRAYED GRAYED
|
||||
#pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 clipPos : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
#ifdef CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float4 _ClipBox = float4(-2, -2, 0, 0);
|
||||
float4 _ClipSoftness = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
|
||||
o.color.rgb = GammaToLinearSpace(v.color.rgb);
|
||||
o.color.a = v.color.a;
|
||||
#else
|
||||
o.color = v.color;
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = i.color;
|
||||
col.a *= tex2D(_MainTex, i.texcoord).a;
|
||||
|
||||
#ifdef GRAYED
|
||||
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
|
||||
col.rgb = fixed3(grey, grey, grey);
|
||||
#endif
|
||||
|
||||
#ifdef SOFT_CLIPPED
|
||||
float2 factor = float2(0,0);
|
||||
if(i.clipPos.x<0)
|
||||
factor.x = (1.0-abs(i.clipPos.x)) * _ClipSoftness.x;
|
||||
else
|
||||
factor.x = (1.0-i.clipPos.x) * _ClipSoftness.z;
|
||||
if(i.clipPos.y<0)
|
||||
factor.y = (1.0-abs(i.clipPos.y)) * _ClipSoftness.w;
|
||||
else
|
||||
factor.y = (1.0-i.clipPos.y) * _ClipSoftness.y;
|
||||
col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CLIPPED
|
||||
float2 factor = abs(i.clipPos);
|
||||
col.a *= step(max(factor.x, factor.y), 1);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8526777372c6fef4f8162b3a7901dcb0
|
||||
timeCreated: 1459224288
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts.meta
Normal file
8
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c12af28724b4455ba52362d4621053f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eed3a919a48726c46a61e180a615ef7d
|
||||
folderAsset: yes
|
||||
timeCreated: 1460480287
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,110 @@
|
||||
using UnityEngine;
|
||||
using NativeBlendMode = UnityEngine.Rendering.BlendMode;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/*关于BlendMode.Off, 这种模式相当于Blend Off指令的效果。当然,在着色器里使用Blend Off指令可以获得更高的效率,
|
||||
但因为Image着色器本身就有多个关键字,复制一个这样的着色器代价太大,所有为了节省Shader数量便增加了这样一种模式,也是可以接受的。
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public enum BlendMode
|
||||
{
|
||||
Normal,
|
||||
None,
|
||||
Add,
|
||||
Multiply,
|
||||
Screen,
|
||||
Erase,
|
||||
Mask,
|
||||
Below,
|
||||
Off,
|
||||
One_OneMinusSrcAlpha,
|
||||
Custom1,
|
||||
Custom2,
|
||||
Custom3
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class BlendModeUtils
|
||||
{
|
||||
public class BlendFactor
|
||||
{
|
||||
public NativeBlendMode srcFactor;
|
||||
public NativeBlendMode dstFactor;
|
||||
public bool pma;
|
||||
|
||||
public BlendFactor(NativeBlendMode srcFactor, NativeBlendMode dstFactor, bool pma = false)
|
||||
{
|
||||
this.srcFactor = srcFactor;
|
||||
this.dstFactor = dstFactor;
|
||||
this.pma = pma;
|
||||
}
|
||||
}
|
||||
|
||||
//Source指的是被计算的颜色,Destination是已经在屏幕上的颜色。
|
||||
//混合结果=Source * factor1 + Destination * factor2
|
||||
public static BlendFactor[] Factors = new BlendFactor[] {
|
||||
//Normal
|
||||
new BlendFactor(NativeBlendMode.SrcAlpha, NativeBlendMode.OneMinusSrcAlpha),
|
||||
//None
|
||||
new BlendFactor(NativeBlendMode.One, NativeBlendMode.One),
|
||||
//Add
|
||||
new BlendFactor(NativeBlendMode.SrcAlpha, NativeBlendMode.One),
|
||||
//Multiply
|
||||
new BlendFactor(NativeBlendMode.DstColor, NativeBlendMode.OneMinusSrcAlpha, true),
|
||||
//Screen
|
||||
new BlendFactor(NativeBlendMode.One, NativeBlendMode.OneMinusSrcColor, true),
|
||||
//Erase
|
||||
new BlendFactor(NativeBlendMode.Zero, NativeBlendMode.OneMinusSrcAlpha),
|
||||
//Mask
|
||||
new BlendFactor(NativeBlendMode.Zero, NativeBlendMode.SrcAlpha),
|
||||
//Below
|
||||
new BlendFactor(NativeBlendMode.OneMinusDstAlpha, NativeBlendMode.DstAlpha),
|
||||
//Off
|
||||
new BlendFactor(NativeBlendMode.One, NativeBlendMode.Zero),
|
||||
//One_OneMinusSrcAlpha
|
||||
new BlendFactor(NativeBlendMode.One, NativeBlendMode.OneMinusSrcAlpha),
|
||||
//Custom1
|
||||
new BlendFactor(NativeBlendMode.SrcAlpha, NativeBlendMode.OneMinusSrcAlpha),
|
||||
//Custom2
|
||||
new BlendFactor(NativeBlendMode.SrcAlpha, NativeBlendMode.OneMinusSrcAlpha),
|
||||
//Custom3
|
||||
new BlendFactor(NativeBlendMode.SrcAlpha, NativeBlendMode.OneMinusSrcAlpha)
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="mat"></param>
|
||||
/// <param name="blendMode"></param>
|
||||
public static void Apply(Material mat, BlendMode blendMode)
|
||||
{
|
||||
BlendFactor bf = Factors[(int)blendMode];
|
||||
mat.SetFloat(ShaderConfig.ID_BlendSrcFactor, (float)bf.srcFactor);
|
||||
mat.SetFloat(ShaderConfig.ID_BlendDstFactor, (float)bf.dstFactor);
|
||||
|
||||
if (bf.pma)
|
||||
mat.SetFloat(ShaderConfig.ID_ColorOption, 1);
|
||||
else
|
||||
mat.SetFloat(ShaderConfig.ID_ColorOption, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="blendMode"></param>
|
||||
/// <param name="srcFactor"></param>
|
||||
/// <param name="dstFactor"></param>
|
||||
public static void Override(BlendMode blendMode, NativeBlendMode srcFactor, NativeBlendMode dstFactor)
|
||||
{
|
||||
BlendFactor bf = Factors[(int)blendMode];
|
||||
bf.srcFactor = srcFactor;
|
||||
bf.dstFactor = dstFactor;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce4df113fe8d9994c83e22680544ccdb
|
||||
timeCreated: 1464679834
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,202 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class CaptureCamera : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
[System.NonSerialized]
|
||||
public Transform cachedTransform;
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
[System.NonSerialized]
|
||||
public Camera cachedCamera;
|
||||
|
||||
[System.NonSerialized]
|
||||
static CaptureCamera _main;
|
||||
|
||||
[System.NonSerialized]
|
||||
static int _layer = -1;
|
||||
static int _hiddenLayer = -1;
|
||||
|
||||
public const string Name = "Capture Camera";
|
||||
public const string LayerName = "VUI";
|
||||
public const string HiddenLayerName = "Hidden VUI";
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
cachedCamera = this.GetComponent<Camera>();
|
||||
cachedTransform = this.gameObject.transform;
|
||||
|
||||
if (this.gameObject.name == Name)
|
||||
_main = this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static void CheckMain()
|
||||
{
|
||||
if (_main != null && _main.cachedCamera != null)
|
||||
return;
|
||||
|
||||
GameObject go = GameObject.Find(Name);
|
||||
if (go != null)
|
||||
{
|
||||
_main = go.GetComponent<CaptureCamera>();
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject cameraObject = new GameObject(Name);
|
||||
Camera camera = cameraObject.AddComponent<Camera>();
|
||||
camera.depth = 0;
|
||||
camera.cullingMask = 1 << layer;
|
||||
camera.clearFlags = CameraClearFlags.SolidColor;
|
||||
camera.backgroundColor = Color.clear;
|
||||
camera.orthographic = true;
|
||||
camera.orthographicSize = 5;
|
||||
camera.nearClipPlane = -30;
|
||||
camera.farClipPlane = 30;
|
||||
camera.enabled = false;
|
||||
#if UNITY_5_4_OR_NEWER
|
||||
camera.stereoTargetEye = StereoTargetEyeMask.None;
|
||||
#endif
|
||||
|
||||
#if UNITY_5_6_OR_NEWER
|
||||
camera.allowHDR = false;
|
||||
camera.allowMSAA = false;
|
||||
#endif
|
||||
cameraObject.AddComponent<CaptureCamera>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static int layer
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_layer == -1)
|
||||
{
|
||||
_layer = LayerMask.NameToLayer(LayerName);
|
||||
if (_layer == -1)
|
||||
{
|
||||
_layer = 30;
|
||||
Debug.LogWarning("Please define two layers named '" + CaptureCamera.LayerName + "' and '" + CaptureCamera.HiddenLayerName + "'");
|
||||
}
|
||||
}
|
||||
|
||||
return _layer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static int hiddenLayer
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_hiddenLayer == -1)
|
||||
{
|
||||
_hiddenLayer = LayerMask.NameToLayer(HiddenLayerName);
|
||||
if (_hiddenLayer == -1)
|
||||
{
|
||||
Debug.LogWarning("Please define two layers named '" + CaptureCamera.LayerName + "' and '" + CaptureCamera.HiddenLayerName + "'");
|
||||
_hiddenLayer = 31;
|
||||
}
|
||||
}
|
||||
|
||||
return _hiddenLayer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="width"></param>
|
||||
/// <param name="height"></param>
|
||||
/// <param name="stencilSupport"></param>
|
||||
/// <returns></returns>
|
||||
public static RenderTexture CreateRenderTexture(int width, int height, bool stencilSupport)
|
||||
{
|
||||
RenderTexture texture = new RenderTexture(width, height, stencilSupport ? 24 : 0, RenderTextureFormat.ARGB32);
|
||||
texture.antiAliasing = 1;
|
||||
texture.filterMode = FilterMode.Bilinear;
|
||||
texture.anisoLevel = 0;
|
||||
texture.useMipMap = false;
|
||||
texture.wrapMode = TextureWrapMode.Clamp;
|
||||
texture.hideFlags = DisplayObject.hideFlags;
|
||||
return texture;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="target"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="contentHeight"></param>
|
||||
/// <param name="offset"></param>
|
||||
public static void Capture(DisplayObject target, RenderTexture texture, float contentHeight, Vector2 offset)
|
||||
{
|
||||
CheckMain();
|
||||
|
||||
Matrix4x4 matrix = target.cachedTransform.localToWorldMatrix;
|
||||
float scaleX = new Vector4(matrix.m00, matrix.m10, matrix.m20, matrix.m30).magnitude;
|
||||
float scaleY = new Vector4(matrix.m01, matrix.m11, matrix.m21, matrix.m31).magnitude;
|
||||
|
||||
Vector3 forward;
|
||||
forward.x = matrix.m02;
|
||||
forward.y = matrix.m12;
|
||||
forward.z = matrix.m22;
|
||||
|
||||
Vector3 upwards;
|
||||
upwards.x = matrix.m01;
|
||||
upwards.y = matrix.m11;
|
||||
upwards.z = matrix.m21;
|
||||
|
||||
float halfHeight = contentHeight * 0.5f;
|
||||
|
||||
Camera camera = _main.cachedCamera;
|
||||
camera.targetTexture = texture;
|
||||
float aspect = (float)texture.width / texture.height;
|
||||
camera.aspect = aspect * scaleX / scaleY;
|
||||
camera.orthographicSize = halfHeight * scaleY;
|
||||
_main.cachedTransform.localPosition = target.cachedTransform.TransformPoint(halfHeight * aspect - offset.x, -halfHeight + offset.y, 0);
|
||||
if (forward != Vector3.zero)
|
||||
_main.cachedTransform.localRotation = Quaternion.LookRotation(forward, upwards);
|
||||
|
||||
int oldLayer = 0;
|
||||
|
||||
if (target.graphics != null)
|
||||
{
|
||||
oldLayer = target.graphics.gameObject.layer;
|
||||
target.graphics.gameObject.layer = CaptureCamera.layer;
|
||||
}
|
||||
|
||||
if (target is Container)
|
||||
{
|
||||
oldLayer = ((Container)target).numChildren > 0 ? ((Container)target).GetChildAt(0).layer : CaptureCamera.hiddenLayer;
|
||||
((Container)target).SetChildrenLayer(CaptureCamera.layer);
|
||||
}
|
||||
|
||||
RenderTexture old = RenderTexture.active;
|
||||
RenderTexture.active = texture;
|
||||
GL.Clear(true, true, Color.clear);
|
||||
camera.Render();
|
||||
RenderTexture.active = old;
|
||||
|
||||
if (target.graphics != null)
|
||||
target.graphics.gameObject.layer = oldLayer;
|
||||
|
||||
if (target is Container)
|
||||
((Container)target).SetChildrenLayer(oldLayer);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d207151359c99fb448f4b3380bf41b0f
|
||||
timeCreated: 1535374215
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1124
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Container.cs
Normal file
1124
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Container.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 531f2c788ec31e7459700f6811410a6f
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24d09ba8cf3faa74f8dcd1c86ad38588
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,393 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Pool;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
/// GoWrapper is class for wrapping common gameobject into UI display list.
|
||||
/// </summary>
|
||||
public class GoWrapper : DisplayObject
|
||||
{
|
||||
[Obsolete("No need to manually set this flag anymore, coz it will be handled automatically.")]
|
||||
public bool supportStencil;
|
||||
|
||||
public event Action<UpdateContext> onUpdate;
|
||||
public Action<Dictionary<Material, Material>> customCloneMaterials;
|
||||
public Action customRecoverMaterials;
|
||||
|
||||
protected GameObject _wrapTarget;
|
||||
protected List<RendererInfo> _renderers;
|
||||
protected Dictionary<Material, Material> _materialsBackup;
|
||||
protected Canvas _canvas;
|
||||
protected bool _cloneMaterial;
|
||||
protected bool _shouldCloneMaterial;
|
||||
|
||||
protected struct RendererInfo
|
||||
{
|
||||
public Renderer renderer;
|
||||
public Material[] materials;
|
||||
public int sortingOrder;
|
||||
}
|
||||
|
||||
// protected static List<Transform> helperTransformList = new List<Transform>();
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public GoWrapper()
|
||||
{
|
||||
// _flags |= Flags.SkipBatching;
|
||||
|
||||
_renderers = new List<RendererInfo>();
|
||||
_materialsBackup = new Dictionary<Material, Material>();
|
||||
|
||||
CreateGameObject("GoWrapper");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="go">包装对象。</param>
|
||||
public GoWrapper(GameObject go) : this()
|
||||
{
|
||||
SetWrapTarget(go, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
|
||||
/// 对象包含的所有材质不会被复制,如果材质已经是公用的,这可能影响到其他对象。如果希望自动复制,改为使用SetWrapTarget(target, true)设置。
|
||||
/// </summary>
|
||||
public GameObject wrapTarget
|
||||
{
|
||||
get { return _wrapTarget; }
|
||||
set { SetWrapTarget(value, false); }
|
||||
}
|
||||
|
||||
[Obsolete("setWrapTarget is deprecated. Use SetWrapTarget instead.")]
|
||||
public void setWrapTarget(GameObject target, bool cloneMaterial)
|
||||
{
|
||||
SetWrapTarget(target, cloneMaterial);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
|
||||
/// </summary>
|
||||
/// <param name="target"></param>
|
||||
/// <param name="cloneMaterial">如果true,则复制材质,否则直接使用sharedMaterial。</param>
|
||||
public void SetWrapTarget(GameObject target, bool cloneMaterial)
|
||||
{
|
||||
// set Flags.SkipBatching only target not null
|
||||
if (target == null) _flags &= ~Flags.SkipBatching;
|
||||
else _flags |= Flags.SkipBatching;
|
||||
InvalidateBatchingState();
|
||||
|
||||
RecoverMaterials();
|
||||
|
||||
_cloneMaterial = cloneMaterial;
|
||||
if (_wrapTarget != null)
|
||||
_wrapTarget.transform.SetParent(null, false);
|
||||
|
||||
_canvas = null;
|
||||
_wrapTarget = target;
|
||||
_shouldCloneMaterial = false;
|
||||
_renderers.Clear();
|
||||
|
||||
if (_wrapTarget != null)
|
||||
{
|
||||
_wrapTarget.transform.SetParent(this.cachedTransform, false);
|
||||
_canvas = _wrapTarget.GetComponent<Canvas>();
|
||||
if (_canvas != null)
|
||||
{
|
||||
_canvas.renderMode = RenderMode.WorldSpace;
|
||||
_canvas.worldCamera = StageCamera.main;
|
||||
_canvas.overrideSorting = true;
|
||||
|
||||
RectTransform rt = _canvas.GetComponent<RectTransform>();
|
||||
rt.pivot = new Vector2(0, 1);
|
||||
rt.position = new Vector3(0, 0, 0);
|
||||
this.SetSize(rt.rect.width, rt.rect.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
CacheRenderers();
|
||||
this.SetSize(0, 0);
|
||||
}
|
||||
|
||||
SetGoLayers(this.layer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GoWrapper will cache all renderers of your gameobject on constructor.
|
||||
/// If your gameobject change laterly, call this function to update the cache.
