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56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
3 months ago
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using System;
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using UnityEngine;
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namespace MPUIKIT {
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/// <summary>
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/// Basic Rectangle shape with the same width and height of the rect-transform
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/// </summary>
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[Serializable]
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public struct Rectangle : IMPUIComponent{
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[SerializeField] private Vector4 m_CornerRadius;
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#if UNITY_EDITOR
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[SerializeField] private bool m_UniformCornerRadius;
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#endif
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/// <summary>
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/// <para>Radius of the four corners. Counter-Clockwise from bottom-left</para>
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/// <para>x => bottom-left, y => bottom-right</para>
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/// <para>z => top-right, w => top-left</para>
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/// </summary>
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public Vector4 CornerRadius {
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get => m_CornerRadius;
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set {
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m_CornerRadius = Vector4.Max(value, Vector4.zero);
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if (ShouldModifySharedMat) {
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SharedMat.SetVector(SpRectangleCornerRadius, m_CornerRadius);
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}
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OnComponentSettingsChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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public Material SharedMat { get; set; }
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public bool ShouldModifySharedMat { get; set; }
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public RectTransform RectTransform { get; set; }
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private static readonly int SpRectangleCornerRadius = Shader.PropertyToID("_RectangleCornerRadius");
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public void Init(Material sharedMat, Material renderMat, RectTransform rectTransform) {
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SharedMat = sharedMat;
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ShouldModifySharedMat = sharedMat == renderMat;
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RectTransform = rectTransform;
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}
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public event EventHandler OnComponentSettingsChanged;
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public void OnValidate() {
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CornerRadius = m_CornerRadius;
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}
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public void InitValuesFromMaterial(ref Material material) {
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m_CornerRadius = material.GetVector(SpRectangleCornerRadius);
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}
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public void ModifyMaterial(ref Material material, params object[] otherProperties) {
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material.SetVector(SpRectangleCornerRadius, m_CornerRadius);
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}
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}
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}
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