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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.UI;
-
- [AddComponentMenu("UI/Effects/Gradient")]
- public class Gradient : BaseMeshEffect
- {
- public Color32 topColor = new Color32(248, 217, 44, 255);
- public Color32 bottomColor = new Color32(255, 255, 255, 255);
-
- public override void ModifyMesh(VertexHelper vh)
- {
- if (!IsActive())
- {
- return;
- }
- int count = vh.currentVertCount;
- if (count == 0) return;
- List<UIVertex> vertexs = new List<UIVertex>();
- for (int i = 0; i < count; i++)
- {
- UIVertex vertex = new UIVertex();
- vh.PopulateUIVertex(ref vertex, i);
- vertexs.Add(vertex);
- }
- float topY = vertexs[0].position.y;
- float bottomY = vertexs[0].position.y;
- for (int i = 1; i < count; i++)
- {
- float y = vertexs[i].position.y;
- if (y > topY)
- {
- topY = y;
- }
- else if (y < bottomY)
- {
- bottomY = y;
- }
- }
- float height = topY - bottomY;
- for (int i = 0; i < count; i++)
- {
- UIVertex vertex = vertexs[i];
- Color32 color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height);
- vertex.color = color;
- vh.SetUIVertex(vertex, i);
- }
- }
-
-
- }
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