|
||||
/// GoWrapper会在构造函数里查询你的gameobject所有的Renderer并保存。如果你的gameobject
|
||||
/// 后续发生了改变,调用这个函数通知GoWrapper重新查询和保存。
|
||||
/// </summary>
|
||||
public void CacheRenderers()
|
||||
{
|
||||
if (_canvas != null)
|
||||
return;
|
||||
|
||||
RecoverMaterials();
|
||||
_renderers.Clear();
|
||||
|
||||
var items = ListPool<Renderer>.Get();
|
||||
_wrapTarget.GetComponentsInChildren(true, items);
|
||||
|
||||
int cnt = items.Count;
|
||||
_renderers.Capacity = cnt;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
Renderer r = items[i];
|
||||
Material[] mats = r.sharedMaterials;
|
||||
RendererInfo ri = new RendererInfo()
|
||||
{
|
||||
renderer = r,
|
||||
materials = mats,
|
||||
sortingOrder = r.sortingOrder
|
||||
};
|
||||
_renderers.Add(ri);
|
||||
|
||||
if (!_cloneMaterial && mats != null
|
||||
&& ((r is SkinnedMeshRenderer) || (r is MeshRenderer)))
|
||||
{
|
||||
int mcnt = mats.Length;
|
||||
for (int j = 0; j < mcnt; j++)
|
||||
{
|
||||
Material mat = mats[j];
|
||||
if (mat != null && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
|
||||
mat.renderQueue = 3000;
|
||||
}
|
||||
}
|
||||
}
|
||||
ListPool<Renderer>.Release(items);
|
||||
_renderers.Sort((RendererInfo c1, RendererInfo c2) => { return c1.sortingOrder - c2.sortingOrder; });
|
||||
|
||||
_shouldCloneMaterial = _cloneMaterial;
|
||||
}
|
||||
|
||||
void CloneMaterials()
|
||||
{
|
||||
_shouldCloneMaterial = false;
|
||||
|
||||
int cnt = _renderers.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
RendererInfo ri = _renderers[i];
|
||||
Material[] mats = ri.materials;
|
||||
if (mats == null)
|
||||
continue;
|
||||
|
||||
bool shouldSetRQ = (ri.renderer is SkinnedMeshRenderer) || (ri.renderer is MeshRenderer);
|
||||
|
||||
int mcnt = mats.Length;
|
||||
for (int j = 0; j < mcnt; j++)
|
||||
{
|
||||
Material mat = mats[j];
|
||||
if (mat == null)
|
||||
continue;
|
||||
|
||||
//确保相同的材质不会复制两次
|
||||
Material newMat;
|
||||
if (!_materialsBackup.TryGetValue(mat, out newMat))
|
||||
{
|
||||
newMat = new Material(mat);
|
||||
_materialsBackup[mat] = newMat;
|
||||
}
|
||||
|
||||
mats[j] = newMat;
|
||||
|
||||
if (shouldSetRQ && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
|
||||
newMat.renderQueue = 3000;
|
||||
}
|
||||
|
||||
if (customCloneMaterials != null)
|
||||
customCloneMaterials.Invoke(_materialsBackup);
|
||||
else if (ri.renderer != null)
|
||||
ri.renderer.sharedMaterials = mats;
|
||||
}
|
||||
}
|
||||
|
||||
void RecoverMaterials()
|
||||
{
|
||||
if (_materialsBackup.Count == 0)
|
||||
return;
|
||||
|
||||
int cnt = _renderers.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
RendererInfo ri = _renderers[i];
|
||||
if (ri.renderer == null)
|
||||
continue;
|
||||
|
||||
Material[] mats = ri.materials;
|
||||
if (mats == null)
|
||||
continue;
|
||||
|
||||
int mcnt = mats.Length;
|
||||
for (int j = 0; j < mcnt; j++)
|
||||
{
|
||||
Material mat = mats[j];
|
||||
|
||||
foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
|
||||
{
|
||||
if (kv.Value == mat)
|
||||
mats[j] = kv.Key;
|
||||
}
|
||||
}
|
||||
|
||||
if (customRecoverMaterials != null)
|
||||
customRecoverMaterials.Invoke();
|
||||
else
|
||||
ri.renderer.sharedMaterials = mats;
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
|
||||
Material.DestroyImmediate(kv.Value);
|
||||
|
||||
_materialsBackup.Clear();
|
||||
}
|
||||
|
||||
public override int renderingOrder
|
||||
{
|
||||
get { return base.renderingOrder; }
|
||||
set
|
||||
{
|
||||
base.renderingOrder = value;
|
||||
|
||||
if (_canvas != null)
|
||||
_canvas.sortingOrder = value;
|
||||
else
|
||||
{
|
||||
int cnt = _renderers.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
RendererInfo ri = _renderers[i];
|
||||
if (ri.renderer != null)
|
||||
{
|
||||
if (i != 0 && _renderers[i].sortingOrder != _renderers[i - 1].sortingOrder)
|
||||
value = UpdateContext.current.renderingOrder++;
|
||||
ri.renderer.sortingOrder = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override protected bool SetLayer(int value, bool fromParent)
|
||||
{
|
||||
if (base.SetLayer(value, fromParent))
|
||||
{
|
||||
SetGoLayers(value);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
protected void SetGoLayers(int layer)
|
||||
{
|
||||
if (_wrapTarget == null)
|
||||
return;
|
||||
|
||||
var helperTransformList = ListPool<Transform>.Get();
|
||||
_wrapTarget.GetComponentsInChildren(true, helperTransformList);
|
||||
int cnt = helperTransformList.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
helperTransformList[i].gameObject.layer = layer;
|
||||
}
|
||||
ListPool<Transform>.Release(helperTransformList);
|
||||
// helperTransformList.Clear();
|
||||
}
|
||||
|
||||
override public void Update(UpdateContext context)
|
||||
{
|
||||
if (onUpdate != null)
|
||||
onUpdate(context);
|
||||
|
||||
if (_shouldCloneMaterial)
|
||||
CloneMaterials();
|
||||
|
||||
ApplyClipping(context);
|
||||
|
||||
base.Update(context);
|
||||
}
|
||||
|
||||
private List<Material> helperMaterials = new List<Material>();
|
||||
|
||||
virtual protected void ApplyClipping(UpdateContext context)
|
||||
{
|
||||
#if UNITY_2018_2_OR_NEWER
|
||||
int cnt = _renderers.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
Renderer renderer = _renderers[i].renderer;
|
||||
if (renderer == null)
|
||||
continue;
|
||||
|
||||
if (customCloneMaterials != null)
|
||||
helperMaterials.AddRange(_materialsBackup.Values);
|
||||
else
|
||||
renderer.GetSharedMaterials(helperMaterials);
|
||||
|
||||
int cnt2 = helperMaterials.Count;
|
||||
for (int j = 0; j < cnt2; j++)
|
||||
{
|
||||
Material mat = helperMaterials[j];
|
||||
if (mat != null)
|
||||
context.ApplyClippingProperties(mat, false);
|
||||
}
|
||||
|
||||
helperMaterials.Clear();
|
||||
}
|
||||
#else
|
||||
int cnt = _renderers.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
Material[] mats = _renderers[i].materials;
|
||||
if (mats == null)
|
||||
continue;
|
||||
|
||||
int cnt2 = mats.Length;
|
||||
for (int j = 0; j < cnt2; j++)
|
||||
{
|
||||
Material mat = mats[j];
|
||||
if (mat != null)
|
||||
context.ApplyClippingProperties(mat, false);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
if ((_flags & Flags.Disposed) != 0)
|
||||
return;
|
||||
|
||||
if (_wrapTarget != null)
|
||||
{
|
||||
UnityEngine.Object.Destroy(_wrapTarget);
|
||||
_wrapTarget = null;
|
||||
|
||||
if (_materialsBackup.Count > 0)
|
||||
{
|
||||
//如果有备份,说明材质是复制出来的,应该删除
|
||||
foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
|
||||
Material.DestroyImmediate(kv.Value);
|
||||
}
|
||||
}
|
||||
|
||||
_renderers = null;
|
||||
_materialsBackup = null;
|
||||
_canvas = null;
|
||||
customCloneMaterials = null;
|
||||
customRecoverMaterials = null;
|
||||
|
||||
base.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 796d0bdebe7368c47adfdf04a1abdfc6
|
||||
timeCreated: 1460480288
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 736ceb6630254bd42b41568b387cbcbe
|
||||
folderAsset: yes
|
||||
timeCreated: 1461773297
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class ColliderHitTest : IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Collider collider;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
virtual public bool HitTest(Rect contentRect, Vector2 localPoint)
|
||||
{
|
||||
RaycastHit hit;
|
||||
if (!HitTestContext.GetRaycastHitFromCache(HitTestContext.camera, out hit))
|
||||
return false;
|
||||
|
||||
if (hit.collider != collider)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ffed53edbd969f3439a942ca847cd43d
|
||||
timeCreated: 1461773299
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,79 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class HitTestContext
|
||||
{
|
||||
//set before hit test
|
||||
public static Vector3 screenPoint;
|
||||
public static Vector3 worldPoint;
|
||||
public static Vector3 direction;
|
||||
public static bool forTouch;
|
||||
public static Camera camera;
|
||||
|
||||
public static int layerMask = -1;
|
||||
public static float maxDistance = Mathf.Infinity;
|
||||
|
||||
public static Camera cachedMainCamera;
|
||||
|
||||
static Dictionary<Camera, RaycastHit?> raycastHits = new Dictionary<Camera, RaycastHit?>();
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="camera"></param>
|
||||
/// <param name="hit"></param>
|
||||
/// <returns></returns>
|
||||
public static bool GetRaycastHitFromCache(Camera camera, out RaycastHit hit)
|
||||
{
|
||||
RaycastHit? hitRef;
|
||||
if (!raycastHits.TryGetValue(camera, out hitRef))
|
||||
{
|
||||
Ray ray = camera.ScreenPointToRay(screenPoint);
|
||||
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
|
||||
{
|
||||
raycastHits[camera] = hit;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
raycastHits[camera] = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (hitRef == null)
|
||||
{
|
||||
hit = new RaycastHit();
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
hit = (RaycastHit)hitRef;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="camera"></param>
|
||||
/// <param name="hit"></param>
|
||||
public static void CacheRaycastHit(Camera camera, ref RaycastHit hit)
|
||||
{
|
||||
raycastHits[camera] = hit;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static void ClearRaycastHitCache()
|
||||
{
|
||||
raycastHits.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19869d6307205b84a81aef6031ba1f33
|
||||
timeCreated: 1461750571
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public enum HitTestMode
|
||||
{
|
||||
Default,
|
||||
Raycast
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public interface IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
bool HitTest(Rect contentRect, Vector2 localPoint);
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bbadf82645501c41957c257ab020708
|
||||
timeCreated: 1461853133
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class MeshColliderHitTest : ColliderHitTest
|
||||
{
|
||||
public Vector2 lastHit;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="collider"></param>
|
||||
public MeshColliderHitTest(MeshCollider collider)
|
||||
{
|
||||
this.collider = collider;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
override public bool HitTest(Rect contentRect, Vector2 localPoint)
|
||||
{
|
||||
RaycastHit hit;
|
||||
if (!HitTestContext.GetRaycastHitFromCache(HitTestContext.camera, out hit))
|
||||
return false;
|
||||
|
||||
if (hit.collider != collider)
|
||||
return false;
|
||||
|
||||
lastHit = new Vector2(hit.textureCoord.x * contentRect.width, (1 - hit.textureCoord.y) * contentRect.height);
|
||||
HitTestContext.direction = Vector3.back;
|
||||
HitTestContext.worldPoint = StageCamera.main.ScreenToWorldPoint(new Vector2(lastHit.x, Screen.height - lastHit.y));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d0a2fa0c7008814795dc7f5f3bd4b19
|
||||
timeCreated: 1461750571
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,82 @@
|
||||
using FairyGUI.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class PixelHitTestData
|
||||
{
|
||||
public int pixelWidth;
|
||||
public float scale;
|
||||
public byte[] pixels;
|
||||
public int pixelsLength;
|
||||
public int pixelsOffset;
|
||||
|
||||
public void Load(ByteBuffer ba)
|
||||
{
|
||||
ba.ReadInt();
|
||||
pixelWidth = ba.ReadInt();
|
||||
scale = 1.0f / ba.ReadByte();
|
||||
pixels = ba.buffer;
|
||||
pixelsLength = ba.ReadInt();
|
||||
pixelsOffset = ba.position;
|
||||
ba.Skip(pixelsLength);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class PixelHitTest : IHitTest
|
||||
{
|
||||
public int offsetX;
|
||||
public int offsetY;
|
||||
public float sourceWidth;
|
||||
public float sourceHeight;
|
||||
|
||||
PixelHitTestData _data;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="offsetX"></param>
|
||||
/// <param name="offsetY"></param>
|
||||
public PixelHitTest(PixelHitTestData data, int offsetX, int offsetY, float sourceWidth, float sourceHeight)
|
||||
{
|
||||
_data = data;
|
||||
this.offsetX = offsetX;
|
||||
this.offsetY = offsetY;
|
||||
this.sourceWidth = sourceWidth;
|
||||
this.sourceHeight = sourceHeight;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
public bool HitTest(Rect contentRect, Vector2 localPoint)
|
||||
{
|
||||
if (!contentRect.Contains(localPoint))
|
||||
return false;
|
||||
|
||||
int x = Mathf.FloorToInt((localPoint.x * sourceWidth / contentRect.width - offsetX) * _data.scale);
|
||||
int y = Mathf.FloorToInt((localPoint.y * sourceHeight / contentRect.height - offsetY) * _data.scale);
|
||||
if (x < 0 || y < 0 || x >= _data.pixelWidth)
|
||||
return false;
|
||||
|
||||
int pos = y * _data.pixelWidth + x;
|
||||
int pos2 = pos / 8;
|
||||
int pos3 = pos % 8;
|
||||
|
||||
if (pos2 >= 0 && pos2 < _data.pixelsLength)
|
||||
return ((_data.pixels[_data.pixelsOffset + pos2] >> pos3) & 0x1) > 0;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 98cb65df7f5853c4b8e3719a28d4d81f
|
||||
timeCreated: 1535374215
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class RectHitTest : IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect rect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
public bool HitTest(Rect contentRect, Vector2 localPoint)
|
||||
{
|
||||
return rect.Contains(localPoint);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92768f03d9b8dea47b1649613c4d0de7
|
||||
timeCreated: 1474896442
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,44 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class ShapeHitTest : IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public DisplayObject shape;
|
||||
|
||||
public ShapeHitTest(DisplayObject obj)
|
||||
{
|
||||
shape = obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="contentRect"></param>
|
||||
/// <param name="localPoint"></param>
|
||||
/// <returns></returns>
|
||||
public bool HitTest(Rect contentRect, Vector2 localPoint)
|
||||
{
|
||||
if (shape.graphics == null)
|
||||
return false;
|
||||
|
||||
if (shape.parent != null)
|
||||
{
|
||||
localPoint = shape.parent.TransformPoint(localPoint, shape);
|
||||
contentRect.size = shape.size;
|
||||
}
|
||||
|
||||
IHitTest ht = shape.graphics.meshFactory as IHitTest;
|
||||
if (ht == null)
|
||||
return false;
|
||||
|
||||
return ht.HitTest(contentRect, localPoint);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cd85528f2766431cafc5282f956c060
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
436
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Image.cs
Normal file
436
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Image.cs
Normal file
@@ -0,0 +1,436 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class Image : DisplayObject, IMeshFactory
|
||||
{
|
||||
protected Rect? _scale9Grid;
|
||||
protected bool _scaleByTile;
|
||||
protected Vector2 _textureScale;
|
||||
protected int _tileGridIndice;
|
||||
protected FillMesh _fillMesh;
|
||||
|
||||
public Image() : this(null)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
public Image(NTexture texture)
|
||||
: base()
|
||||
{
|
||||
_flags |= Flags.TouchDisabled;
|
||||
|
||||
CreateGameObject("Image");
|
||||
graphics = new NGraphics(gameObject);
|
||||
graphics.shader = ShaderConfig.imageShader;
|
||||
graphics.meshFactory = this;
|
||||
|
||||
_textureScale = Vector2.one;
|
||||
|
||||
if (texture != null)
|
||||
UpdateTexture(texture);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public NTexture texture
|
||||
{
|
||||
get { return graphics.texture; }
|
||||
set
|
||||
{
|
||||
UpdateTexture(value);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 textureScale
|
||||
{
|
||||
get { return _textureScale; }
|
||||
set
|
||||
{
|
||||
_textureScale = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color color
|
||||
{
|
||||
get
|
||||
{
|
||||
return graphics.color;
|
||||
}
|
||||
set
|
||||
{
|
||||
graphics.color = value;
|
||||
graphics.Tint();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public FillMethod fillMethod
|
||||
{
|
||||
get { return _fillMesh != null ? _fillMesh.method : FillMethod.None; }
|
||||
set
|
||||
{
|
||||
if (_fillMesh == null)
|
||||
{
|
||||
if (value == FillMethod.None)
|
||||
return;
|
||||
|
||||
_fillMesh = new FillMesh();
|
||||
}
|
||||
if (_fillMesh.method != value)
|
||||
{
|
||||
_fillMesh.method = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int fillOrigin
|
||||
{
|
||||
get { return _fillMesh != null ? _fillMesh.origin : 0; }
|
||||
set
|
||||
{
|
||||
if (_fillMesh == null)
|
||||
_fillMesh = new FillMesh();
|
||||
|
||||
if (_fillMesh.origin != value)
|
||||
{
|
||||
_fillMesh.origin = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool fillClockwise
|
||||
{
|
||||
get { return _fillMesh != null ? _fillMesh.clockwise : true; }
|
||||
set
|
||||
{
|
||||
if (_fillMesh == null)
|
||||
_fillMesh = new FillMesh();
|
||||
|
||||
if (_fillMesh.clockwise != value)
|
||||
{
|
||||
_fillMesh.clockwise = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float fillAmount
|
||||
{
|
||||
get { return _fillMesh != null ? _fillMesh.amount : 0; }
|
||||
set
|
||||
{
|
||||
if (_fillMesh == null)
|
||||
_fillMesh = new FillMesh();
|
||||
|
||||
if (_fillMesh.amount != value)
|
||||
{
|
||||
_fillMesh.amount = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect? scale9Grid
|
||||
{
|
||||
get { return _scale9Grid; }
|
||||
set
|
||||
{
|
||||
if (_scale9Grid != value)
|
||||
{
|
||||
_scale9Grid = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool scaleByTile
|
||||
{
|
||||
get { return _scaleByTile; }
|
||||
set
|
||||
{
|
||||
if (_scaleByTile != value)
|
||||
{
|
||||
_scaleByTile = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int tileGridIndice
|
||||
{
|
||||
get { return _tileGridIndice; }
|
||||
set
|
||||
{
|
||||
if (_tileGridIndice != value)
|
||||
{
|
||||
_tileGridIndice = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void SetNativeSize()
|
||||
{
|
||||
if (graphics.texture != null)
|
||||
SetSize(graphics.texture.width, graphics.texture.height);
|
||||
else
|
||||
SetSize(0, 0);
|
||||
}
|
||||
|
||||
virtual protected void UpdateTexture(NTexture value)
|
||||
{
|
||||
if (value == graphics.texture)
|
||||
return;
|
||||
|
||||
graphics.texture = value;
|
||||
_textureScale = Vector2.one;
|
||||
if (_contentRect.width == 0)
|
||||
SetNativeSize();
|
||||
InvalidateBatchingState();
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
if (_fillMesh != null && _fillMesh.method != FillMethod.None)
|
||||
{
|
||||
_fillMesh.OnPopulateMesh(vb);
|
||||
}
|
||||
else if (_scaleByTile)
|
||||
{
|
||||
NTexture texture = graphics.texture;
|
||||
if (texture.root == texture
|
||||
&& texture.nativeTexture != null
|
||||
&& texture.nativeTexture.wrapMode == TextureWrapMode.Repeat)
|
||||
{
|
||||
Rect uvRect = vb.uvRect;
|
||||
uvRect.width *= vb.contentRect.width / texture.width * _textureScale.x;
|
||||
uvRect.height *= vb.contentRect.height / texture.height * _textureScale.y;
|
||||
|
||||
vb.AddQuad(vb.contentRect, vb.vertexColor, uvRect);
|
||||
vb.AddTriangles();
|
||||
}
|
||||
else
|
||||
{
|
||||
Rect contentRect = vb.contentRect;
|
||||
contentRect.width *= _textureScale.x;
|
||||
contentRect.height *= _textureScale.y;
|
||||
|
||||
TileFill(vb, contentRect, vb.uvRect, texture.width, texture.height);
|
||||
vb.AddTriangles();
|
||||
}
|
||||
}
|
||||
else if (_scale9Grid != null)
|
||||
{
|
||||
SliceFill(vb);
|
||||
}
|
||||
else
|
||||
graphics.OnPopulateMesh(vb);
|
||||
}
|
||||
|
||||
static int[] TRIANGLES_9_GRID = new int[] {
|
||||
4,0,1,1,5,4,
|
||||
5,1,2,2,6,5,
|
||||
6,2,3,3,7,6,
|
||||
8,4,5,5,9,8,
|
||||
9,5,6,6,10,9,
|
||||
10,6,7,7,11,10,
|
||||
12,8,9,9,13,12,
|
||||
13,9,10,10,14,13,
|
||||
14,10,11,
|
||||
11,15,14
|
||||
};
|
||||
|
||||
static int[] gridTileIndice = new int[] { -1, 0, -1, 2, 4, 3, -1, 1, -1 };
|
||||
static float[] gridX = new float[4];
|
||||
static float[] gridY = new float[4];
|
||||
static float[] gridTexX = new float[4];
|
||||
static float[] gridTexY = new float[4];
|
||||
|
||||
public void SliceFill(VertexBuffer vb)
|
||||
{
|
||||
NTexture texture = graphics.texture;
|
||||
Rect gridRect = (Rect)_scale9Grid;
|
||||
Rect contentRect = vb.contentRect;
|
||||
contentRect.width *= _textureScale.x;
|
||||
contentRect.height *= _textureScale.y;
|
||||
Rect uvRect = vb.uvRect;
|
||||
|
||||
float sourceW = texture.width;
|
||||
float sourceH = texture.height;
|
||||
|
||||
if (graphics.flip != FlipType.None)
|
||||
{
|
||||
if (graphics.flip == FlipType.Horizontal || graphics.flip == FlipType.Both)
|
||||
{
|
||||
gridRect.x = sourceW - gridRect.xMax;
|
||||
gridRect.xMax = gridRect.x + gridRect.width;
|
||||
}
|
||||
|
||||
if (graphics.flip == FlipType.Vertical || graphics.flip == FlipType.Both)
|
||||
{
|
||||
gridRect.y = sourceH - gridRect.yMax;
|
||||
gridRect.yMax = gridRect.y + gridRect.height;
|
||||
}
|
||||
}
|
||||
|
||||
float sx = uvRect.width / sourceW;
|
||||
float sy = uvRect.height / sourceH;
|
||||
float xMax = uvRect.xMax;
|
||||
float yMax = uvRect.yMax;
|
||||
float xMax2 = gridRect.xMax;
|
||||
float yMax2 = gridRect.yMax;
|
||||
|
||||
gridTexX[0] = uvRect.x;
|
||||
gridTexX[1] = uvRect.x + gridRect.x * sx;
|
||||
gridTexX[2] = uvRect.x + xMax2 * sx;
|
||||
gridTexX[3] = xMax;
|
||||
gridTexY[0] = yMax;
|
||||
gridTexY[1] = yMax - gridRect.y * sy;
|
||||
gridTexY[2] = yMax - yMax2 * sy;
|
||||
gridTexY[3] = uvRect.y;
|
||||
|
||||
if (contentRect.width >= (sourceW - gridRect.width))
|
||||
{
|
||||
gridX[1] = gridRect.x;
|
||||
gridX[2] = contentRect.width - (sourceW - xMax2);
|
||||
gridX[3] = contentRect.width;
|
||||
}
|
||||
else
|
||||
{
|
||||
float tmp = gridRect.x / (sourceW - xMax2);
|
||||
tmp = contentRect.width * tmp / (1 + tmp);
|
||||
gridX[1] = tmp;
|
||||
gridX[2] = tmp;
|
||||
gridX[3] = contentRect.width;
|
||||
}
|
||||
|
||||
if (contentRect.height >= (sourceH - gridRect.height))
|
||||
{
|
||||
gridY[1] = gridRect.y;
|
||||
gridY[2] = contentRect.height - (sourceH - yMax2);
|
||||
gridY[3] = contentRect.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
float tmp = gridRect.y / (sourceH - yMax2);
|
||||
tmp = contentRect.height * tmp / (1 + tmp);
|
||||
gridY[1] = tmp;
|
||||
gridY[2] = tmp;
|
||||
gridY[3] = contentRect.height;
|
||||
}
|
||||
|
||||
if (_tileGridIndice == 0)
|
||||
{
|
||||
for (int cy = 0; cy < 4; cy++)
|
||||
{
|
||||
for (int cx = 0; cx < 4; cx++)
|
||||
vb.AddVert(new Vector2(gridX[cx] / _textureScale.x, gridY[cy] / _textureScale.y), vb.vertexColor, new Vector2(gridTexX[cx], gridTexY[cy]));
|
||||
}
|
||||
vb.AddTriangles(TRIANGLES_9_GRID);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rect drawRect;
|
||||
Rect texRect;
|
||||
int row, col;
|
||||
int part;
|
||||
|
||||
for (int pi = 0; pi < 9; pi++)
|
||||
{
|
||||
col = pi % 3;
|
||||
row = pi / 3;
|
||||
part = gridTileIndice[pi];
|
||||
drawRect = Rect.MinMaxRect(gridX[col], gridY[row], gridX[col + 1], gridY[row + 1]);
|
||||
texRect = Rect.MinMaxRect(gridTexX[col], gridTexY[row + 1], gridTexX[col + 1], gridTexY[row]);
|
||||
|
||||
if (part != -1 && (_tileGridIndice & (1 << part)) != 0)
|
||||
{
|
||||
TileFill(vb, drawRect, texRect,
|
||||
(part == 0 || part == 1 || part == 4) ? gridRect.width : drawRect.width,
|
||||
(part == 2 || part == 3 || part == 4) ? gridRect.height : drawRect.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawRect.x /= _textureScale.x;
|
||||
drawRect.y /= _textureScale.y;
|
||||
drawRect.width /= _textureScale.x;
|
||||
drawRect.height /= _textureScale.y;
|
||||
|
||||
vb.AddQuad(drawRect, vb.vertexColor, texRect);
|
||||
}
|
||||
}
|
||||
|
||||
vb.AddTriangles();
|
||||
}
|
||||
}
|
||||
|
||||
void TileFill(VertexBuffer vb, Rect contentRect, Rect uvRect, float sourceW, float sourceH)
|
||||
{
|
||||
int hc = Mathf.CeilToInt(contentRect.width / sourceW);
|
||||
int vc = Mathf.CeilToInt(contentRect.height / sourceH);
|
||||
float tailWidth = contentRect.width - (hc - 1) * sourceW;
|
||||
float tailHeight = contentRect.height - (vc - 1) * sourceH;
|
||||
float xMax = uvRect.xMax;
|
||||
float yMax = uvRect.yMax;
|
||||
|
||||
for (int i = 0; i < hc; i++)
|
||||
{
|
||||
for (int j = 0; j < vc; j++)
|
||||
{
|
||||
Rect uvTmp = uvRect;
|
||||
if (i == hc - 1)
|
||||
uvTmp.xMax = Mathf.Lerp(uvRect.x, xMax, tailWidth / sourceW);
|
||||
if (j == vc - 1)
|
||||
uvTmp.yMin = Mathf.Lerp(uvRect.y, yMax, 1 - tailHeight / sourceH);
|
||||
|
||||
Rect drawRect = new Rect(contentRect.x + i * sourceW, contentRect.y + j * sourceH,
|
||||
i == (hc - 1) ? tailWidth : sourceW, j == (vc - 1) ? tailHeight : sourceH);
|
||||
|
||||
drawRect.x /= _textureScale.x;
|
||||
drawRect.y /= _textureScale.y;
|
||||
drawRect.width /= _textureScale.x;
|
||||
drawRect.height /= _textureScale.y;
|
||||
|
||||
vb.AddQuad(drawRect, vb.vertexColor, uvTmp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 948ec8822e3c52942bc6e7f6265b264c
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,243 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
[Flags]
|
||||
public enum MaterialFlags
|
||||
{
|
||||
Clipped = 1,
|
||||
SoftClipped = 2,
|
||||
StencilTest = 4,
|
||||
AlphaMask = 8,
|
||||
Grayed = 16,
|
||||
ColorFilter = 32
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Every texture-shader combination has a MaterialManager.
