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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. public class CircleRawImage : RawImage
  5. {
  6. const int FILL_PERCENT = 100;
  7. float thickness = 5;
  8. [SerializeField]
  9. [Range(4, 360)]
  10. int _segments = 36;
  11. public int segments
  12. {
  13. get { return _segments; }
  14. set
  15. {
  16. if (_segments != value)
  17. {
  18. _segments = value;
  19. SetVerticesDirty();
  20. #if UNITY_EDITOR
  21. UnityEditor.EditorUtility.SetDirty(transform);
  22. #endif
  23. }
  24. }
  25. }
  26. protected override void OnRectTransformDimensionsChange()
  27. {
  28. base.OnRectTransformDimensionsChange();
  29. this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
  30. }
  31. protected override void OnPopulateMesh(VertexHelper vh)
  32. {
  33. float outer = -rectTransform.pivot.x * rectTransform.rect.width;
  34. float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
  35. vh.Clear();
  36. Vector2 prevX = Vector2.zero;
  37. Vector2 prevY = Vector2.zero;
  38. Vector2 uv0 = new Vector2(0, 0);
  39. Vector2 uv1 = new Vector2(0, 1);
  40. Vector2 uv2 = new Vector2(1, 1);
  41. Vector2 uv3 = new Vector2(1, 0);
  42. Vector2 pos0;
  43. Vector2 pos1;
  44. Vector2 pos2;
  45. Vector2 pos3;
  46. float tw = rectTransform.rect.width;
  47. float th = rectTransform.rect.height;
  48. float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments;
  49. float currentAngle = 0f;
  50. for (int i = 0; i < segments + 1; i++)
  51. {
  52. float c = Mathf.Cos(currentAngle);
  53. float s = Mathf.Sin(currentAngle);
  54. StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
  55. uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f);
  56. uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f);
  57. uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f);
  58. uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f);
  59. vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
  60. currentAngle += angleByStep;
  61. }
  62. }
  63. private void StepThroughPointsAndFill(float outer, float inner, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s)
  64. {
  65. pos0 = prevX;
  66. pos1 = new Vector2(outer * c, outer * s);
  67. pos2 = Vector2.zero;
  68. pos3 = Vector2.zero;
  69. prevX = pos1;
  70. prevY = pos2;
  71. }
  72. protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
  73. {
  74. UIVertex[] vbo = new UIVertex[4];
  75. for (int i = 0; i < vertices.Length; i++)
  76. {
  77. var vert = UIVertex.simpleVert;
  78. vert.color = color;
  79. vert.position = vertices[i];
  80. vert.uv0 = uvs[i];
  81. vbo[i] = vert;
  82. }
  83. return vbo;
  84. }
  85. }