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