|
||||
/// </summary>
|
||||
public class MaterialManager
|
||||
{
|
||||
public event Action<Material> onCreateNewMaterial;
|
||||
|
||||
public bool firstMaterialInFrame;
|
||||
|
||||
NTexture _texture;
|
||||
Shader _shader;
|
||||
List<string> _addKeywords;
|
||||
Dictionary<int, List<MaterialRef>> _materials;
|
||||
bool _combineTexture;
|
||||
|
||||
class MaterialRef
|
||||
{
|
||||
public Material material;
|
||||
public int frame;
|
||||
public BlendMode blendMode;
|
||||
public uint group;
|
||||
}
|
||||
|
||||
const int internalKeywordsCount = 6;
|
||||
static string[] internalKeywords = new[] { "CLIPPED", "SOFT_CLIPPED", null, "ALPHA_MASK", "GRAYED", "COLOR_FILTER" };
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="shader"></param>
|
||||
internal MaterialManager(NTexture texture, Shader shader)
|
||||
{
|
||||
_texture = texture;
|
||||
_shader = shader;
|
||||
_materials = new Dictionary<int, List<MaterialRef>>();
|
||||
_combineTexture = texture.alphaTexture != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="keywords"></param>
|
||||
/// <returns></returns>
|
||||
public int GetFlagsByKeywords(IList<string> keywords)
|
||||
{
|
||||
if (_addKeywords == null)
|
||||
_addKeywords = new List<string>();
|
||||
|
||||
int flags = 0;
|
||||
for (int i = 0; i < keywords.Count; i++)
|
||||
{
|
||||
string s = keywords[i];
|
||||
if (string.IsNullOrEmpty(s))
|
||||
continue;
|
||||
int j = _addKeywords.IndexOf(s);
|
||||
if (j == -1)
|
||||
{
|
||||
j = _addKeywords.Count;
|
||||
_addKeywords.Add(s);
|
||||
}
|
||||
flags += (1 << (j + internalKeywordsCount));
|
||||
}
|
||||
|
||||
return flags;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="flags"></param>
|
||||
/// <param name="blendMode"></param>
|
||||
/// <param name="group"></param>
|
||||
/// <returns></returns>
|
||||
public Material GetMaterial(int flags, BlendMode blendMode, uint group)
|
||||
{
|
||||
if (blendMode != BlendMode.Normal && BlendModeUtils.Factors[(int)blendMode].pma)
|
||||
flags |= (int)MaterialFlags.ColorFilter;
|
||||
|
||||
List<MaterialRef> items;
|
||||
if (!_materials.TryGetValue(flags, out items))
|
||||
{
|
||||
items = new List<MaterialRef>();
|
||||
_materials[flags] = items;
|
||||
}
|
||||
|
||||
int frameId = Time.frameCount;
|
||||
int cnt = items.Count;
|
||||
MaterialRef result = null;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
MaterialRef item = items[i];
|
||||
|
||||
if (item.group == group && item.blendMode == blendMode)
|
||||
{
|
||||
if (item.frame != frameId)
|
||||
{
|
||||
firstMaterialInFrame = true;
|
||||
item.frame = frameId;
|
||||
}
|
||||
else
|
||||
firstMaterialInFrame = false;
|
||||
|
||||
if (_combineTexture)
|
||||
item.material.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
|
||||
|
||||
return item.material;
|
||||
}
|
||||
else if (result == null && (item.frame > frameId || item.frame < frameId - 1)) //collect materials if it is unused in last frame
|
||||
result = item;
|
||||
}
|
||||
|
||||
if (result == null)
|
||||
{
|
||||
result = new MaterialRef() { material = CreateMaterial(flags) };
|
||||
items.Add(result);
|
||||
}
|
||||
else if (_combineTexture)
|
||||
result.material.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
|
||||
|
||||
if (result.blendMode != blendMode)
|
||||
{
|
||||
BlendModeUtils.Apply(result.material, blendMode);
|
||||
result.blendMode = blendMode;
|
||||
}
|
||||
|
||||
result.group = group;
|
||||
result.frame = frameId;
|
||||
firstMaterialInFrame = true;
|
||||
return result.material;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
Material CreateMaterial(int flags)
|
||||
{
|
||||
Material mat = new Material(_shader);
|
||||
|
||||
mat.mainTexture = _texture.nativeTexture;
|
||||
if (_texture.alphaTexture != null)
|
||||
{
|
||||
mat.EnableKeyword("COMBINED");
|
||||
mat.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
|
||||
}
|
||||
|
||||
for (int i = 0; i < internalKeywordsCount; i++)
|
||||
{
|
||||
if ((flags & (1 << i)) != 0)
|
||||
{
|
||||
string s = internalKeywords[i];
|
||||
if (s != null)
|
||||
mat.EnableKeyword(s);
|
||||
}
|
||||
}
|
||||
if (_addKeywords != null)
|
||||
{
|
||||
int keywordCnt = _addKeywords.Count;
|
||||
for (int i = 0; i < keywordCnt; i++)
|
||||
{
|
||||
if ((flags & (1 << (i + internalKeywordsCount))) != 0)
|
||||
mat.EnableKeyword(_addKeywords[i]);
|
||||
}
|
||||
}
|
||||
|
||||
mat.hideFlags = DisplayObject.hideFlags;
|
||||
if (onCreateNewMaterial != null)
|
||||
onCreateNewMaterial(mat);
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void DestroyMaterials()
|
||||
{
|
||||
var iter = _materials.GetEnumerator();
|
||||
while (iter.MoveNext())
|
||||
{
|
||||
List<MaterialRef> items = iter.Current.Value;
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
int cnt = items.Count;
|
||||
for (int j = 0; j < cnt; j++)
|
||||
Object.Destroy(items[j].material);
|
||||
}
|
||||
else
|
||||
{
|
||||
int cnt = items.Count;
|
||||
for (int j = 0; j < cnt; j++)
|
||||
Object.DestroyImmediate(items[j].material);
|
||||
}
|
||||
items.Clear();
|
||||
}
|
||||
iter.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void RefreshMaterials()
|
||||
{
|
||||
_combineTexture = _texture.alphaTexture != null;
|
||||
var iter = _materials.GetEnumerator();
|
||||
while (iter.MoveNext())
|
||||
{
|
||||
List<MaterialRef> items = iter.Current.Value;
|
||||
int cnt = items.Count;
|
||||
for (int j = 0; j < cnt; j++)
|
||||
{
|
||||
Material mat = items[j].material;
|
||||
mat.mainTexture = _texture.nativeTexture;
|
||||
if (_combineTexture)
|
||||
{
|
||||
mat.EnableKeyword("COMBINED");
|
||||
mat.SetTexture(ShaderConfig.ID_AlphaTex, _texture.alphaTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
iter.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7223c4628e56c1e448c70e10168f5fa1
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fca659474d209d94fbded309f407995c
|
||||
folderAsset: yes
|
||||
timeCreated: 1545987172
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,75 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class CompositeMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<IMeshFactory> elements;
|
||||
|
||||
/// <summary>
|
||||
/// If it is -1, means all elements are active, otherwise, only the specific element is active
|
||||
/// </summary>
|
||||
public int activeIndex;
|
||||
|
||||
public CompositeMesh()
|
||||
{
|
||||
elements = new List<IMeshFactory>();
|
||||
activeIndex = -1;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
int cnt = elements.Count;
|
||||
if (cnt == 1)
|
||||
elements[0].OnPopulateMesh(vb);
|
||||
else
|
||||
{
|
||||
VertexBuffer vb2 = VertexBuffer.Begin(vb);
|
||||
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
if (activeIndex == -1 || i == activeIndex)
|
||||
{
|
||||
vb2.Clear();
|
||||
elements[i].OnPopulateMesh(vb2);
|
||||
vb.Append(vb2);
|
||||
}
|
||||
}
|
||||
|
||||
vb2.End();
|
||||
}
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
if (!contentRect.Contains(point))
|
||||
return false;
|
||||
|
||||
bool flag = false;
|
||||
int cnt = elements.Count;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
{
|
||||
if (activeIndex == -1 || i == activeIndex)
|
||||
{
|
||||
IHitTest ht = elements[i] as IHitTest;
|
||||
if (ht != null)
|
||||
{
|
||||
if (ht.HitTest(contentRect, point))
|
||||
return true;
|
||||
}
|
||||
else
|
||||
flag = true;
|
||||
}
|
||||
}
|
||||
|
||||
return flag;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba3d921c1f6e95f4e9105f45fd67bda5
|
||||
timeCreated: 1546159121
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,200 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class EllipseMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect? drawRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 lineColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? centerColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? fillColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float startDegree;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float endDegreee;
|
||||
|
||||
static int[] SECTOR_CENTER_TRIANGLES = new int[] {
|
||||
0, 4, 1,
|
||||
0, 3, 4,
|
||||
0, 2, 3,
|
||||
0, 8, 5,
|
||||
0, 7, 8,
|
||||
0, 6, 7,
|
||||
6, 5, 2,
|
||||
2, 1, 6
|
||||
};
|
||||
|
||||
public EllipseMesh()
|
||||
{
|
||||
lineColor = Color.black;
|
||||
startDegree = 0;
|
||||
endDegreee = 360;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
|
||||
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
|
||||
|
||||
float sectionStart = Mathf.Clamp(startDegree, 0, 360);
|
||||
float sectionEnd = Mathf.Clamp(endDegreee, 0, 360);
|
||||
bool clipped = sectionStart > 0 || sectionEnd < 360;
|
||||
sectionStart = sectionStart * Mathf.Deg2Rad;
|
||||
sectionEnd = sectionEnd * Mathf.Deg2Rad;
|
||||
Color32 centerColor2 = centerColor == null ? color : (Color32)centerColor;
|
||||
|
||||
float radiusX = rect.width / 2;
|
||||
float radiusY = rect.height / 2;
|
||||
int sides = Mathf.CeilToInt(Mathf.PI * (radiusX + radiusY) / 4);
|
||||
sides = Mathf.Clamp(sides, 40, 800);
|
||||
float angleDelta = 2 * Mathf.PI / sides;
|
||||
float angle = 0;
|
||||
float lineAngle = 0;
|
||||
|
||||
if (lineWidth > 0 && clipped)
|
||||
{
|
||||
lineAngle = lineWidth / Mathf.Max(radiusX, radiusY);
|
||||
sectionStart += lineAngle;
|
||||
sectionEnd -= lineAngle;
|
||||
}
|
||||
|
||||
int vpos = vb.currentVertCount;
|
||||
float centerX = rect.x + radiusX;
|
||||
float centerY = rect.y + radiusY;
|
||||
vb.AddVert(new Vector3(centerX, centerY, 0), centerColor2);
|
||||
for (int i = 0; i < sides; i++)
|
||||
{
|
||||
if (angle < sectionStart)
|
||||
angle = sectionStart;
|
||||
else if (angle > sectionEnd)
|
||||
angle = sectionEnd;
|
||||
Vector3 vec = new Vector3(Mathf.Cos(angle) * (radiusX - lineWidth) + centerX, Mathf.Sin(angle) * (radiusY - lineWidth) + centerY, 0);
|
||||
vb.AddVert(vec, color);
|
||||
if (lineWidth > 0)
|
||||
{
|
||||
vb.AddVert(vec, lineColor);
|
||||
vb.AddVert(new Vector3(Mathf.Cos(angle) * radiusX + centerX, Mathf.Sin(angle) * radiusY + centerY, 0), lineColor);
|
||||
}
|
||||
angle += angleDelta;
|
||||
}
|
||||
|
||||
if (lineWidth > 0)
|
||||
{
|
||||
int cnt = sides * 3;
|
||||
for (int i = 0; i < cnt; i += 3)
|
||||
{
|
||||
if (i != cnt - 3)
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, i + 4);
|
||||
vb.AddTriangle(i + 5, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, i + 6, i + 5);
|
||||
}
|
||||
else if (!clipped)
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, 1);
|
||||
vb.AddTriangle(2, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, 3, 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, i + 1);
|
||||
vb.AddTriangle(i + 2, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, i + 3, i + 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < sides; i++)
|
||||
{
|
||||
if (i != sides - 1)
|
||||
vb.AddTriangle(0, i + 1, i + 2);
|
||||
else if (!clipped)
|
||||
vb.AddTriangle(0, i + 1, 1);
|
||||
else
|
||||
vb.AddTriangle(0, i + 1, i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (lineWidth > 0 && clipped)
|
||||
{
|
||||
//扇形内边缘的线条
|
||||
|
||||
vb.AddVert(new Vector3(radiusX, radiusY, 0), lineColor);
|
||||
float centerRadius = lineWidth * 0.5f;
|
||||
|
||||
sectionStart -= lineAngle;
|
||||
angle = sectionStart + lineAngle * 0.5f + Mathf.PI * 0.5f;
|
||||
vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
|
||||
angle -= Mathf.PI;
|
||||
vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
|
||||
vb.AddVert(new Vector3(Mathf.Cos(sectionStart) * radiusX + radiusX, Mathf.Sin(sectionStart) * radiusY + radiusY, 0), lineColor);
|
||||
vb.AddVert(vb.GetPosition(vpos + 3), lineColor);
|
||||
|
||||
sectionEnd += lineAngle;
|
||||
angle = sectionEnd - lineAngle * 0.5f + Mathf.PI * 0.5f;
|
||||
vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
|
||||
angle -= Mathf.PI;
|
||||
vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
|
||||
vb.AddVert(vb.GetPosition(vpos + sides * 3), lineColor);
|
||||
vb.AddVert(new Vector3(Mathf.Cos(sectionEnd) * radiusX + radiusX, Mathf.Sin(sectionEnd) * radiusY + radiusY, 0), lineColor);
|
||||
|
||||
vb.AddTriangles(SECTOR_CENTER_TRIANGLES, sides * 3 + 1);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
if (!contentRect.Contains(point))
|
||||
return false;
|
||||
|
||||
float radiusX = contentRect.width * 0.5f;
|
||||
float raduisY = contentRect.height * 0.5f;
|
||||
float xx = point.x - radiusX - contentRect.x;
|
||||
float yy = point.y - raduisY - contentRect.y;
|
||||
if (Mathf.Pow(xx / radiusX, 2) + Mathf.Pow(yy / raduisY, 2) < 1)
|
||||
{
|
||||
if (startDegree != 0 || endDegreee != 360)
|
||||
{
|
||||
float deg = Mathf.Atan2(yy, xx) * Mathf.Rad2Deg;
|
||||
if (deg < 0)
|
||||
deg += 360;
|
||||
return deg >= startDegree && deg <= endDegreee;
|
||||
}
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ea96854995120948847301fb48d1675
|
||||
timeCreated: 1545987173
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,400 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class FillMesh : IMeshFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public FillMethod method;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int origin;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float amount;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool clockwise;
|
||||
|
||||
public FillMesh()
|
||||
{
|
||||
clockwise = true;
|
||||
amount = 1;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
float amount = Mathf.Clamp01(this.amount);
|
||||
switch (method)
|
||||
{
|
||||
case FillMethod.Horizontal:
|
||||
FillHorizontal(vb, vb.contentRect, origin, amount);
|
||||
break;
|
||||
|
||||
case FillMethod.Vertical:
|
||||
FillVertical(vb, vb.contentRect, origin, amount);
|
||||
break;
|
||||
|
||||
case FillMethod.Radial90:
|
||||
FillRadial90(vb, vb.contentRect, (Origin90)origin, amount, clockwise);
|
||||
break;
|
||||
|
||||
case FillMethod.Radial180:
|
||||
FillRadial180(vb, vb.contentRect, (Origin180)origin, amount, clockwise);
|
||||
break;
|
||||
|
||||
case FillMethod.Radial360:
|
||||
FillRadial360(vb, vb.contentRect, (Origin360)origin, amount, clockwise);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void FillHorizontal(VertexBuffer vb, Rect vertRect, int origin, float amount)
|
||||
{
|
||||
float a = vertRect.width * amount;
|
||||
if ((OriginHorizontal)origin == OriginHorizontal.Right || (OriginVertical)origin == OriginVertical.Bottom)
|
||||
vertRect.x += (vertRect.width - a);
|
||||
vertRect.width = a;
|
||||
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles();
|
||||
}
|
||||
|
||||
static void FillVertical(VertexBuffer vb, Rect vertRect, int origin, float amount)
|
||||
{
|
||||
float a = vertRect.height * amount;
|
||||
if ((OriginHorizontal)origin == OriginHorizontal.Right || (OriginVertical)origin == OriginVertical.Bottom)
|
||||
vertRect.y += (vertRect.height - a);
|
||||
vertRect.height = a;
|
||||
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles();
|
||||
}
|
||||
|
||||
//4 vertex
|
||||
static void FillRadial90(VertexBuffer vb, Rect vertRect, Origin90 origin, float amount, bool clockwise)
|
||||
{
|
||||
bool flipX = origin == Origin90.TopRight || origin == Origin90.BottomRight;
|
||||
bool flipY = origin == Origin90.BottomLeft || origin == Origin90.BottomRight;
|
||||
if (flipX != flipY)
|
||||
clockwise = !clockwise;
|
||||
|
||||
float ratio = clockwise ? amount : (1 - amount);
|
||||
float tan = Mathf.Tan(Mathf.PI * 0.5f * ratio);
|
||||
bool thresold = false;
|
||||
if (ratio != 1)
|
||||
thresold = (vertRect.height / vertRect.width - tan) > 0;
|
||||
if (!clockwise)
|
||||
thresold = !thresold;
|
||||
float x = vertRect.x + (ratio == 0 ? float.MaxValue : (vertRect.height / tan));
|
||||
float y = vertRect.y + (ratio == 1 ? float.MaxValue : (vertRect.width * tan));
|
||||
float x2 = x;
|
||||
float y2 = y;
|
||||
if (flipX)
|
||||
x2 = vertRect.width - x;
|
||||
if (flipY)
|
||||
y2 = vertRect.height - y;
|
||||
float xMin = flipX ? (vertRect.width - vertRect.x) : vertRect.xMin;
|
||||
float yMin = flipY ? (vertRect.height - vertRect.y) : vertRect.yMin;
|
||||
float xMax = flipX ? -vertRect.xMin : vertRect.xMax;
|
||||
float yMax = flipY ? -vertRect.yMin : vertRect.yMax;
|
||||
|
||||
vb.AddVert(new Vector3(xMin, yMin, 0));
|
||||
|
||||
if (clockwise)
|
||||
vb.AddVert(new Vector3(xMax, yMin, 0));
|
||||
|
||||
if (y > vertRect.yMax)
|
||||
{
|
||||
if (thresold)
|
||||
vb.AddVert(new Vector3(x2, yMax, 0));
|
||||
else
|
||||
vb.AddVert(new Vector3(xMax, yMax, 0));
|
||||
}
|
||||
else
|
||||
vb.AddVert(new Vector3(xMax, y2, 0));
|
||||
|
||||
if (x > vertRect.xMax)
|
||||
{
|
||||
if (thresold)
|
||||
vb.AddVert(new Vector3(xMax, y2, 0));
|
||||
else
|
||||
vb.AddVert(new Vector3(xMax, yMax, 0));
|
||||
}
|
||||
else
|
||||
vb.AddVert(new Vector3(x2, yMax, 0));
|
||||
|
||||
if (!clockwise)
|
||||
vb.AddVert(new Vector3(xMin, yMax, 0));
|
||||
|
||||
if (flipX == flipY)
|
||||
{
|
||||
vb.AddTriangle(0, 1, 2);
|
||||
vb.AddTriangle(0, 2, 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
vb.AddTriangle(2, 1, 0);
|
||||
vb.AddTriangle(3, 2, 0);
|
||||
}
|
||||
}
|
||||
|
||||
//8 vertex
|
||||
static void FillRadial180(VertexBuffer vb, Rect vertRect, Origin180 origin, float amount, bool clockwise)
|
||||
{
|
||||
switch (origin)
|
||||
{
|
||||
case Origin180.Top:
|
||||
if (amount <= 0.5f)
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.TopLeft : Origin90.TopRight, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-4);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.TopRight : Origin90.TopLeft, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
else
|
||||
vertRect.x -= vertRect.width;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
|
||||
case Origin180.Bottom:
|
||||
if (amount <= 0.5f)
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomRight : Origin90.BottomLeft, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-4);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomLeft : Origin90.BottomRight, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.x -= vertRect.width;
|
||||
else
|
||||
vertRect.x += vertRect.width;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
|
||||
case Origin180.Left:
|
||||
if (amount <= 0.5f)
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomLeft : Origin90.TopLeft, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-4);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.TopLeft : Origin90.BottomLeft, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.y -= vertRect.height;
|
||||
else
|
||||
vertRect.y += vertRect.height;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
|
||||
case Origin180.Right:
|
||||
if (amount <= 0.5f)
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.TopRight : Origin90.BottomRight, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-4);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomRight : Origin90.TopRight, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
else
|
||||
vertRect.y -= vertRect.height;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//12 vertex
|
||||
static void FillRadial360(VertexBuffer vb, Rect vertRect, Origin360 origin, float amount, bool clockwise)
