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59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
2 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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/// Isosceles triangle where two sides of the triangle are equal. Width and height of the shape is
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/// the same as the rect-transform
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/// </summary>
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[Serializable]
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public struct Triangle : IMPUIComponent {
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[SerializeField] private Vector3 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 three 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</para>
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/// </summary>
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public Vector3 CornerRadius {
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get => m_CornerRadius;
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set {
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m_CornerRadius = Vector3.Max(value, Vector3.zero);
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if (ShouldModifySharedMat) {
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SharedMat.SetVector(SpTriangleCornerRadius, 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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private static readonly int SpTriangleCornerRadius = Shader.PropertyToID("_TriangleCornerRadius");
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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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public void Init(Material sharedMat, Material renderMat, RectTransform rectTransform) {
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this.SharedMat = sharedMat;
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this.ShouldModifySharedMat = sharedMat == renderMat;
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this.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(SpTriangleCornerRadius);
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}
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public void ModifyMaterial(ref Material material, params object[] otherProperties) {
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material.SetVector(SpTriangleCornerRadius, m_CornerRadius);
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}
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}
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}
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