using System; using UnityEngine; using UnityEngine.UI; public class CircleRawImage : RawImage { const int FILL_PERCENT = 100; float thickness = 5; [SerializeField] [Range(4, 360)] int _segments = 36; public int segments { get { return _segments; } set { if (_segments != value) { _segments = value; SetVerticesDirty(); #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(transform); #endif } } } protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2); } protected override void OnPopulateMesh(VertexHelper vh) { float outer = -rectTransform.pivot.x * rectTransform.rect.width; float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness; vh.Clear(); Vector2 prevX = Vector2.zero; Vector2 prevY = Vector2.zero; Vector2 uv0 = new Vector2(0, 0); Vector2 uv1 = new Vector2(0, 1); Vector2 uv2 = new Vector2(1, 1); Vector2 uv3 = new Vector2(1, 0); Vector2 pos0; Vector2 pos1; Vector2 pos2; Vector2 pos3; float tw = rectTransform.rect.width; float th = rectTransform.rect.height; float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments; float currentAngle = 0f; for (int i = 0; i < segments + 1; i++) { float c = Mathf.Cos(currentAngle); float s = Mathf.Sin(currentAngle); StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s); uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f); uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f); uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f); uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f); vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 })); currentAngle += angleByStep; } } 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) { pos0 = prevX; pos1 = new Vector2(outer * c, outer * s); pos2 = Vector2.zero; pos3 = Vector2.zero; prevX = pos1; prevY = pos2; } protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs) { UIVertex[] vbo = new UIVertex[4]; for (int i = 0; i < vertices.Length; i++) { var vert = UIVertex.simpleVert; vert.color = color; vert.position = vertices[i]; vert.uv0 = uvs[i]; vbo[i] = vert; } return vbo; } }