|
||||
{
|
||||
switch (origin)
|
||||
{
|
||||
case Origin360.Top:
|
||||
if (amount < 0.5f)
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Left : Origin180.Right, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-8);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Right : Origin180.Left, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
else
|
||||
vertRect.x -= vertRect.width;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case Origin360.Bottom:
|
||||
if (amount < 0.5f)
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Right : Origin180.Left, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-8);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.width /= 2;
|
||||
if (clockwise)
|
||||
vertRect.x += vertRect.width;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Left : Origin180.Right, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.x -= vertRect.width;
|
||||
else
|
||||
vertRect.x += vertRect.width;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
|
||||
case Origin360.Left:
|
||||
if (amount < 0.5f)
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Bottom : Origin180.Top, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-8);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Top : Origin180.Bottom, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.y -= vertRect.height;
|
||||
else
|
||||
vertRect.y += vertRect.height;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
|
||||
case Origin360.Right:
|
||||
if (amount < 0.5f)
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Top : Origin180.Bottom, amount / 0.5f, clockwise);
|
||||
Vector3 vec = vb.GetPosition(-8);
|
||||
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertRect.height /= 2;
|
||||
if (!clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
|
||||
FillRadial180(vb, vertRect, clockwise ? Origin180.Bottom : Origin180.Top, (amount - 0.5f) / 0.5f, clockwise);
|
||||
|
||||
if (clockwise)
|
||||
vertRect.y += vertRect.height;
|
||||
else
|
||||
vertRect.y -= vertRect.height;
|
||||
vb.AddQuad(vertRect);
|
||||
vb.AddTriangles(-4);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b37d56dc1840734a8fdb4971f5bc733
|
||||
timeCreated: 1545987173
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,179 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// Inspired by kim ki won (http://mypi.ruliweb.daum.net/mypi.htm?id=newtypekorea)
|
||||
/// </summary>
|
||||
public class LineMesh : IMeshFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public GPath path;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public AnimationCurve lineWidthCurve;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Gradient gradient;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool roundEdge;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float fillStart;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float fillEnd;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float pointDensity;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool repeatFill;
|
||||
|
||||
static List<Vector3> points = new List<Vector3>();
|
||||
static List<float> ts = new List<float>();
|
||||
|
||||
public LineMesh()
|
||||
{
|
||||
path = new GPath();
|
||||
lineWidth = 2;
|
||||
fillStart = 0;
|
||||
fillEnd = 1;
|
||||
pointDensity = 0.1f;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
Vector2 uvMin = vb.uvRect.position;
|
||||
Vector2 uvMax = new Vector2(vb.uvRect.xMax, vb.uvRect.yMax);
|
||||
float uvRatio = path.length / vb.textureSize.x;
|
||||
|
||||
int segCount = path.segmentCount;
|
||||
float t = 0;
|
||||
float lw = lineWidth;
|
||||
float u;
|
||||
for (int si = 0; si < segCount; si++)
|
||||
{
|
||||
float ratio = path.GetSegmentLength(si) / path.length;
|
||||
float t0 = Mathf.Clamp(fillStart - t, 0, ratio) / ratio;
|
||||
float t1 = Mathf.Clamp(fillEnd - t, 0, ratio) / ratio;
|
||||
if (t0 >= t1)
|
||||
{
|
||||
t += ratio;
|
||||
continue;
|
||||
}
|
||||
|
||||
points.Clear();
|
||||
ts.Clear();
|
||||
path.GetPointsInSegment(si, t0, t1, points, ts, pointDensity);
|
||||
int cnt = points.Count;
|
||||
|
||||
Color c0 = vb.vertexColor;
|
||||
Color c1 = vb.vertexColor;
|
||||
if (gradient != null)
|
||||
c0 = gradient.Evaluate(t);
|
||||
if (lineWidthCurve != null)
|
||||
lw = lineWidthCurve.Evaluate(t);
|
||||
|
||||
if (roundEdge && si == 0 && t0 == 0)
|
||||
DrawRoundEdge(vb, points[0], points[1], lw, c0, uvMin);
|
||||
|
||||
int vertCount = vb.currentVertCount;
|
||||
for (int i = 1; i < cnt; i++)
|
||||
{
|
||||
Vector3 p0 = points[i - 1];
|
||||
Vector3 p1 = points[i];
|
||||
int k = vertCount + (i - 1) * 2;
|
||||
float tc = t + ratio * ts[i];
|
||||
|
||||
Vector3 lineVector = p1 - p0;
|
||||
Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
|
||||
widthVector.Normalize();
|
||||
|
||||
if (i == 1)
|
||||
{
|
||||
if (repeatFill)
|
||||
u = tc * uvRatio * uvMax.x;
|
||||
else
|
||||
u = Mathf.Lerp(uvMin.x, uvMax.x, t + ratio * ts[i - 1]);
|
||||
vb.AddVert(p0 - widthVector * lw * 0.5f, c0, new Vector2(u, uvMax.y));
|
||||
vb.AddVert(p0 + widthVector * lw * 0.5f, c0, new Vector2(u, uvMin.y));
|
||||
|
||||
if (si != 0) //joint
|
||||
{
|
||||
vb.AddTriangle(k - 2, k - 1, k + 1);
|
||||
vb.AddTriangle(k - 2, k + 1, k);
|
||||
}
|
||||
}
|
||||
if (gradient != null)
|
||||
c1 = gradient.Evaluate(tc);
|
||||
|
||||
if (lineWidthCurve != null)
|
||||
lw = lineWidthCurve.Evaluate(tc);
|
||||
|
||||
if (repeatFill)
|
||||
u = tc * uvRatio * uvMax.x;
|
||||
else
|
||||
u = Mathf.Lerp(uvMin.x, uvMax.x, tc);
|
||||
vb.AddVert(p1 - widthVector * lw * 0.5f, c1, new Vector2(u, uvMax.y));
|
||||
vb.AddVert(p1 + widthVector * lw * 0.5f, c1, new Vector2(u, uvMin.y));
|
||||
|
||||
vb.AddTriangle(k, k + 1, k + 3);
|
||||
vb.AddTriangle(k, k + 3, k + 2);
|
||||
}
|
||||
|
||||
if (roundEdge && si == segCount - 1 && t1 == 1)
|
||||
DrawRoundEdge(vb, points[cnt - 1], points[cnt - 2], lw, c1, uvMax);
|
||||
|
||||
t += ratio;
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRoundEdge(VertexBuffer vb, Vector2 p0, Vector2 p1, float lw, Color32 color, Vector2 uv)
|
||||
{
|
||||
Vector2 widthVector = Vector3.Cross(p0 - p1, new Vector3(0, 0, 1));
|
||||
widthVector.Normalize();
|
||||
widthVector = widthVector * lw / 2f;
|
||||
Vector2 lineVector = (p0 - p1).normalized * lw / 2f;
|
||||
|
||||
int sides = Mathf.CeilToInt(Mathf.PI * lw / 2);
|
||||
if (sides < 6)
|
||||
sides = 6;
|
||||
int current = vb.currentVertCount;
|
||||
float angleUnit = Mathf.PI / (sides - 1);
|
||||
|
||||
vb.AddVert(p0, color, uv);
|
||||
vb.AddVert(p0 + widthVector, color, uv);
|
||||
|
||||
for (int n = 0; n < sides; n++)
|
||||
{
|
||||
vb.AddVert(p0 + Mathf.Cos(angleUnit * n) * widthVector + Mathf.Sin(angleUnit * n) * lineVector, color, uv);
|
||||
vb.AddTriangle(current, current + 1 + n, current + 2 + n);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d1935a924fabf74a92c72b22a042279
|
||||
timeCreated: 1546519483
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,15 @@
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public interface IMeshFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="vb"></param>
|
||||
void OnPopulateMesh(VertexBuffer vb);
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 274275eaa3fbbc94697cbe90a0fb52f1
|
||||
timeCreated: 1545987172
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class PlaneMesh : IMeshFactory
|
||||
{
|
||||
public int gridSize = 30;
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
float w = vb.contentRect.width;
|
||||
float h = vb.contentRect.height;
|
||||
float xMax = vb.contentRect.xMax;
|
||||
float yMax = vb.contentRect.yMax;
|
||||
int hc = (int)Mathf.Min(Mathf.CeilToInt(w / gridSize), 9);
|
||||
int vc = (int)Mathf.Min(Mathf.CeilToInt(h / gridSize), 9);
|
||||
int eachPartX = Mathf.FloorToInt(w / hc);
|
||||
int eachPartY = Mathf.FloorToInt(h / vc);
|
||||
float x, y;
|
||||
for (int i = 0; i <= vc; i++)
|
||||
{
|
||||
if (i == vc)
|
||||
y = yMax;
|
||||
else
|
||||
y = vb.contentRect.y + i * eachPartY;
|
||||
for (int j = 0; j <= hc; j++)
|
||||
{
|
||||
if (j == hc)
|
||||
x = xMax;
|
||||
else
|
||||
x = vb.contentRect.x + j * eachPartX;
|
||||
vb.AddVert(new Vector3(x, y, 0));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < vc; i++)
|
||||
{
|
||||
int k = i * (hc + 1);
|
||||
for (int j = 1; j <= hc; j++)
|
||||
{
|
||||
int m = k + j;
|
||||
vb.AddTriangle(m - 1, m, m + hc);
|
||||
vb.AddTriangle(m, m + hc + 1, m + hc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 121b756a7a8240c49b63fa9de560691a
|
||||
timeCreated: 1547970144
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,291 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class PolygonMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
/// points must be in clockwise order, and must start from bottom-left if stretchUV is set.
|
||||
/// </summary>
|
||||
public readonly List<Vector2> points;
|
||||
|
||||
/// <summary>
|
||||
/// if you dont want to provide uv, leave it empty.
|
||||
/// </summary>
|
||||
public readonly List<Vector2> texcoords;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 lineColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? fillColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32[] colors;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool usePercentPositions;
|
||||
|
||||
static List<int> sRestIndices = new List<int>();
|
||||
|
||||
public PolygonMesh()
|
||||
{
|
||||
points = new List<Vector2>();
|
||||
texcoords = new List<Vector2>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="point"></param>
|
||||
public void Add(Vector2 point)
|
||||
{
|
||||
points.Add(point);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="point"></param>
|
||||
/// <param name="texcoord"></param>
|
||||
public void Add(Vector2 point, Vector2 texcoord)
|
||||
{
|
||||
points.Add(point);
|
||||
texcoords.Add(texcoord);
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
int numVertices = points.Count;
|
||||
if (numVertices < 3)
|
||||
return;
|
||||
|
||||
int restIndexPos, numRestIndices;
|
||||
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
|
||||
|
||||
float w = vb.contentRect.width;
|
||||
float h = vb.contentRect.height;
|
||||
bool useTexcoords = texcoords.Count >= numVertices;
|
||||
bool fullUV = true;
|
||||
for (int i = 0; i < numVertices; i++)
|
||||
{
|
||||
Vector3 vec = new Vector3(points[i].x, points[i].y, 0);
|
||||
if (usePercentPositions)
|
||||
{
|
||||
vec.x *= w;
|
||||
vec.y *= h;
|
||||
}
|
||||
if (useTexcoords)
|
||||
{
|
||||
Vector2 uv = texcoords[i];
|
||||
if (uv.x != 0 && uv.x != 1 || uv.y != 0 && uv.y != 1)
|
||||
fullUV = false;
|
||||
uv.x = Mathf.Lerp(vb.uvRect.x, vb.uvRect.xMax, uv.x);
|
||||
uv.y = Mathf.Lerp(vb.uvRect.y, vb.uvRect.yMax, uv.y);
|
||||
vb.AddVert(vec, color, uv);
|
||||
}
|
||||
else
|
||||
vb.AddVert(vec, color);
|
||||
}
|
||||
|
||||
if (useTexcoords && fullUV && numVertices == 4)
|
||||
vb._isArbitraryQuad = true;
|
||||
|
||||
// Algorithm "Ear clipping method" described here:
|
||||
// -> https://en.wikipedia.org/wiki/Polygon_triangulation
|
||||
//
|
||||
// Implementation inspired by:
|
||||
// -> http://polyk.ivank.net
|
||||
// -> Starling
|
||||
|
||||
sRestIndices.Clear();
|
||||
for (int i = 0; i < numVertices; ++i)
|
||||
sRestIndices.Add(i);
|
||||
|
||||
restIndexPos = 0;
|
||||
numRestIndices = numVertices;
|
||||
|
||||
Vector2 a, b, c, p;
|
||||
int otherIndex;
|
||||
bool earFound;
|
||||
int i0, i1, i2;
|
||||
|
||||
while (numRestIndices > 3)
|
||||
{
|
||||
earFound = false;
|
||||
i0 = sRestIndices[restIndexPos % numRestIndices];
|
||||
i1 = sRestIndices[(restIndexPos + 1) % numRestIndices];
|
||||
i2 = sRestIndices[(restIndexPos + 2) % numRestIndices];
|
||||
|
||||
a = points[i0];
|
||||
b = points[i1];
|
||||
c = points[i2];
|
||||
|
||||
if ((a.y - b.y) * (c.x - b.x) + (b.x - a.x) * (c.y - b.y) >= 0)
|
||||
{
|
||||
earFound = true;
|
||||
for (int i = 3; i < numRestIndices; ++i)
|
||||
{
|
||||
otherIndex = sRestIndices[(restIndexPos + i) % numRestIndices];
|
||||
p = points[otherIndex];
|
||||
|
||||
if (IsPointInTriangle(ref p, ref a, ref b, ref c))
|
||||
{
|
||||
earFound = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (earFound)
|
||||
{
|
||||
vb.AddTriangle(i0, i1, i2);
|
||||
sRestIndices.RemoveAt((restIndexPos + 1) % numRestIndices);
|
||||
|
||||
numRestIndices--;
|
||||
restIndexPos = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
restIndexPos++;
|
||||
if (restIndexPos == numRestIndices) break; // no more ears
|
||||
}
|
||||
}
|
||||
vb.AddTriangle(sRestIndices[0], sRestIndices[1], sRestIndices[2]);
|
||||
|
||||
if (colors != null)
|
||||
vb.RepeatColors(colors, 0, vb.currentVertCount);
|
||||
|
||||
if (lineWidth > 0)
|
||||
DrawOutline(vb);
|
||||
}
|
||||
|
||||
void DrawOutline(VertexBuffer vb)
|
||||
{
|
||||
int numVertices = points.Count;
|
||||
int start = vb.currentVertCount - numVertices;
|
||||
int k = vb.currentVertCount;
|
||||
for (int i = 0; i < numVertices; i++)
|
||||
{
|
||||
Vector3 p0 = vb.vertices[start + i];
|
||||
p0.y = -p0.y;
|
||||
Vector3 p1;
|
||||
if (i < numVertices - 1)
|
||||
p1 = vb.vertices[start + i + 1];
|
||||
else
|
||||
p1 = vb.vertices[start];
|
||||
p1.y = -p1.y;
|
||||
|
||||
Vector3 lineVector = p1 - p0;
|
||||
Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
|
||||
widthVector.Normalize();
|
||||
|
||||
vb.AddVert(p0 - widthVector * lineWidth * 0.5f, lineColor);
|
||||
vb.AddVert(p0 + widthVector * lineWidth * 0.5f, lineColor);
|
||||
vb.AddVert(p1 - widthVector * lineWidth * 0.5f, lineColor);
|
||||
vb.AddVert(p1 + widthVector * lineWidth * 0.5f, lineColor);
|
||||
|
||||
k += 4;
|
||||
vb.AddTriangle(k - 4, k - 3, k - 1);
|
||||
vb.AddTriangle(k - 4, k - 1, k - 2);
|
||||
|
||||
//joint
|
||||
if (i != 0)
|
||||
{
|
||||
vb.AddTriangle(k - 6, k - 5, k - 3);
|
||||
vb.AddTriangle(k - 6, k - 3, k - 4);
|
||||
}
|
||||
if (i == numVertices - 1)
|
||||
{
|
||||
start += numVertices;
|
||||
vb.AddTriangle(k - 2, k - 1, start + 1);
|
||||
vb.AddTriangle(k - 2, start + 1, start);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IsPointInTriangle(ref Vector2 p, ref Vector2 a, ref Vector2 b, ref Vector2 c)
|
||||
{
|
||||
// From Starling
|
||||
// This algorithm is described well in this article:
|
||||
// http://www.blackpawn.com/texts/pointinpoly/default.html
|
||||
|
||||
float v0x = c.x - a.x;
|
||||
float v0y = c.y - a.y;
|
||||
float v1x = b.x - a.x;
|
||||
float v1y = b.y - a.y;
|
||||
float v2x = p.x - a.x;
|
||||
float v2y = p.y - a.y;
|
||||
|
||||
float dot00 = v0x * v0x + v0y * v0y;
|
||||
float dot01 = v0x * v1x + v0y * v1y;
|
||||
float dot02 = v0x * v2x + v0y * v2y;
|
||||
float dot11 = v1x * v1x + v1y * v1y;
|
||||
float dot12 = v1x * v2x + v1y * v2y;
|
||||
|
||||
float invDen = 1.0f / (dot00 * dot11 - dot01 * dot01);
|
||||
float u = (dot11 * dot02 - dot01 * dot12) * invDen;
|
||||
float v = (dot00 * dot12 - dot01 * dot02) * invDen;
|
||||
|
||||
return (u >= 0) && (v >= 0) && (u + v < 1);
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
if (!contentRect.Contains(point))
|
||||
return false;
|
||||
|
||||
// Algorithm & implementation thankfully taken from:
|
||||
// -> http://alienryderflex.com/polygon/
|
||||
// inspired by Starling
|
||||
int len = points.Count;
|
||||
int i;
|
||||
int j = len - 1;
|
||||
bool oddNodes = false;
|
||||
float w = contentRect.width;
|
||||
float h = contentRect.height;
|
||||
|
||||
for (i = 0; i < len; ++i)
|
||||
{
|
||||
float ix = points[i].x;
|
||||
float iy = points[i].y;
|
||||
float jx = points[j].x;
|
||||
float jy = points[j].y;
|
||||
if (usePercentPositions)
|
||||
{
|
||||
ix *= w;
|
||||
iy *= h;
|
||||
ix *= w;
|
||||
iy *= h;
|
||||
}
|
||||
|
||||
if ((iy < point.y && jy >= point.y || jy < point.y && iy >= point.y) && (ix <= point.x || jx <= point.x))
|
||||
{
|
||||
if (ix + (point.y - iy) / (jy - iy) * (jx - ix) < point.x)
|
||||
oddNodes = !oddNodes;
|
||||
}
|
||||
|
||||
j = i;
|
||||
}
|
||||
|
||||
return oddNodes;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db020628cd79e714fbafdbaaa2cc355f
|
||||
timeCreated: 1545987173
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,85 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class RectMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect? drawRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 lineColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? fillColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32[] colors;
|
||||
|
||||
public RectMesh()
|
||||
{
|
||||
lineColor = Color.black;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
|
||||
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
|
||||
if (lineWidth == 0)
|
||||
{
|
||||
if (color.a != 0)//optimized
|
||||
vb.AddQuad(rect, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rect part;
|
||||
|
||||
//left,right
|
||||
part = new Rect(rect.x, rect.y, lineWidth, rect.height);
|
||||
vb.AddQuad(part, lineColor);
|
||||
part = new Rect(rect.xMax - lineWidth, rect.y, lineWidth, rect.height);
|
||||
vb.AddQuad(part, lineColor);
|
||||
|
||||
//top, bottom
|
||||
part = new Rect(rect.x + lineWidth, rect.y, rect.width - lineWidth * 2, lineWidth);
|
||||
vb.AddQuad(part, lineColor);
|
||||
part = new Rect(rect.x + lineWidth, rect.yMax - lineWidth, rect.width - lineWidth * 2, lineWidth);
|
||||
vb.AddQuad(part, lineColor);
|
||||
|
||||
//middle
|
||||
if (color.a != 0)//optimized
|
||||
{
|
||||
part = Rect.MinMaxRect(rect.x + lineWidth, rect.y + lineWidth, rect.xMax - lineWidth, rect.yMax - lineWidth);
|
||||
if (part.width > 0 && part.height > 0)
|
||||
vb.AddQuad(part, color);
|
||||
}
|
||||
}
|
||||
|
||||
if (colors != null)
|
||||
vb.RepeatColors(colors, 0, vb.currentVertCount);
|
||||
|
||||
vb.AddTriangles();
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
return contentRect.Contains(point);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13a3a9d0d365d834696112114d7bf951
|
||||
timeCreated: 1545987172
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,128 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class RegularPolygonMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect? drawRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int sides;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 lineColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? centerColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? fillColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float[] distances;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float rotation;
|
||||
|
||||
public RegularPolygonMesh()
|
||||
{
|
||||
sides = 3;
|
||||
lineColor = Color.black;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
if (distances != null && distances.Length < sides)
|
||||
{
|
||||
Debug.LogError("distances.Length<sides");
|
||||
return;
|
||||
}
|
||||
|
||||
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
|
||||
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
|
||||
|
||||
float angleDelta = 2 * Mathf.PI / sides;
|
||||
float angle = rotation * Mathf.Deg2Rad;
|
||||
float radius = Mathf.Min(rect.width / 2, rect.height / 2);
|
||||
|
