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CrowdControl/Assets/3rd/MPUIKit/Runtime/Scripts/Shapes/NStarPolygon.cs

121 lines
4.8 KiB
C#

1 month ago
using System;
using UnityEngine;
namespace MPUIKIT {
/// <summary>
/// N-star polygon shape is equal sided uniform polygon shape with the ability to morph
/// to a star corresponding to the original shape. ie: an equilateral pentagon will morph
/// to a five sided star.
/// </summary>
[Serializable]
public struct NStarPolygon: IMPUIComponent {
[SerializeField] private float m_SideCount;
[SerializeField] private float m_Inset;
[SerializeField] private float m_CornerRadius;
[SerializeField] private Vector2 m_Offset;
/// <summary>
/// How many sides should there be in the shape. These sides are equal is size.
/// 3 sides create an equilateral triangle, 6 sides create a hexagon and so on
/// <para>Value of SideCount should remain between 3 and 10.</para>
/// </summary>
public float SideCount {
get => m_SideCount;
set {
m_SideCount = Mathf.Clamp(value, 3f, 10f);
if (ShouldModifySharedMat) {
SharedMat.SetFloat(SpNStarPolygonSideCount, m_SideCount);
}
OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
Inset = m_Inset;
}
}
/// <summary>
/// Inset is the value that determine how much should the sides go inside the shape
/// and create a concave star shape. Each sides will break into half and their middle
/// point will go towards the center of the shape
/// <para>Value of inset should remain between 2 and (SideCount - 0.01). 2 is default
/// and means no breaking of the sides. </para>
/// </summary>
public float Inset {
get => m_Inset;
set {
m_Inset = Mathf.Clamp(value, 2f, SideCount - 0.01f);
if (ShouldModifySharedMat) {
SharedMat.SetFloat(SpNStarPolygonInset, m_Inset);
}
OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
}
}
/// <summary>
/// Corner Radius of all the corners of the shape.
/// </summary>
public float CornerRadius {
get => m_CornerRadius;
set {
m_CornerRadius = Mathf.Max(value, 0);
if (ShouldModifySharedMat) {
SharedMat.SetFloat(SpNStarPolygonCornerRadius, m_CornerRadius);
}
OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
}
}
/// <summary>
/// Position offset of the shape from the origin.
/// </summary>
public Vector2 Offset {
get => m_Offset;
set {
m_Offset = value;
if (ShouldModifySharedMat) {
SharedMat.SetVector(SpNStarPolygonOffset, m_Offset);
}
OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
}
}
private static readonly int SpNStarPolygonSideCount = Shader.PropertyToID("_NStarPolygonSideCount");
private static readonly int SpNStarPolygonInset = Shader.PropertyToID("_NStarPolygonInset");
private static readonly int SpNStarPolygonCornerRadius = Shader.PropertyToID("_NStarPolygonCornerRadius");
private static readonly int SpNStarPolygonOffset = Shader.PropertyToID("_NStarPolygonOffset");
public Material SharedMat { get; set; }
public bool ShouldModifySharedMat { get; set; }
public RectTransform RectTransform { get; set; }
public void Init(Material sharedMat, Material renderMat, RectTransform rectTransform) {
SharedMat = sharedMat;
ShouldModifySharedMat = sharedMat == renderMat;
RectTransform = rectTransform;
OnValidate();
}
public event EventHandler OnComponentSettingsChanged;
public void OnValidate() {
SideCount = m_SideCount;
Inset = m_Inset;
CornerRadius = m_CornerRadius;
Offset = m_Offset;
}
public void InitValuesFromMaterial(ref Material material) {
m_SideCount = material.GetFloat(SpNStarPolygonSideCount);
m_Inset = material.GetFloat(SpNStarPolygonInset);
m_CornerRadius = material.GetFloat(SpNStarPolygonCornerRadius);
m_Offset = material.GetVector(SpNStarPolygonOffset);
}
public void ModifyMaterial(ref Material material, params object[] otherProperties) {
material.SetFloat(SpNStarPolygonSideCount, m_SideCount);
material.SetFloat(SpNStarPolygonInset, m_Inset);
material.SetFloat(SpNStarPolygonCornerRadius, m_CornerRadius);
material.SetVector(SpNStarPolygonOffset, m_Offset);
}
}
}