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 vertexs = new List(); 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); } } }