||||
float centerX = radius + rect.x;
|
||||
float centerY = radius + rect.y;
|
||||
vb.AddVert(new Vector3(centerX, centerY, 0), centerColor == null ? color : (Color32)centerColor);
|
||||
for (int i = 0; i < sides; i++)
|
||||
{
|
||||
float r = radius;
|
||||
if (distances != null)
|
||||
r *= distances[i];
|
||||
float xv = Mathf.Cos(angle) * (r - lineWidth);
|
||||
float yv = Mathf.Sin(angle) * (r - lineWidth);
|
||||
Vector3 vec = new Vector3(xv + centerX, yv + centerY, 0);
|
||||
vb.AddVert(vec, color);
|
||||
if (lineWidth > 0)
|
||||
{
|
||||
vb.AddVert(vec, lineColor);
|
||||
|
||||
xv = Mathf.Cos(angle) * r + centerX;
|
||||
yv = Mathf.Sin(angle) * r + centerY;
|
||||
vb.AddVert(new Vector3(xv, yv, 0), lineColor);
|
||||
}
|
||||
angle += angleDelta;
|
||||
}
|
||||
|
||||
if (lineWidth > 0)
|
||||
{
|
||||
int tmp = sides * 3;
|
||||
for (int i = 0; i < tmp; i += 3)
|
||||
{
|
||||
if (i != tmp - 3)
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, i + 4);
|
||||
vb.AddTriangle(i + 5, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, i + 6, i + 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, 1);
|
||||
vb.AddTriangle(2, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, 3, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < sides; i++)
|
||||
vb.AddTriangle(0, i + 1, (i == sides - 1) ? 1 : i + 2);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
if (drawRect != null)
|
||||
return ((Rect)drawRect).Contains(point);
|
||||
else
|
||||
return contentRect.Contains(point);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4084bdb2f1738340a28ab5699977f3b
|
||||
timeCreated: 1545987173
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,177 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
public class RoundedRectMesh : IMeshFactory, IHitTest
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect? drawRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 lineColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32? fillColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float topLeftRadius;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float topRightRadius;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float bottomLeftRadius;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float bottomRightRadius;
|
||||
|
||||
public RoundedRectMesh()
|
||||
{
|
||||
lineColor = Color.black;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
|
||||
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
|
||||
|
||||
float radiusX = rect.width / 2;
|
||||
float radiusY = rect.height / 2;
|
||||
float cornerMaxRadius = Mathf.Min(radiusX, radiusY);
|
||||
float centerX = radiusX + rect.x;
|
||||
float centerY = radiusY + rect.y;
|
||||
|
||||
vb.AddVert(new Vector3(centerX, centerY, 0), color);
|
||||
|
||||
int cnt = vb.currentVertCount;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float radius = 0;
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
radius = bottomRightRadius;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
radius = bottomLeftRadius;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
radius = topLeftRadius;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
radius = topRightRadius;
|
||||
break;
|
||||
}
|
||||
radius = Mathf.Min(cornerMaxRadius, radius);
|
||||
|
||||
float offsetX = rect.x;
|
||||
float offsetY = rect.y;
|
||||
|
||||
if (i == 0 || i == 3)
|
||||
offsetX = rect.xMax - radius * 2;
|
||||
if (i == 0 || i == 1)
|
||||
offsetY = rect.yMax - radius * 2;
|
||||
|
||||
if (radius != 0)
|
||||
{
|
||||
int partNumSides = Mathf.Max(1, Mathf.CeilToInt(Mathf.PI * radius / 8)) + 1;
|
||||
float angleDelta = Mathf.PI / 2 / partNumSides;
|
||||
float angle = Mathf.PI / 2 * i;
|
||||
float startAngle = angle;
|
||||
|
||||
for (int j = 1; j <= partNumSides; j++)
|
||||
{
|
||||
if (j == partNumSides) //消除精度误差带来的不对齐
|
||||
angle = startAngle + Mathf.PI / 2;
|
||||
Vector3 v1 = new Vector3(offsetX + Mathf.Cos(angle) * (radius - lineWidth) + radius,
|
||||
offsetY + Mathf.Sin(angle) * (radius - lineWidth) + radius, 0);
|
||||
vb.AddVert(v1, color);
|
||||
if (lineWidth != 0)
|
||||
{
|
||||
vb.AddVert(v1, lineColor);
|
||||
vb.AddVert(new Vector3(offsetX + Mathf.Cos(angle) * radius + radius,
|
||||
offsetY + Mathf.Sin(angle) * radius + radius, 0), lineColor);
|
||||
}
|
||||
angle += angleDelta;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 v1 = new Vector3(offsetX, offsetY, 0);
|
||||
if (lineWidth != 0)
|
||||
{
|
||||
if (i == 0 || i == 3)
|
||||
offsetX -= lineWidth;
|
||||
else
|
||||
offsetX += lineWidth;
|
||||
if (i == 0 || i == 1)
|
||||
offsetY -= lineWidth;
|
||||
else
|
||||
offsetY += lineWidth;
|
||||
Vector3 v2 = new Vector3(offsetX, offsetY, 0);
|
||||
vb.AddVert(v2, color);
|
||||
vb.AddVert(v2, lineColor);
|
||||
vb.AddVert(v1, lineColor);
|
||||
}
|
||||
else
|
||||
vb.AddVert(v1, color);
|
||||
}
|
||||
}
|
||||
cnt = vb.currentVertCount - cnt;
|
||||
|
||||
if (lineWidth > 0)
|
||||
{
|
||||
for (int i = 0; i < cnt; i += 3)
|
||||
{
|
||||
if (i != cnt - 3)
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, i + 4);
|
||||
vb.AddTriangle(i + 5, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, i + 6, i + 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
vb.AddTriangle(0, i + 1, 1);
|
||||
vb.AddTriangle(2, i + 2, i + 3);
|
||||
vb.AddTriangle(i + 3, 3, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < cnt; i++)
|
||||
vb.AddTriangle(0, i + 1, (i == cnt - 1) ? 1 : i + 2);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HitTest(Rect contentRect, Vector2 point)
|
||||
{
|
||||
if (drawRect != null)
|
||||
return ((Rect)drawRect).Contains(point);
|
||||
else
|
||||
return contentRect.Contains(point);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f910c4392a714c41b421c296621562b
|
||||
timeCreated: 1545987172
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,90 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class StraightLineMesh : IMeshFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color color;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Vector3 origin;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Vector3 end;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lineWidth;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool repeatFill;
|
||||
|
||||
public StraightLineMesh()
|
||||
{
|
||||
color = Color.black;
|
||||
lineWidth = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="lineWidth"></param>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="repeatFill"></param>
|
||||
public StraightLineMesh(float lineWidth, Color color, bool repeatFill)
|
||||
{
|
||||
this.lineWidth = lineWidth;
|
||||
this.color = color;
|
||||
this.repeatFill = repeatFill;
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
if (origin == end)
|
||||
return;
|
||||
|
||||
float length = Vector2.Distance(origin, end);
|
||||
Vector3 lineVector = end - origin;
|
||||
Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
|
||||
widthVector.Normalize();
|
||||
|
||||
Vector3 v0, v1, v2, v3;
|
||||
|
||||
if (repeatFill)
|
||||
{
|
||||
float ratio = length / vb.textureSize.x;
|
||||
v0 = VertexBuffer.NormalizedUV[0];
|
||||
v1 = VertexBuffer.NormalizedUV[1];
|
||||
v2 = new Vector2(ratio, 1);
|
||||
v3 = new Vector2(ratio, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
v0 = new Vector2(vb.uvRect.xMin, vb.uvRect.yMin);
|
||||
v1 = new Vector2(vb.uvRect.xMin, vb.uvRect.yMax);
|
||||
v2 = new Vector2(vb.uvRect.xMax, vb.uvRect.yMax);
|
||||
v3 = new Vector2(vb.uvRect.xMax, vb.uvRect.yMin);
|
||||
}
|
||||
|
||||
vb.AddVert(origin - widthVector * lineWidth * 0.5f, color, v0);
|
||||
vb.AddVert(origin + widthVector * lineWidth * 0.5f, color, v1);
|
||||
vb.AddVert(end + widthVector * lineWidth * 0.5f, color, v2);
|
||||
vb.AddVert(end - widthVector * lineWidth * 0.5f, color, v3);
|
||||
|
||||
vb.AddTriangles();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27b002bc89d804a7b8058b9d16d5c506
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,441 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public sealed class VertexBuffer
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect contentRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect uvRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color32 vertexColor;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Vector2 textureSize;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<Vector3> vertices;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<Color32> colors;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<Vector2> uvs;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<Vector2> uvs2;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public readonly List<int> triangles;
|
||||
|
||||
static public Vector2[] NormalizedUV = new Vector2[] {
|
||||
new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) };
|
||||
|
||||
static public Vector2[] NormalizedPosition = new Vector2[] {
|
||||
new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1) };
|
||||
|
||||
internal bool _alphaInVertexColor;
|
||||
internal bool _isArbitraryQuad;
|
||||
|
||||
static Stack<VertexBuffer> _pool = new Stack<VertexBuffer>();
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static VertexBuffer Begin()
|
||||
{
|
||||
if (_pool.Count > 0)
|
||||
{
|
||||
VertexBuffer inst = _pool.Pop();
|
||||
inst.Clear();
|
||||
return inst;
|
||||
}
|
||||
else
|
||||
return new VertexBuffer();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
public static VertexBuffer Begin(VertexBuffer source)
|
||||
{
|
||||
VertexBuffer vb = Begin();
|
||||
vb.contentRect = source.contentRect;
|
||||
vb.uvRect = source.uvRect;
|
||||
vb.vertexColor = source.vertexColor;
|
||||
vb.textureSize = source.textureSize;
|
||||
|
||||
return vb;
|
||||
}
|
||||
|
||||
private VertexBuffer()
|
||||
{
|
||||
vertices = new List<Vector3>();
|
||||
colors = new List<Color32>();
|
||||
uvs = new List<Vector2>();
|
||||
uvs2 = new List<Vector2>();
|
||||
triangles = new List<int>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void End()
|
||||
{
|
||||
_pool.Push(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
vertices.Clear();
|
||||
colors.Clear();
|
||||
uvs.Clear();
|
||||
uvs2.Clear();
|
||||
triangles.Clear();
|
||||
|
||||
_isArbitraryQuad = false;
|
||||
_alphaInVertexColor = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int currentVertCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return vertices.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
public void AddVert(Vector3 position)
|
||||
{
|
||||
position.y = -position.y;
|
||||
vertices.Add(position);
|
||||
colors.Add(vertexColor);
|
||||
if (vertexColor.a != 255)
|
||||
_alphaInVertexColor = true;
|
||||
uvs.Add(new Vector2(
|
||||
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
|
||||
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (-position.y - contentRect.yMin) / contentRect.height)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="color"></param>
|
||||
public void AddVert(Vector3 position, Color32 color)
|
||||
{
|
||||
position.y = -position.y;
|
||||
vertices.Add(position);
|
||||
colors.Add(color);
|
||||
if (color.a != 255)
|
||||
_alphaInVertexColor = true;
|
||||
uvs.Add(new Vector2(
|
||||
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
|
||||
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (-position.y - contentRect.yMin) / contentRect.height)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="uv"></param>
|
||||
public void AddVert(Vector3 position, Color32 color, Vector2 uv)
|
||||
{
|
||||
position.y = -position.y;
|
||||
vertices.Add(position);
|
||||
uvs.Add(new Vector2(uv.x, uv.y));
|
||||
colors.Add(color);
|
||||
if (color.a != 255)
|
||||
_alphaInVertexColor = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// 1---2
|
||||
/// | / |
|
||||
/// 0---3
|
||||
/// </summary>
|
||||
/// <param name="vertRect"></param>
|
||||
public void AddQuad(Rect vertRect)
|
||||
{
|
||||
AddVert(new Vector3(vertRect.xMin, vertRect.yMax, 0f));
|
||||
AddVert(new Vector3(vertRect.xMin, vertRect.yMin, 0f));
|
||||
AddVert(new Vector3(vertRect.xMax, vertRect.yMin, 0f));
|
||||
AddVert(new Vector3(vertRect.xMax, vertRect.yMax, 0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="vertRect"></param>
|
||||
/// <param name="color"></param>
|
||||
public void AddQuad(Rect vertRect, Color32 color)
|
||||
{
|
||||
AddVert(new Vector3(vertRect.xMin, vertRect.yMax, 0f), color);
|
||||
AddVert(new Vector3(vertRect.xMin, vertRect.yMin, 0f), color);
|
||||
AddVert(new Vector3(vertRect.xMax, vertRect.yMin, 0f), color);
|
||||
AddVert(new Vector3(vertRect.xMax, vertRect.yMax, 0f), color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="vertRect"></param>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="uvRect"></param>
|
||||
public void AddQuad(Rect vertRect, Color32 color, Rect uvRect)
|
||||
{
|
||||
vertices.Add(new Vector3(vertRect.xMin, -vertRect.yMax, 0f));
|
||||
vertices.Add(new Vector3(vertRect.xMin, -vertRect.yMin, 0f));
|
||||
vertices.Add(new Vector3(vertRect.xMax, -vertRect.yMin, 0f));
|
||||
vertices.Add(new Vector3(vertRect.xMax, -vertRect.yMax, 0f));
|
||||
|
||||
uvs.Add(new Vector2(uvRect.xMin, uvRect.yMin));
|
||||
uvs.Add(new Vector2(uvRect.xMin, uvRect.yMax));
|
||||
uvs.Add(new Vector2(uvRect.xMax, uvRect.yMax));
|
||||
uvs.Add(new Vector2(uvRect.xMax, uvRect.yMin));
|
||||
|
||||
colors.Add(color);
|
||||
colors.Add(color);
|
||||
colors.Add(color);
|
||||
colors.Add(color);
|
||||
|
||||
if (color.a != 255)
|
||||
_alphaInVertexColor = true;
|
||||
}
|
||||
|
||||
static List<Vector4> helperV4List = new List<Vector4>(4) { Vector4.zero, Vector4.zero, Vector4.zero, Vector4.zero };
|
||||
internal List<Vector4> FixUVForArbitraryQuad()
|
||||
{
|
||||
//ref1 http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
|
||||
//ref2 https://bitlush.com/blog/arbitrary-quadrilaterals-in-opengl-es-2-0
|
||||
|
||||
Vector4 qq = Vector4.one;
|
||||
Vector2 a = vertices[2] - vertices[0];
|
||||
Vector2 b = vertices[1] - vertices[3];
|
||||
Vector2 c = vertices[0] - vertices[3];
|
||||
|
||||
float cross = a.x * b.y - a.y * b.x;
|
||||
if (cross != 0)
|
||||
{
|
||||
float s = (a.x * c.y - a.y * c.x) / cross;
|
||||
if (s > 0 && s < 1)
|
||||
{
|
||||
float t = (b.x * c.y - b.y * c.x) / cross;
|
||||
if (t > 0 && t < 1)
|
||||
{
|
||||
qq.x = 1 / (1 - t);
|
||||
qq.y = 1 / s;
|
||||
qq.z = 1 / t;
|
||||
qq.w = 1 / (1 - s);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
Vector4 v = uvs[i];
|
||||
float q = qq[i];
|
||||
v.x *= q;
|
||||
v.y *= q;
|
||||
v.w = q;
|
||||
helperV4List[i] = v;
|
||||
}
|
||||
|
||||
return helperV4List;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="startIndex"></param>
|
||||
/// <param name="count"></param>
|
||||
public void RepeatColors(Color32[] value, int startIndex, int count)
|
||||
{
|
||||
int len = Mathf.Min(startIndex + count, vertices.Count);
|
||||
int colorCount = value.Length;
|
||||
int k = 0;
|
||||
for (int i = startIndex; i < len; i++)
|
||||
{
|
||||
Color32 c = value[(k++) % colorCount];
|
||||
colors[i] = c;
|
||||
if (c.a != 255)
|
||||
_alphaInVertexColor = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="idx0"></param>
|
||||
/// <param name="idx1"></param>
|
||||
/// <param name="idx2"></param>
|
||||
public void AddTriangle(int idx0, int idx1, int idx2)
|
||||
{
|
||||
triangles.Add(idx0);
|
||||
triangles.Add(idx1);
|
||||
triangles.Add(idx2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="idxList"></param>
|
||||
/// <param name="startVertexIndex"></param>
|
||||
public void AddTriangles(int[] idxList, int startVertexIndex = 0)
|
||||
{
|
||||
if (startVertexIndex != 0)
|
||||
{
|
||||
if (startVertexIndex < 0)
|
||||
startVertexIndex = vertices.Count + startVertexIndex;
|
||||
|
||||
int cnt = idxList.Length;
|
||||
for (int i = 0; i < cnt; i++)
|
||||
triangles.Add(idxList[i] + startVertexIndex);
|
||||
}
|
||||
else
|
||||
triangles.AddRange(idxList);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="startVertexIndex"></param>
|
||||
public void AddTriangles(int startVertexIndex = 0)
|
||||
{
|
||||
int cnt = vertices.Count;
|
||||
if (startVertexIndex < 0)
|
||||
startVertexIndex = cnt + startVertexIndex;
|
||||
|
||||
for (int i = startVertexIndex; i < cnt; i += 4)
|
||||
{
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
triangles.Add(i + 2);
|
||||
|
||||
triangles.Add(i + 2);
|
||||
triangles.Add(i + 3);
|
||||
triangles.Add(i);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public Vector3 GetPosition(int index)
|
||||
{
|
||||
if (index < 0)
|
||||
index = vertices.Count + index;
|
||||
|
||||
Vector3 vec = vertices[index];
|
||||
vec.y = -vec.y;
|
||||
return vec;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="usePercent"></param>
|
||||
/// <returns></returns>
|
||||
public Vector2 GetUVAtPosition(Vector2 position, bool usePercent)
|
||||
{
|
||||
if (usePercent)
|
||||
{
|
||||
return new Vector2(Mathf.Lerp(uvRect.xMin, uvRect.xMax, position.x),
|
||||
Mathf.Lerp(uvRect.yMax, uvRect.yMin, position.y));
|
||||
}
|
||||
else
|
||||
return new Vector2(Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
|
||||
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (position.y - contentRect.yMin) / contentRect.height));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="vb"></param>
|
||||
public void Append(VertexBuffer vb)
|
||||
{
|
||||
int len = vertices.Count;
|
||||
vertices.AddRange(vb.vertices);
|
||||
uvs.AddRange(vb.uvs);
|
||||
uvs2.AddRange(vb.uvs2);
|
||||
colors.AddRange(vb.colors);
|
||||
if (len != 0)
|
||||
{
|
||||
int len1 = vb.triangles.Count;
|
||||
for (int i = 0; i < len1; i++)
|
||||
triangles.Add(vb.triangles[i] + len);
|
||||
}
|
||||
else
|
||||
triangles.AddRange(vb.triangles);
|
||||
|
||||
if (vb._alphaInVertexColor)
|
||||
_alphaInVertexColor = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="vb"></param>
|
||||
public void Insert(VertexBuffer vb)
|
||||
{
|
||||
vertices.InsertRange(0, vb.vertices);
|
||||
uvs.InsertRange(0, vb.uvs);
|
||||
uvs2.InsertRange(0, vb.uvs2);
|
||||
colors.InsertRange(0, vb.colors);
|
||||
int len = triangles.Count;
|
||||
if (len != 0)
|
||||
{
|
||||
int len1 = vb.vertices.Count;
|
||||
for (int i = 0; i < len; i++)
|
||||
triangles[i] += len1;
|
||||
}
|
||||
triangles.InsertRange(0, vb.triangles);
|
||||
|
||||
if (vb._alphaInVertexColor)
|
||||
_alphaInVertexColor = true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d5501e8f84e40e47835611ab3896029
|
||||
timeCreated: 1545987173
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,414 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class MovieClip : Image
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class Frame
|
||||
{
|
||||
public NTexture texture;
|
||||
public float addDelay;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float interval;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool swing;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float repeatDelay;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float timeScale;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to ignore Unity time scale.
|
||||
/// </summary>
|
||||
public bool ignoreEngineTimeScale;
|
||||
|
||||
Frame[] _frames;
|
||||
int _frameCount;
|
||||
int _frame;
|
||||
bool _playing;
|
||||
int _start;
|
||||
int _end;
|
||||
int _times;
|
||||
int _endAt;
|
||||
int _status; //0-none, 1-next loop, 2-ending, 3-ended
|
||||
|
||||
float _frameElapsed; //当前帧延迟
|
||||
bool _reversed;
|
||||
int _repeatedCount;
|
||||
TimerCallback _timerDelegate;
|
||||
|
||||
EventListener _onPlayEnd;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public MovieClip()
|
||||
{
|
||||
interval = 0.1f;
|
||||
_playing = true;
|
||||
_timerDelegate = OnTimer;
|
||||
timeScale = 1;
|
||||
ignoreEngineTimeScale = false;
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
onAddedToStage.Add(OnAddedToStage);
|
||||
onRemovedFromStage.Add(OnRemoveFromStage);
|
||||
}
|
||||
|
||||
SetPlaySettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public EventListener onPlayEnd
|
||||
{
|
||||
get { return _onPlayEnd ?? (_onPlayEnd = new EventListener(this, "onPlayEnd")); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Frame[] frames
|
||||
{
|
||||
get
|
||||
{
|
||||
return _frames;
|
||||
}
|
||||
set
|
||||
{
|
||||
_frames = value;
|
||||
_scale9Grid = null;
|
||||
_scaleByTile = false;
|
||||
|
||||
if (_frames == null)
|
||||
{
|
||||
_frameCount = 0;
|
||||
graphics.texture = null;
|
||||
CheckTimer();
|
||||
return;
|
||||
}
|
||||
_frameCount = frames.Length;
|
||||
|
||||
if (_end == -1 || _end > _frameCount - 1)
|
||||
_end = _frameCount - 1;
|
||||
if (_endAt == -1 || _endAt > _frameCount - 1)
|
||||
_endAt = _frameCount - 1;
|
||||
|
||||
if (_frame < 0 || _frame > _frameCount - 1)
|
||||
_frame = _frameCount - 1;
|
||||
|
||||
InvalidateBatchingState();
|
||||
|
||||
_frameElapsed = 0;
|
||||
_repeatedCount = 0;
|
||||
_reversed = false;
|
||||
|
||||
DrawFrame();
|
||||
CheckTimer();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool playing
|
||||
{
|
||||
get { return _playing; }
|
||||
set
|
||||
{
|
||||
if (_playing != value)
|
||||
{
|
||||
_playing = value;
|
||||
CheckTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int frame
|
||||
{
|
||||
get { return _frame; }
|
||||
set
|
||||
{
|
||||
if (_frame != value)
|
||||
{
|
||||
if (_frames != null && value >= _frameCount)
|
||||
value = _frameCount - 1;
|
||||
|
||||
_frame = value;
|
||||
_frameElapsed = 0;
|
||||
DrawFrame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Rewind()
|
||||
{
|
||||
_frame = 0;
|
||||
_frameElapsed = 0;
|
||||
_reversed = false;
|
||||
_repeatedCount = 0;
|
||||
DrawFrame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="anotherMc"></param>
|
||||
public void SyncStatus(MovieClip anotherMc)
|
||||
{
|
||||
_frame = anotherMc._frame;
|
||||
_frameElapsed = anotherMc._frameElapsed;
|
||||
_reversed = anotherMc._reversed;
|
||||
_repeatedCount = anotherMc._repeatedCount;
|
||||
DrawFrame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
public void Advance(float time)
|
||||
{
|
||||
int beginFrame = _frame;
|
||||
bool beginReversed = _reversed;
|
||||
float backupTime = time;
|
||||
while (true)
|
||||
{
|
||||
float tt = interval + _frames[_frame].addDelay;
|
||||
if (_frame == 0 && _repeatedCount > 0)
|
||||
tt += repeatDelay;
|
||||
if (time < tt)
|
||||
{
|
||||
_frameElapsed = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
time -= tt;
|
||||
|
||||
if (swing)
|
||||
{
|
||||
if (_reversed)
|
||||
{
|
||||
_frame--;
|
||||
if (_frame <= 0)
|
||||
{
|
||||
_frame = 0;
|
||||
_repeatedCount++;
|
||||
_reversed = !_reversed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_frame++;
|
||||
if (_frame > _frameCount - 1)
|
||||
{
|
||||
_frame = Mathf.Max(0, _frameCount - 2);
|
||||
_repeatedCount++;
|
||||
_reversed = !_reversed;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_frame++;
|
||||
if (_frame > _frameCount - 1)
|
||||
{
|
||||
_frame = 0;
|
||||
_repeatedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (_frame == beginFrame && _reversed == beginReversed) //走了一轮了
|
||||
{
|
||||
float roundTime = backupTime - time; //这就是一轮需要的时间
|
||||
time -= Mathf.FloorToInt(time / roundTime) * roundTime; //跳过
|
||||
}
|
||||
}
|
||||
|
||||
DrawFrame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void SetPlaySettings()
|
||||
{
|
||||
SetPlaySettings(0, -1, 0, -1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从start帧开始,播放到end帧(-1表示结尾),重复times次(0表示无限循环),循环结束后,停止在endAt帧(-1表示参数end)
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
/// <param name="times"></param>
|
||||
/// <param name="endAt"></param>
|
||||
public void SetPlaySettings(int start, int end, int times, int endAt)
|
||||
{
|
||||
_start = start;
|
||||
_end = end;
|
||||
if (_end == -1 || _end > _frameCount - 1)
|
||||
_end = _frameCount - 1;
|
||||
_times = times;
|
||||
_endAt = endAt;
|
||||
if (_endAt == -1)
|
||||
_endAt = _end;
|
||||
_status = 0;
|
||||
this.frame = start;
|
||||
}
|
||||
|
||||
void OnAddedToStage()
|
||||
{
|
||||
if (_playing && _frameCount > 0)
|
||||
Timers.inst.AddUpdate(_timerDelegate);
|
||||
}
|
||||
|
||||
void OnRemoveFromStage()
|
||||
{
|
||||
Timers.inst.Remove(_timerDelegate);
|
||||
}
|
||||
|
||||
void CheckTimer()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
return;
|
||||
|
||||
if (_playing && _frameCount > 0 && this.stage != null)
|
||||
Timers.inst.AddUpdate(_timerDelegate);
|
||||
else
|
||||
Timers.inst.Remove(_timerDelegate);
|
||||
}
|
||||
|
||||
void OnTimer(object param)
|
||||
{
|
||||
if (!_playing || _frameCount == 0 || _status == 3)
|
||||
return;
|
||||
|
||||
float dt;
|
||||
if (ignoreEngineTimeScale)
|
||||
{
|
||||
dt = Time.unscaledDeltaTime;
|
||||
if (dt > 0.1f)
|
||||
dt = 0.1f;
|
||||
}
|
||||
else
|
||||
dt = Time.deltaTime;
|
||||
if (timeScale != 1)
|
||||
dt *= timeScale;
|
||||
|
||||
_frameElapsed += dt;
|
||||
float tt = interval + _frames[_frame].addDelay;
|
||||
if (_frame == 0 && _repeatedCount > 0)
|
||||
tt += repeatDelay;
|
||||
if (_frameElapsed < tt)
|
||||
return;
|
||||
|
||||
_frameElapsed -= tt;
|
||||
if (_frameElapsed > interval)
|
||||
_frameElapsed = interval;
|
||||
|
||||
if (swing)
|
||||
{
|
||||
if (_reversed)
|
||||
{
|
||||
_frame--;
|
||||
if (_frame <= 0)
|
||||
{
|
||||
_frame = 0;
|
||||
_repeatedCount++;
|
||||
_reversed = !_reversed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_frame++;
|
||||
if (_frame > _frameCount - 1)
|
||||
{
|
||||
_frame = Mathf.Max(0, _frameCount - 2);
|
||||
_repeatedCount++;
|
||||
_reversed = !_reversed;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_frame++;
|
||||
if (_frame > _frameCount - 1)
|
||||
{
|
||||
_frame = 0;
|
||||
_repeatedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (_status == 1) //new loop
|
||||
{
|
||||
_frame = _start;
|
||||
_frameElapsed = 0;
|
||||
_status = 0;
|
||||
DrawFrame();
|
||||
}
|
||||
else if (_status == 2) //ending
|
||||
{
|
||||
_frame = _endAt;
|
||||
_frameElapsed = 0;
|
||||
_status = 3; //ended
|
||||
DrawFrame();
|
||||
|
||||
DispatchEvent("onPlayEnd", null);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawFrame();
|
||||
if (_frame == _end)
|
||||
{
|
||||
if (_times > 0)
|
||||
{
|
||||
_times--;
|
||||
if (_times == 0)
|
||||
_status = 2; //ending
|
||||
else
|
||||
_status = 1; //new loop
|
||||
}
|
||||
else if (_start != 0)
|
||||
_status = 1; //new loop
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFrame()
|
||||
{
|
||||
if (_frameCount > 0)
|
||||
{
|
||||
Frame frame = _frames[_frame];
|
||||
graphics.texture = frame.texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ddeeb52259b7ed4e8a604fa8cd47897
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,67 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class NAudioClip
|
||||
{
|
||||
public static Action<AudioClip> CustomDestroyMethod;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public DestroyMethod destroyMethod;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public AudioClip nativeClip;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="audioClip"></param>
|
||||
public NAudioClip(AudioClip audioClip)
|
||||
{
|
||||
nativeClip = audioClip;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Unload()
|
||||
{
|
||||
if (nativeClip == null)
|
||||
return;
|
||||
|
||||
if (destroyMethod == DestroyMethod.Unload)
|
||||
Resources.UnloadAsset(nativeClip);
|
||||
else if (destroyMethod == DestroyMethod.Destroy)
|
||||
UnityEngine.Object.DestroyImmediate(nativeClip, true);
|
||||
else if (destroyMethod == DestroyMethod.Custom)
|
||||
{
|
||||
if (CustomDestroyMethod == null)
|
||||
Debug.LogWarning("NAudioClip.CustomDestroyMethod must be set to handle DestroyMethod.Custom");
|
||||
else
|
||||
CustomDestroyMethod(nativeClip);
|
||||
}
|
||||
|
||||
nativeClip = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="audioClip"></param>
|
||||
public void Reload(AudioClip audioClip)
|
||||
{
|
||||
if (nativeClip != null && nativeClip != audioClip)
|
||||
Unload();
|
||||
|
||||
nativeClip = audioClip;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e081bc28928c3474194543c862fadec5
|
||||
timeCreated: 1535374215
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,842 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using FairyGUI.Utils;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class NGraphics : IMeshFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public GameObject gameObject { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public MeshFilter meshFilter { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public MeshRenderer meshRenderer { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Mesh mesh { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public BlendMode blendMode;
|
||||
|
||||
/// <summary>
|
||||
/// 不参与剪裁
|
||||
/// </summary>
|
||||
public bool dontClip;
|
||||
|
||||
/// <summary>
|
||||
/// 当Mesh更新时触发
|
||||
/// </summary>
|
||||
public event Action meshModifier;
|
||||
|
||||
NTexture _texture;
|
||||
string _shader;
|
||||
Material _material;
|
||||
int _customMatarial; //0-none, 1-common, 2-support internal mask, 128-owns material
|
||||
MaterialManager _manager;
|
||||
string[] _shaderKeywords;
|
||||
int _materialFlags;
|
||||
IMeshFactory _meshFactory;
|
||||
|
||||
float _alpha;
|
||||
Color _color;
|
||||
bool _meshDirty;
|
||||
Rect _contentRect;
|
||||
FlipType _flip;
|
||||
|
||||
public class VertexMatrix
|
||||
{
|
||||
public Vector3 cameraPos;
|
||||
public Matrix4x4 matrix;
|
||||
}
|
||||
VertexMatrix _vertexMatrix;
|
||||
|
||||
bool hasAlphaBackup;
|
||||
List<byte> _alphaBackup; //透明度改变需要通过修改顶点颜色实现,但顶点颜色本身可能就带有透明度,所以这里要有一个备份
|
||||
|
||||
internal int _maskFlag;
|
||||
StencilEraser _stencilEraser;
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
Color32[] _colors;
|
||||
#endif
|
||||
|
||||
MaterialPropertyBlock _propertyBlock;
|
||||
bool _blockUpdated;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="gameObject"></param>
|
||||
public NGraphics(GameObject gameObject)
|
||||
{
|
||||
this.gameObject = gameObject;
|
||||
|
||||
_alpha = 1f;
|
||||
_shader = ShaderConfig.imageShader;
|
||||
_color = Color.white;
|
||||
_meshFactory = this;
|
||||
|
||||
meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
|
||||
meshRenderer.receiveShadows = false;
|
||||
|
||||
mesh = new Mesh();
|
||||
mesh.name = gameObject.name;
|
||||
mesh.MarkDynamic();
|
||||
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
meshFilter.hideFlags = DisplayObject.hideFlags;
|
||||
meshRenderer.hideFlags = DisplayObject.hideFlags;
|
||||
mesh.hideFlags = DisplayObject.hideFlags;
|
||||
|
||||
Stats.LatestGraphicsCreation++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public IMeshFactory meshFactory
|
||||
{
|
||||
get { return _meshFactory; }
|
||||
set
|
||||
{
|
||||
if (_meshFactory != value)
|
||||
{
|
||||
_meshFactory = value;
|
||||
_meshDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
public T GetMeshFactory<T>() where T : IMeshFactory, new()
|
||||
{
|
||||
if (!(_meshFactory is T))
|
||||
{
|
||||
_meshFactory = new T();
|
||||
_meshDirty = true;
|
||||
}
|
||||
return (T)_meshFactory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect contentRect
|
||||
{
|
||||
get { return _contentRect; }
|
||||
set
|
||||
{
|
||||
_contentRect = value;
|
||||
_meshDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public FlipType flip
|
||||
{
|
||||
get { return _flip; }
|
||||
set
|
||||
{
|
||||
if (_flip != value)
|
||||
{
|
||||
_flip = value;
|
||||
_meshDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public NTexture texture
|
||||
{
|
||||
get { return _texture; }
|
||||
set
|
||||
{
|
||||
if (_texture != value)
|
||||
{
|
||||
if (value != null)
|
||||
value.AddRef();
|
||||
if (_texture != null)
|
||||
_texture.ReleaseRef();
|
||||
|
||||
_texture = value;
|
||||
if (_customMatarial != 0 && _material != null)
|
||||
_material.mainTexture = _texture != null ? _texture.nativeTexture : null;
|
||||
_meshDirty = true;
|
||||
UpdateManager();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string shader
|
||||
{
|
||||
get { return _shader; }
|
||||
set
|
||||
{
|
||||
_shader = value;
|
||||
UpdateManager();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="shader"></param>
|
||||
/// <param name="texture"></param>
|
||||
public void SetShaderAndTexture(string shader, NTexture texture)
|
||||
{
|
||||
_shader = shader;
|
||||
if (_texture != texture)
|
||||
this.texture = texture;
|
||||
else
|
||||
UpdateManager();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Material material
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_customMatarial == 0 && _material == null && _manager != null)
|
||||
_material = _manager.GetMaterial(_materialFlags, blendMode, 0);
|
||||
return _material;
|
||||
}
|
||||
set
|
||||
{
|
||||
if ((_customMatarial & 128) != 0 && _material != null)
|
||||
Object.DestroyImmediate(_material);
|
||||
|
||||
_material = value;
|
||||
if (_material != null)
|
||||
{
|
||||
_customMatarial = 1;
|
||||
if (_material.HasProperty(ShaderConfig.ID_Stencil) || _material.HasProperty(ShaderConfig.ID_ClipBox))
|
||||
_customMatarial |= 2;
|
||||
|
||||
meshRenderer.sharedMaterial = _material;
|
||||
if (_texture != null)
|
||||
_material.mainTexture = _texture.nativeTexture;
|
||||
}
|
||||
else
|
||||
{
|
||||
_customMatarial = 0;
|
||||
meshRenderer.sharedMaterial = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same as material property except that ownership is transferred to this object.
|
||||
/// </summary>
|
||||
/// <param name="material"></param>
|
||||
public void SetMaterial(Material material)
|
||||
{
|
||||
this.material = material;
|
||||
_customMatarial |= 128;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string[] materialKeywords
|
||||
{
|
||||
get { return _shaderKeywords; }
|
||||
set
|
||||
{
|
||||
_shaderKeywords = value;
|
||||
UpdateMaterialFlags();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="keyword"></param>
|
||||
/// <param name="enabled"></param>
|
||||
public void ToggleKeyword(string keyword, bool enabled)
|
||||
{
|
||||
if (enabled)
|
||||
{
|
||||
if (_shaderKeywords == null)
|
||||
{
|
||||
_shaderKeywords = new string[] { keyword };
|
||||
UpdateMaterialFlags();
|
||||
}
|
||||
else if (Array.IndexOf(_shaderKeywords, keyword) == -1)
|
||||
{
|
||||
Array.Resize(ref _shaderKeywords, _shaderKeywords.Length + 1);
|
||||
_shaderKeywords[_shaderKeywords.Length - 1] = keyword;
|
||||
UpdateMaterialFlags();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_shaderKeywords != null)
|
||||
{
|
||||
int i = Array.IndexOf(_shaderKeywords, keyword);
|
||||
if (i != -1)
|
||||
{
|
||||
_shaderKeywords[i] = null;
|
||||
UpdateMaterialFlags();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateManager()
|
||||
{
|
||||
if (_texture != null)
|
||||
_manager = _texture.GetMaterialManager(_shader);
|
||||
else
|
||||
_manager = null;
|
||||
UpdateMaterialFlags();
|
||||
}
|
||||
|
||||
void UpdateMaterialFlags()
|
||||
{
|
||||
if (_customMatarial != 0)
|
||||
{
|
||||
if (material != null)
|
||||
material.shaderKeywords = _shaderKeywords;
|
||||
}
|
||||
else if (_shaderKeywords != null && _manager != null)
|
||||
_materialFlags = _manager.GetFlagsByKeywords(_shaderKeywords);
|
||||
else
|
||||
_materialFlags = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool enabled
|
||||
{
|
||||
get { return meshRenderer.enabled; }
|
||||
set { meshRenderer.enabled = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int sortingOrder
|
||||
{
|
||||
get { return meshRenderer.sortingOrder; }
|
||||
set { meshRenderer.sortingOrder = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
internal void _SetStencilEraserOrder(int value)
|
||||
{
|
||||
_stencilEraser.meshRenderer.sortingOrder = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public Color color
|
||||
{
|
||||
get { return _color; }
|
||||
set { _color = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Tint()
|
||||
{
|
||||
if (_meshDirty)
|
||||
return;
|
||||
|
||||
int vertCount = mesh.vertexCount;
|
||||
if (vertCount == 0)
|
||||
return;
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
Color32[] colors = _colors;
|
||||
if (colors == null)
|
||||
colors = mesh.colors32;
|
||||
#else
|
||||
VertexBuffer vb = VertexBuffer.Begin();
|
||||
mesh.GetColors(vb.colors);
|
||||
List<Color32> colors = vb.colors;
|
||||
#endif
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Color32 col = _color;
|
||||
col.a = (byte)(_alpha * (hasAlphaBackup ? _alphaBackup[i] : (byte)255));
|
||||
colors[i] = col;
|
||||
}
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
mesh.colors32 = colors;
|
||||
#else
|
||||
mesh.SetColors(vb.colors);
|
||||
vb.End();
|
||||
#endif
|
||||
}
|
||||
|
||||
void ChangeAlpha(float value)
|
||||
{
|
||||
_alpha = value;
|
||||
|
||||
int vertCount = mesh.vertexCount;
|
||||
if (vertCount == 0)
|
||||
return;
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
Color32[] colors = _colors;
|
||||
if (colors == null)
|
||||
colors = mesh.colors32;
|
||||
#else
|
||||
VertexBuffer vb = VertexBuffer.Begin();
|
||||
mesh.GetColors(vb.colors);
|
||||
List<Color32> colors = vb.colors;
|
||||
#endif
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Color32 col = colors[i];
|
||||
col.a = (byte)(_alpha * (hasAlphaBackup ? _alphaBackup[i] : (byte)255));
|
||||
colors[i] = col;
|
||||
}
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
mesh.colors32 = colors;
|
||||
#else
|
||||
mesh.SetColors(vb.colors);
|
||||
vb.End();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public VertexMatrix vertexMatrix
|
||||
{
|
||||
get { return _vertexMatrix; }
|
||||
set
|
||||
{
|
||||
_vertexMatrix = value;
|
||||
_meshDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public MaterialPropertyBlock materialPropertyBlock
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_propertyBlock == null)
|
||||
_propertyBlock = new MaterialPropertyBlock();
|
||||
|
||||
_blockUpdated = true;
|
||||
return _propertyBlock;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void SetMeshDirty()
|
||||
{
|
||||
_meshDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool UpdateMesh()
|
||||
{
|
||||
if (_meshDirty)
|
||||
{
|
||||
UpdateMeshNow();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
Object.Destroy(mesh);
|
||||
else
|
||||
Object.DestroyImmediate(mesh);
|
||||
mesh = null;
|
||||
}
|
||||
if ((_customMatarial & 128) != 0 && _material != null)
|
||||
Object.DestroyImmediate(_material);
|
||||
|
||||
if (_texture != null)
|
||||
{
|
||||
_texture.ReleaseRef();
|
||||
_texture = null;
|
||||
}
|
||||
|
||||
_manager = null;
|
||||
_material = null;
|
||||
meshRenderer = null;
|
||||
meshFilter = null;
|
||||
_stencilEraser = null;
|
||||
meshModifier = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
/// <param name="alpha"></param>
|
||||
/// <param name="grayed"></param>
|
||||
public void Update(UpdateContext context, float alpha, bool grayed)
|
||||
{
|
||||
Stats.GraphicsCount++;
|
||||
|
||||
if (_meshDirty)
|
||||
{
|
||||
_alpha = alpha;
|
||||
UpdateMeshNow();
|
||||
}
|
||||
else if (_alpha != alpha)
|
||||
ChangeAlpha(alpha);
|
||||
|
||||
if (_propertyBlock != null && _blockUpdated)
|
||||
{
|
||||
meshRenderer.SetPropertyBlock(_propertyBlock);
|
||||
_blockUpdated = false;
|
||||
}
|
||||
|
||||
if (_customMatarial != 0)
|
||||
{
|
||||
if ((_customMatarial & 2) != 0 && _material != null)
|
||||
context.ApplyClippingProperties(_material, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_manager != null)
|
||||
{
|
||||
if (_maskFlag == 1)
|
||||
{
|
||||
_material = _manager.GetMaterial((int)MaterialFlags.AlphaMask | _materialFlags, BlendMode.Normal, context.clipInfo.clipId);
|
||||
context.ApplyAlphaMaskProperties(_material, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
int matFlags = _materialFlags;
|
||||
if (grayed)
|
||||
matFlags |= (int)MaterialFlags.Grayed;
|
||||
|
||||
if (context.clipped)
|
||||
{
|
||||
if (context.stencilReferenceValue > 0)
|
||||
matFlags |= (int)MaterialFlags.StencilTest;
|
||||
if (context.rectMaskDepth > 0)
|
||||
{
|
||||
if (context.clipInfo.soft)
|
||||
matFlags |= (int)MaterialFlags.SoftClipped;
|
||||
else
|
||||
matFlags |= (int)MaterialFlags.Clipped;
|
||||
}
|
||||
|
||||
_material = _manager.GetMaterial(matFlags, blendMode, context.clipInfo.clipId);
|
||||
if (_manager.firstMaterialInFrame)
|
||||
context.ApplyClippingProperties(_material, true);
|
||||
}
|
||||
else
|
||||
_material = _manager.GetMaterial(matFlags, blendMode, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
_material = null;
|
||||
|
||||
if (!Material.ReferenceEquals(_material, meshRenderer.sharedMaterial))
|
||||
meshRenderer.sharedMaterial = _material;
|
||||
}
|
||||
|
||||
if (_maskFlag != 0)
|
||||
{
|
||||
if (_maskFlag == 1)
|
||||
_maskFlag = 2;
|
||||
else
|
||||
{
|
||||
if (_stencilEraser != null)
|
||||
_stencilEraser.enabled = false;
|
||||
|
||||
_maskFlag = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void _PreUpdateMask(UpdateContext context, uint maskId)
|
||||
{
|
||||
//_maskFlag: 0-new mask, 1-active mask, 2-mask complete
|
||||
if (_maskFlag == 0)
|
||||
{
|
||||
if (_stencilEraser == null)
|
||||
{
|
||||
_stencilEraser = new StencilEraser(gameObject.transform);
|
||||
_stencilEraser.meshFilter.mesh = mesh;
|
||||
}
|
||||
else
|
||||
_stencilEraser.enabled = true;
|
||||
}
|
||||
|
||||
_maskFlag = 1;
|
||||
|
||||
if (_manager != null)
|
||||
{
|
||||
//这里使用maskId而不是clipInfo.clipId,是因为遮罩有两个用途,一个是写入遮罩,一个是擦除,两个不能用同一个材质
|
||||
Material mat = _manager.GetMaterial((int)MaterialFlags.AlphaMask | _materialFlags, BlendMode.Normal, maskId);
|
||||
if (!Material.ReferenceEquals(mat, _stencilEraser.meshRenderer.sharedMaterial))
|
||||
_stencilEraser.meshRenderer.sharedMaterial = mat;
|
||||
|
||||
context.ApplyAlphaMaskProperties(mat, true);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMeshNow()
|
||||
{
|
||||
_meshDirty = false;
|
||||
|
||||
if (_texture == null || _meshFactory == null)
|
||||
{
|
||||
if (mesh.vertexCount > 0)
|
||||
{
|
||||
mesh.Clear();
|
||||
|
||||
if (meshModifier != null)
|
||||
meshModifier();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
VertexBuffer vb = VertexBuffer.Begin();
|
||||
vb.contentRect = _contentRect;
|
||||
vb.uvRect = _texture.uvRect;
|
||||
if (_texture != null)
|
||||
vb.textureSize = new Vector2(_texture.width, _texture.height);
|
||||
else
|
||||
vb.textureSize = new Vector2(0, 0);
|
||||
if (_flip != FlipType.None)
|
||||
{
|
||||
if (_flip == FlipType.Horizontal || _flip == FlipType.Both)
|
||||
{
|
||||
float tmp = vb.uvRect.xMin;
|
||||
vb.uvRect.xMin = vb.uvRect.xMax;
|
||||
vb.uvRect.xMax = tmp;
|
||||
}
|
||||
if (_flip == FlipType.Vertical || _flip == FlipType.Both)
|
||||
{
|
||||
float tmp = vb.uvRect.yMin;
|
||||
vb.uvRect.yMin = vb.uvRect.yMax;
|
||||
vb.uvRect.yMax = tmp;
|
||||
}
|
||||
}
|
||||
vb.vertexColor = _color;
|
||||
_meshFactory.OnPopulateMesh(vb);
|
||||
|
||||
int vertCount = vb.currentVertCount;
|
||||
if (vertCount == 0)
|
||||
{
|
||||
if (mesh.vertexCount > 0)
|
||||
{
|
||||
mesh.Clear();
|
||||
|
||||
if (meshModifier != null)
|
||||
meshModifier();
|
||||
}
|
||||
vb.End();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_texture.rotated)
|
||||
{
|
||||
float xMin = _texture.uvRect.xMin;
|
||||
float yMin = _texture.uvRect.yMin;
|
||||
float yMax = _texture.uvRect.yMax;
|
||||
float tmp;
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Vector2 vec = vb.uvs[i];
|
||||
tmp = vec.y;
|
||||
vec.y = yMin + vec.x - xMin;
|
||||
vec.x = xMin + yMax - tmp;
|
||||
vb.uvs[i] = vec;
|
||||
}
|
||||
}
|
||||
|
||||
hasAlphaBackup = vb._alphaInVertexColor;
|
||||
if (hasAlphaBackup)
|
||||
{
|
||||
if (_alphaBackup == null)
|
||||
_alphaBackup = new List<byte>();
|
||||
else
|
||||
_alphaBackup.Clear();
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Color32 col = vb.colors[i];
|
||||
_alphaBackup.Add(col.a);
|
||||
|
||||
col.a = (byte)(col.a * _alpha);
|
||||
vb.colors[i] = col;
|
||||
}
|
||||
}
|
||||
else if (_alpha != 1)
|
||||
{
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Color32 col = vb.colors[i];
|
||||
col.a = (byte)(col.a * _alpha);
|
||||
vb.colors[i] = col;
|
||||
}
|
||||
}
|
||||
|
||||
if (_vertexMatrix != null)
|
||||
{
|
||||
Vector3 camPos = _vertexMatrix.cameraPos;
|
||||
Vector3 center = new Vector3(camPos.x, camPos.y, 0);
|
||||
center -= _vertexMatrix.matrix.MultiplyPoint(center);
|
||||
for (int i = 0; i < vertCount; i++)
|
||||
{
|
||||
Vector3 pt = vb.vertices[i];
|
||||
pt = _vertexMatrix.matrix.MultiplyPoint(pt);
|
||||
pt += center;
|
||||
Vector3 vec = pt - camPos;
|
||||
float lambda = -camPos.z / vec.z;
|
||||
pt.x = camPos.x + lambda * vec.x;
|
||||
pt.y = camPos.y + lambda * vec.y;
|
||||
pt.z = 0;
|
||||
|
||||
vb.vertices[i] = pt;
|
||||
}
|
||||
}
|
||||
|
||||
mesh.Clear();
|
||||
|
||||
#if UNITY_5_2 || UNITY_5_3_OR_NEWER
|
||||
mesh.SetVertices(vb.vertices);
|
||||
if (vb._isArbitraryQuad)
|
||||
mesh.SetUVs(0, vb.FixUVForArbitraryQuad());
|
||||
else
|
||||
mesh.SetUVs(0, vb.uvs);
|
||||
mesh.SetColors(vb.colors);
|
||||
mesh.SetTriangles(vb.triangles, 0);
|
||||
if (vb.uvs2.Count == vb.uvs.Count)
|
||||
mesh.SetUVs(1, vb.uvs2);
|
||||
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
_colors = null;
|
||||
#endif
|
||||
#else
|
||||
Vector3[] vertices = new Vector3[vertCount];
|
||||
Vector2[] uv = new Vector2[vertCount];
|
||||
_colors = new Color32[vertCount];
|
||||
int[] triangles = new int[vb.triangles.Count];
|
||||
|
||||
vb.vertices.CopyTo(vertices);
|
||||
vb.uvs.CopyTo(uv);
|
||||
vb.colors.CopyTo(_colors);
|
||||
vb.triangles.CopyTo(triangles);
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.uv = uv;
|
||||
mesh.triangles = triangles;
|
||||
mesh.colors32 = _colors;
|
||||
|
||||
if(vb.uvs2.Count==uv.Length)
|
||||
{
|
||||
uv = new Vector2[vertCount];
|
||||
vb.uvs2.CopyTo(uv);
|
||||
mesh.uv2 = uv;
|
||||
}
|
||||
#endif
|
||||
vb.End();
|
||||
|
||||
if (meshModifier != null)
|
||||
meshModifier();
|
||||
}
|
||||
|
||||
public void OnPopulateMesh(VertexBuffer vb)
|
||||
{
|
||||
Rect rect = texture.GetDrawRect(vb.contentRect);
|
||||
|
||||
vb.AddQuad(rect, vb.vertexColor, vb.uvRect);
|
||||
vb.AddTriangles();
|
||||
vb._isArbitraryQuad = _vertexMatrix != null;
|
||||
}
|
||||
|
||||
class StencilEraser
|
||||
{
|
||||
public GameObject gameObject;
|
||||
public MeshFilter meshFilter;
|
||||
public MeshRenderer meshRenderer;
|
||||
|
||||
public StencilEraser(Transform parent)
|
||||
{
|
||||
gameObject = new GameObject("StencilEraser");
|
||||
gameObject.transform.SetParent(parent, false);
|
||||
|
||||
meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
|
||||
meshRenderer.receiveShadows = false;
|
||||
|
||||
gameObject.layer = parent.gameObject.layer;
|
||||
gameObject.hideFlags = parent.gameObject.hideFlags;
|
||||
meshFilter.hideFlags = parent.gameObject.hideFlags;
|
||||
meshRenderer.hideFlags = parent.gameObject.hideFlags;
|
||||
}
|
||||
|
||||
public bool enabled
|
||||
{
|
||||
get { return meshRenderer.enabled; }
|
||||
set { meshRenderer.enabled = value; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b84f79fb60acc974cb58c5368b257716
|
||||
timeCreated: 1535374215
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,515 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public enum DestroyMethod
|
||||
{
|
||||
Destroy,
|
||||
Unload,
|
||||
None,
|
||||
ReleaseTemp,
|
||||
Custom
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class NTexture
|
||||
{
|
||||
/// <summary>
|
||||
/// This event will trigger when a texture is destroying if its destroyMethod is Custom
|
||||
/// </summary>
|
||||
public static event Action<Texture> CustomDestroyMethod;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Rect uvRect;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool rotated;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int refCount;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public float lastActive;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public DestroyMethod destroyMethod;
|
||||
|
||||
/// <summary>
|
||||
/// This event will trigger when texture reloaded and size changed.
|
||||
/// </summary>
|
||||
public event Action<NTexture> onSizeChanged;
|
||||
|
||||
/// <summary>
|
||||
/// This event will trigger when ref count is zero.
|
||||
/// </summary>
|
||||
public event Action<NTexture> onRelease;
|
||||
|
||||
private Texture _nativeTexture;
|
||||
private Texture _alphaTexture;
|
||||
|
||||
private Rect _region;
|
||||
private Vector2 _offset;
|
||||
private Vector2 _originalSize;
|
||||
|
||||
private NTexture _root;
|
||||
private Dictionary<string, MaterialManager> _materialManagers;
|
||||
|
||||
internal static Texture2D CreateEmptyTexture()
|
||||
{
|
||||
var emptyTexture = new Texture2D(1, 1, TextureFormat.RGB24, false);
|
||||
emptyTexture.name = "White Texture";
|
||||
emptyTexture.hideFlags = DisplayObject.hideFlags;
|
||||
emptyTexture.SetPixel(0, 0, Color.white);
|
||||
emptyTexture.Apply();
|
||||
return emptyTexture;
|
||||
}
|
||||
|
||||
private static NTexture _empty;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static NTexture Empty
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_empty == null)
|
||||
_empty = new NTexture(CreateEmptyTexture());
|
||||
|
||||
return _empty;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static void DisposeEmpty()
|
||||
{
|
||||
if (_empty != null)
|
||||
{
|
||||
var tmp = _empty;
|
||||
_empty = null;
|
||||
tmp.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
public NTexture(Texture texture) : this(texture, null, 1, 1)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="xScale"></param>
|
||||
/// <param name="yScale"></param>
|
||||
public NTexture(Texture texture, Texture alphaTexture, float xScale, float yScale)
|
||||
{
|
||||
_root = this;
|
||||
_nativeTexture = texture;
|
||||
_alphaTexture = alphaTexture;
|
||||
uvRect = new Rect(0, 0, xScale, yScale);
|
||||
if (yScale < 0)
|
||||
{
|
||||
uvRect.y = -yScale;
|
||||
uvRect.yMax = 0;
|
||||
}
|
||||
|
||||
if (xScale < 0)
|
||||
{
|
||||
uvRect.x = -xScale;
|
||||
uvRect.xMax = 0;
|
||||
}
|
||||
|
||||
if (_nativeTexture != null)
|
||||
_originalSize = new Vector2(_nativeTexture.width, _nativeTexture.height);
|
||||
_region = new Rect(0, 0, _originalSize.x, _originalSize.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="region"></param>
|
||||
public NTexture(Texture texture, Rect region)
|
||||
{
|
||||
_root = this;
|
||||
_nativeTexture = texture;
|
||||
_region = region;
|
||||
_originalSize = new Vector2(_region.width, _region.height);
|
||||
if (_nativeTexture != null)
|
||||
uvRect = new Rect(region.x / _nativeTexture.width, 1 - region.yMax / _nativeTexture.height,
|
||||
region.width / _nativeTexture.width, region.height / _nativeTexture.height);
|
||||
else
|
||||
uvRect.Set(0, 0, 1, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="root"></param>
|
||||
/// <param name="region"></param>
|
||||
/// <param name="rotated"></param>
|
||||
public NTexture(NTexture root, Rect region, bool rotated)
|
||||
{
|
||||
_root = root;
|
||||
this.rotated = rotated;
|
||||
region.x += root._region.x;
|
||||
region.y += root._region.y;
|
||||
uvRect = new Rect(region.x * root.uvRect.width / root.width,
|
||||
1 - region.yMax * root.uvRect.height / root.height,
|
||||
region.width * root.uvRect.width / root.width, region.height * root.uvRect.height / root.height);
|
||||
if (rotated)
|
||||
{
|
||||
var tmp = region.width;
|
||||
region.width = region.height;
|
||||
region.height = tmp;
|
||||
|
||||
tmp = uvRect.width;
|
||||
uvRect.width = uvRect.height;
|
||||
uvRect.height = tmp;
|
||||
}
|
||||
|
||||
_region = region;
|
||||
_originalSize = _region.size;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="root"></param>
|
||||
/// <param name="region"></param>
|
||||
/// <param name="rotated"></param>
|
||||
/// <param name="originalSize"></param>
|
||||
/// <param name="offset"></param>
|
||||
public NTexture(NTexture root, Rect region, bool rotated, Vector2 originalSize, Vector2 offset)
|
||||
: this(root, region, rotated)
|
||||
{
|
||||
_originalSize = originalSize;
|
||||
_offset = offset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="sprite"></param>
|
||||
public NTexture(Sprite sprite)
|
||||
{
|
||||
var rect = sprite.textureRect;
|
||||
rect.y = sprite.texture.height - rect.yMax;
|
||||
|
||||
_root = this;
|
||||
_nativeTexture = sprite.texture;
|
||||
_region = rect;
|
||||
_originalSize = new Vector2(_region.width, _region.height);
|
||||
uvRect = new Rect(_region.x / _nativeTexture.width, 1 - _region.yMax / _nativeTexture.height,
|
||||
_region.width / _nativeTexture.width, _region.height / _nativeTexture.height);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int width => (int)_region.width;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int height => (int)_region.height;
|
||||
|
||||
/// <summary>
|
||||
/// 修改源码,unity里sprite用fgui的图,转换时要用
|
||||
/// </summary>
|
||||
public Rect region => _region;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Vector2 offset
|
||||
{
|
||||
get => _offset;
|
||||
set => _offset = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Vector2 originalSize
|
||||
{
|
||||
get => _originalSize;
|
||||
set => _originalSize = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="drawRect"></param>
|
||||
/// <returns></returns>
|
||||
public Rect GetDrawRect(Rect drawRect)
|
||||
{
|
||||
if (_originalSize.x == _region.width && _originalSize.y == _region.height)
|
||||
return drawRect;
|
||||
|
||||
var sx = drawRect.width / _originalSize.x;
|
||||
var sy = drawRect.height / _originalSize.y;
|
||||
return new Rect(_offset.x * sx, _offset.y * sy, _region.width * sx, _region.height * sy);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="uv"></param>
|
||||
public void GetUV(Vector2[] uv)
|
||||
{
|
||||
uv[0] = uvRect.position;
|
||||
uv[1] = new Vector2(uvRect.xMin, uvRect.yMax);
|
||||
uv[2] = new Vector2(uvRect.xMax, uvRect.yMax);
|
||||
uv[3] = new Vector2(uvRect.xMax, uvRect.yMin);
|
||||
if (rotated)
|
||||
{
|
||||
var xMin = uvRect.xMin;
|
||||
var yMin = uvRect.yMin;
|
||||
var yMax = uvRect.yMax;
|
||||
|
||||
float tmp;
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
var m = uv[i];
|
||||
tmp = m.y;
|
||||
m.y = yMin + m.x - xMin;
|
||||
m.x = xMin + yMax - tmp;
|
||||
uv[i] = m;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public NTexture root => _root;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool disposed => _root == null;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Texture nativeTexture => _root != null ? _root._nativeTexture : null;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Texture alphaTexture => _root != null ? _root._alphaTexture : null;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public MaterialManager GetMaterialManager(string shaderName)
|
||||
{
|
||||
if (_root != this)
|
||||
{
|
||||
if (_root == null)
|
||||
return null;
|
||||
else
|
||||
return _root.GetMaterialManager(shaderName);
|
||||
}
|
||||
|
||||
if (_materialManagers == null)
|
||||
_materialManagers = new Dictionary<string, MaterialManager>();
|
||||
|
||||
MaterialManager mm;
|
||||
if (!_materialManagers.TryGetValue(shaderName, out mm))
|
||||
{
|
||||
mm = new MaterialManager(this, ShaderConfig.GetShader(shaderName));
|
||||
_materialManagers.Add(shaderName, mm);
|
||||
}
|
||||
|
||||
return mm;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Unload()
|
||||
{
|
||||
Unload(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Unload(bool destroyMaterials)
|
||||
{
|
||||
if (this == _empty)
|
||||
return;
|
||||
|
||||
if (_root != this)
|
||||
throw new Exception("Unload is not allow to call on none root NTexture.");
|
||||
|
||||
if (_nativeTexture != null)
|
||||
{
|
||||
DestroyTexture();
|
||||
|
||||
if (destroyMaterials)
|
||||
DestroyMaterials();
|
||||
else
|
||||
RefreshMaterials();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="nativeTexture"></param>
|
||||
/// <param name="alphaTexture"></param>
|
||||
public void Reload(Texture nativeTexture, Texture alphaTexture)
|
||||
{
|
||||
if (_root != this)
|
||||
throw new Exception("Reload is not allow to call on none root NTexture.");
|
||||
|
||||
if (_nativeTexture != null && _nativeTexture != nativeTexture)
|
||||
DestroyTexture();
|
||||
|
||||
_nativeTexture = nativeTexture;
|
||||
_alphaTexture = alphaTexture;
|
||||
|
||||
var lastSize = _originalSize;
|
||||
if (_nativeTexture != null)
|
||||
_originalSize = new Vector2(_nativeTexture.width, _nativeTexture.height);
|
||||
else
|
||||
_originalSize = Vector2.zero;
|
||||
_region = new Rect(0, 0, _originalSize.x, _originalSize.y);
|
||||
|
||||
RefreshMaterials();
|
||||
|
||||
if (onSizeChanged != null && lastSize != _originalSize)
|
||||
onSizeChanged(this);
|
||||
}
|
||||
|
||||
private void DestroyTexture()
|
||||
{
|
||||
switch (destroyMethod)
|
||||
{
|
||||
case DestroyMethod.Destroy:
|
||||
Object.DestroyImmediate(_nativeTexture, true);
|
||||
if (_alphaTexture != null)
|
||||
Object.DestroyImmediate(_alphaTexture, true);
|
||||
break;
|
||||
case DestroyMethod.Unload:
|
||||
Resources.UnloadAsset(_nativeTexture);
|
||||
if (_alphaTexture != null)
|
||||
Resources.UnloadAsset(_alphaTexture);
|
||||
break;
|
||||
case DestroyMethod.ReleaseTemp:
|
||||
RenderTexture.ReleaseTemporary((RenderTexture)_nativeTexture);
|
||||
if (_alphaTexture is RenderTexture)
|
||||
RenderTexture.ReleaseTemporary((RenderTexture)_alphaTexture);
|
||||
break;
|
||||
case DestroyMethod.Custom:
|
||||
if (CustomDestroyMethod == null)
|
||||
{
|
||||
Debug.LogWarning("NTexture.CustomDestroyMethod must be set to handle DestroyMethod.Custom");
|
||||
}
|
||||
else
|
||||
{
|
||||
CustomDestroyMethod(_nativeTexture);
|
||||
if (_alphaTexture != null)
|
||||
CustomDestroyMethod(_alphaTexture);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
_nativeTexture = null;
|
||||
_alphaTexture = null;
|
||||
}
|
||||
|
||||
private void RefreshMaterials()
|
||||
{
|
||||
if (_materialManagers != null && _materialManagers.Count > 0)
|
||||
{
|
||||
var iter = _materialManagers.GetEnumerator();
|
||||
while (iter.MoveNext())
|
||||
iter.Current.Value.RefreshMaterials();
|
||||
iter.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyMaterials()
|
||||
{
|
||||
if (_materialManagers != null && _materialManagers.Count > 0)
|
||||
{
|
||||
var iter = _materialManagers.GetEnumerator();
|
||||
while (iter.MoveNext())
|
||||
iter.Current.Value.DestroyMaterials();
|
||||
iter.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddRef()
|
||||
{
|
||||
if (_root == null) //disposed
|
||||
return;
|
||||
|
||||
if (_root != this && refCount == 0)
|
||||
_root.AddRef();
|
||||
|
||||
refCount++;
|
||||
}
|
||||
|
||||
public void ReleaseRef()
|
||||
{
|
||||
if (_root == null) //disposed
|
||||
return;
|
||||
|
||||
refCount--;
|
||||
|
||||
if (refCount == 0)
|
||||
{
|
||||
if (_root != this)
|
||||
_root.ReleaseRef();
|
||||
|
||||
if (onRelease != null)
|
||||
onRelease(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
if (this == _empty)
|
||||
return;
|
||||
|
||||
if (_root == this)
|
||||
Unload(true);
|
||||
_root = null;
|
||||
onSizeChanged = null;
|
||||
onRelease = null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdb420f5e4ef87d419c4467d1b8f2ddf
|
||||
timeCreated: 1535374215
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,95 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static class ShaderConfig
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <returns></returns>
|
||||
public delegate Shader GetFunction(string name);
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static GetFunction Get = Shader.Find;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static string imageShader = "FairyGUI/Image";
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static string textShader = "FairyGUI/Text";
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static string bmFontShader = "FairyGUI/BMFont";
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static string TMPFontShader = "FairyGUI/TMP";
|
||||
|
||||
public static int ID_ClipBox;
|
||||
public static int ID_ClipSoftness;
|
||||
public static int ID_AlphaTex;
|
||||
public static int ID_StencilComp;
|
||||
public static int ID_Stencil;
|
||||
public static int ID_StencilOp;
|
||||
public static int ID_StencilReadMask;
|
||||
public static int ID_ColorMask;
|
||||
public static int ID_ColorMatrix;
|
||||
public static int ID_ColorOffset;
|
||||
public static int ID_BlendSrcFactor;
|
||||
public static int ID_BlendDstFactor;
|
||||
public static int ID_ColorOption;
|
||||
|
||||
public static int ID_Stencil2;
|
||||
|
||||
static ShaderConfig()
|
||||
{
|
||||
ID_ClipBox = Shader.PropertyToID("_ClipBox");
|
||||
ID_ClipSoftness = Shader.PropertyToID("_ClipSoftness");
|
||||
ID_AlphaTex = Shader.PropertyToID("_AlphaTex");
|
||||
ID_StencilComp = Shader.PropertyToID("_StencilComp");
|
||||
ID_Stencil = Shader.PropertyToID("_Stencil");
|
||||
ID_StencilOp = Shader.PropertyToID("_StencilOp");
|
||||
ID_StencilReadMask = Shader.PropertyToID("_StencilReadMask");
|
||||
ID_ColorMask = Shader.PropertyToID("_ColorMask");
|
||||
ID_ColorMatrix = Shader.PropertyToID("_ColorMatrix");
|
||||
ID_ColorOffset = Shader.PropertyToID("_ColorOffset");
|
||||
ID_BlendSrcFactor = Shader.PropertyToID("_BlendSrcFactor");
|
||||
ID_BlendDstFactor = Shader.PropertyToID("_BlendDstFactor");
|
||||
ID_ColorOption = Shader.PropertyToID("_ColorOption");
|
||||
|
||||
ID_Stencil2 = Shader.PropertyToID("_StencilRef");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <returns></returns>
|
||||
public static Shader GetShader(string name)
|
||||
{
|
||||
Shader shader = Get(name);
|
||||
if (shader == null)
|
||||
{
|
||||
Debug.LogWarning("FairyGUI: shader not found: " + name);
|
||||
shader = Shader.Find("UI/Default");
|
||||
}
|
||||
shader.hideFlags = DisplayObject.hideFlags;
|
||||
|
||||
return shader;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c4eae4be32683c04a96ac1c4cd1834ab
|
||||
timeCreated: 1460480288
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
250
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Shape.cs
Normal file
250
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Shape.cs
Normal file
@@ -0,0 +1,250 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public class Shape : DisplayObject
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Shape()
|
||||
{
|
||||
CreateGameObject("Shape");
|
||||
graphics = new NGraphics(gameObject);
|
||||
graphics.texture = NTexture.Empty;
|
||||
graphics.meshFactory = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public Color color
|
||||
{
|
||||
get
|
||||
{
|
||||
return graphics.color;
|
||||
}
|
||||
set
|
||||
{
|
||||
graphics.color = value;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="lineColor"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
public void DrawRect(float lineSize, Color lineColor, Color fillColor)
|
||||
{
|
||||
RectMesh mesh = graphics.GetMeshFactory<RectMesh>();
|
||||
mesh.lineWidth = lineSize;
|
||||
mesh.lineColor = lineColor;
|
||||
mesh.fillColor = null;
|
||||
mesh.colors = null;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="colors"></param>
|
||||
public void DrawRect(float lineSize, Color32[] colors)
|
||||
{
|
||||
RectMesh mesh = graphics.GetMeshFactory<RectMesh>();
|
||||
mesh.lineWidth = lineSize;
|
||||
mesh.colors = colors;
|
||||
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="lineColor"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
/// <param name="topLeftRadius"></param>
|
||||
/// <param name="topRightRadius"></param>
|
||||
/// <param name="bottomLeftRadius"></param>
|
||||
/// <param name="bottomRightRadius"></param>
|
||||
public void DrawRoundRect(float lineSize, Color lineColor, Color fillColor,
|
||||
float topLeftRadius, float topRightRadius, float bottomLeftRadius, float bottomRightRadius)
|
||||
{
|
||||
RoundedRectMesh mesh = graphics.GetMeshFactory<RoundedRectMesh>();
|
||||
mesh.lineWidth = lineSize;
|
||||
mesh.lineColor = lineColor;
|
||||
mesh.fillColor = null;
|
||||
mesh.topLeftRadius = topLeftRadius;
|
||||
mesh.topRightRadius = topRightRadius;
|
||||
mesh.bottomLeftRadius = bottomLeftRadius;
|
||||
mesh.bottomRightRadius = bottomRightRadius;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="fillColor"></param>
|
||||
public void DrawEllipse(Color fillColor)
|
||||
{
|
||||
EllipseMesh mesh = graphics.GetMeshFactory<EllipseMesh>();
|
||||
mesh.lineWidth = 0;
|
||||
mesh.startDegree = 0;
|
||||
mesh.endDegreee = 360;
|
||||
mesh.fillColor = null;
|
||||
mesh.centerColor = null;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="centerColor"></param>
|
||||
/// <param name="lineColor"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
/// <param name="startDegree"></param>
|
||||
/// <param name="endDegree"></param>
|
||||
public void DrawEllipse(float lineSize, Color centerColor, Color lineColor, Color fillColor, float startDegree, float endDegree)
|
||||
{
|
||||
EllipseMesh mesh = graphics.GetMeshFactory<EllipseMesh>();
|
||||
mesh.lineWidth = lineSize;
|
||||
if (centerColor.Equals(fillColor))
|
||||
mesh.centerColor = null;
|
||||
else
|
||||
mesh.centerColor = centerColor;
|
||||
mesh.lineColor = lineColor;
|
||||
mesh.fillColor = null;
|
||||
mesh.startDegree = startDegree;
|
||||
mesh.endDegreee = endDegree;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="points"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
public void DrawPolygon(IList<Vector2> points, Color fillColor)
|
||||
{
|
||||
PolygonMesh mesh = graphics.GetMeshFactory<PolygonMesh>();
|
||||
mesh.points.Clear();
|
||||
mesh.points.AddRange(points);
|
||||
mesh.fillColor = null;
|
||||
mesh.colors = null;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="points"></param>
|
||||
/// <param name="colors"></param>
|
||||
public void DrawPolygon(IList<Vector2> points, Color32[] colors)
|
||||
{
|
||||
PolygonMesh mesh = graphics.GetMeshFactory<PolygonMesh>();
|
||||
mesh.points.Clear();
|
||||
mesh.points.AddRange(points);
|
||||
mesh.fillColor = null;
|
||||
mesh.colors = colors;
|
||||
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="points"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="lineColor"></param>
|
||||
public void DrawPolygon(IList<Vector2> points, Color fillColor, float lineSize, Color lineColor)
|
||||
{
|
||||
PolygonMesh mesh = graphics.GetMeshFactory<PolygonMesh>();
|
||||
mesh.points.Clear();
|
||||
mesh.points.AddRange(points);
|
||||
mesh.fillColor = null;
|
||||
mesh.lineWidth = lineSize;
|
||||
mesh.lineColor = lineColor;
|
||||
mesh.colors = null;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="sides"></param>
|
||||
/// <param name="lineSize"></param>
|
||||
/// <param name="centerColor"></param>
|
||||
/// <param name="lineColor"></param>
|
||||
/// <param name="fillColor"></param>
|
||||
/// <param name="rotation"></param>
|
||||
/// <param name="distances"></param>
|
||||
public void DrawRegularPolygon(int sides, float lineSize, Color centerColor, Color lineColor, Color fillColor, float rotation, float[] distances)
|
||||
{
|
||||
RegularPolygonMesh mesh = graphics.GetMeshFactory<RegularPolygonMesh>();
|
||||
mesh.sides = sides;
|
||||
mesh.lineWidth = lineSize;
|
||||
mesh.centerColor = centerColor;
|
||||
mesh.lineColor = lineColor;
|
||||
mesh.fillColor = null;
|
||||
mesh.rotation = rotation;
|
||||
mesh.distances = distances;
|
||||
|
||||
graphics.color = fillColor;
|
||||
graphics.SetMeshDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
graphics.meshFactory = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool isEmpty
|
||||
{
|
||||
get { return graphics.meshFactory == null; }
|
||||
}
|
||||
|
||||
protected override DisplayObject HitTest()
|
||||
{
|
||||
if (graphics.meshFactory == null)
|
||||
return null;
|
||||
|
||||
Vector2 localPoint = WorldToLocal(HitTestContext.worldPoint, HitTestContext.direction);
|
||||
|
||||
IHitTest ht = graphics.meshFactory as IHitTest;
|
||||
if (ht != null)
|
||||
return ht.HitTest(_contentRect, localPoint) ? this : null;
|
||||
else if (_contentRect.Contains(localPoint))
|
||||
return this;
|
||||
else
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbcf11c269a33474aa9adaafd9867711
|
||||
timeCreated: 1460480288
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1768
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Stage.cs
Normal file
1768
JNFrame2/Assets/Plugins/FairyGUI/Runtime/Scripts/Core/Stage.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6650441f8140eae4c896682b7fd5b3e6
|
||||
timeCreated: 1535374214
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,196 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FairyGUI
|
||||
{
|
||||
/// <summary>
|
||||
/// Stage Camera is an orthographic camera for UI rendering.
|
||||
/// </summary>
|
||||
[ExecuteInEditMode]
|
||||
[AddComponentMenu("FairyGUI/UI Camera")]
|
||||
public class StageCamera : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public bool constantSize = true;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public float unitsPerPixel = 0.02f;
|
||||
|
||||
[NonSerialized]
|
||||
public Transform cachedTransform;
|
||||
[NonSerialized]
|
||||
public Camera cachedCamera;
|
||||
|
||||
[NonSerialized]
|
||||
int screenWidth;
|
||||
[NonSerialized]
|
||||
int screenHeight;
|
||||
[NonSerialized]
|
||||
bool isMain;
|
||||
[NonSerialized]
|
||||
Display _display;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public static Camera main;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
[NonSerialized]
|
||||
public static int screenSizeVer = 1;
|
||||
|
||||
public const string Name = "Stage Camera";
|
||||
public const string LayerName = "UI";
|
||||
|
||||
public static float DefaultCameraSize = 5;
|
||||
public static float DefaultUnitsPerPixel = 0.02f;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
cachedTransform = this.transform;
|
||||
cachedCamera = this.GetComponent<Camera>();
|
||||
if (this.gameObject.name == Name)
|
||||
{
|
||||
main = cachedCamera;
|
||||
isMain = true;
|
||||
}
|
||||
|
||||
if (Display.displays.Length > 1 && cachedCamera.targetDisplay != 0 && cachedCamera.targetDisplay < Display.displays.Length)
|
||||
_display = Display.displays[cachedCamera.targetDisplay];
|
||||
|
||||
if (_display == null)
|
||||
OnScreenSizeChanged(Screen.width, Screen.height);
|
||||
else
|
||||
OnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_display == null)
|
||||
{
|
||||
if (screenWidth != Screen.width || screenHeight != Screen.height)
|
||||
OnScreenSizeChanged(Screen.width, Screen.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (screenWidth != _display.renderingWidth || screenHeight != _display.renderingHeight)
|
||||
OnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);
|
||||
}
|
||||
}
|
||||
|
||||
void OnScreenSizeChanged(int newWidth, int newHeight)
|
||||
{
|
||||
if (newWidth == 0 || newHeight == 0)
|
||||
return;
|
||||
|
||||
screenWidth = newWidth;
|
||||
screenHeight = newHeight;
|
||||
|
||||
if (constantSize)
|
||||
{
|
||||
cachedCamera.orthographicSize = DefaultCameraSize;
|
||||
unitsPerPixel = cachedCamera.orthographicSize * 2 / screenHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
unitsPerPixel = DefaultUnitsPerPixel;
|
||||
cachedCamera.orthographicSize = screenHeight / 2 * unitsPerPixel;
|
||||
}
|
||||
cachedTransform.localPosition = new Vector3(cachedCamera.orthographicSize * screenWidth / screenHeight, -cachedCamera.orthographicSize);
|
||||
|
||||
if (isMain)
|
||||
{
|
||||
screenSizeVer++;
|
||||
if (Application.isPlaying)
|
||||
Stage.inst.HandleScreenSizeChanged(screenWidth, screenHeight, unitsPerPixel);
|
||||
else
|
||||
{
|
||||
UIContentScaler scaler = GameObject.FindObjectOfType<UIContentScaler>();
|
||||
if (scaler != null)
|
||||
scaler.ApplyChange();
|
||||
else
|
||||
UIContentScaler.scaleFactor = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnRenderObject()
|
||||
{
|
||||
//Update和OnGUI在EditMode的调用都不那么及时,OnRenderObject则比较频繁,可以保证界面及时刷新。所以使用OnRenderObject
|
||||
if (isMain && !Application.isPlaying)
|
||||
{
|
||||
EMRenderSupport.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyModifiedProperties()
|
||||
{
|
||||
screenWidth = 0; //force OnScreenSizeChanged called in next update
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if there is a stage camera in the scene. If none, create one.
|
||||
/// </summary>
|
||||
public static void CheckMainCamera()
|
||||
{
|
||||
if (GameObject.Find(Name) == null)
|
||||
{
|
||||
int layer = LayerMask.NameToLayer(LayerName);
|
||||
CreateCamera(Name, 1 << layer);
|
||||
}
|
||||
|
||||
HitTestContext.cachedMainCamera = Camera.main;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public static void CheckCaptureCamera()
|
||||
{
|
||||
if (GameObject.Find(Name) == null)
|
||||
{
|
||||
int layer = LayerMask.NameToLayer(LayerName);
|
||||
CreateCamera(Name, 1 << layer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <param name="cullingMask"></param>
|
||||
/// <returns></returns>
|
||||
public static Camera CreateCamera(string name, int cullingMask)
|
||||
{
|
||||
GameObject cameraObject = new GameObject(name);
|
||||
Camera camera = cameraObject.AddComponent<Camera>();
|
||||
camera.depth = 1;
|
||||
camera.cullingMask = cullingMask;
|
||||
camera.clearFlags = CameraClearFlags.Depth;
|
||||
camera.orthographic = true;
|
||||
camera.orthographicSize = DefaultCameraSize;
|
||||
camera.nearClipPlane = -30;
|
||||
camera.farClipPlane = 30;
|
||||
|
||||
#if UNITY_5_4_OR_NEWER
|
||||
camera.stereoTargetEye = StereoTargetEyeMask.None;
|
||||
#endif
|
||||
|
||||
#if UNITY_5_6_OR_NEWER
|
||||
camera.allowHDR = false;
|
||||
camera.allowMSAA = false;
|
||||
#endif
|
||||
cameraObject.AddComponent<StageCamera>();
|
||||
|
||||
return camera;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 367e80e3fa958344491a9a196a902b72
|
||||
timeCreated: 1460480287
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user