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CrowdControl/Assets/3rd/MPUIKit/Runtime/Scripts/MPImageBasic.cs

402 lines
15 KiB
C#

3 months ago
using System;
using UnityEngine;
using UnityEngine.UI;
namespace MPUIKIT {
[AddComponentMenu("UI/MPUI/MPImageBasic")]
public class MPImageBasic : Image {
#region SerializedFields
[SerializeField] private DrawShape m_DrawShape = DrawShape.None;
[SerializeField] private Type m_ImageType = Type.Simple; // Mapping in Vertex Stream
[SerializeField] private float m_StrokeWidth; // MapTo -> UV2.x
[SerializeField] private float m_FalloffDistance = 0.5f; // MapTo -> UV2.y
[SerializeField] private float m_OutlineWidth; // MapTo -> Normal.x
[SerializeField] private Color m_OutlineColor = Color.black; // MapTo -> Tangent.x, Tangent.y, Tangent.z, Tangent.w
[SerializeField] private float m_ShapeRotation; // MapTo -> UV3.x Compressed
[SerializeField] private bool m_ConstrainRotation = true; // MapTo -> UV3.x Compressed
[SerializeField] private bool m_FlipHorizontal; // MapTo -> UV3.x Compressed
[SerializeField] private bool m_FlipVertical; // MapTo -> UV3.x Compressed
[SerializeField] private CornerStyleType m_CornerStyle; // MapTo -> UV3.y
[SerializeField] private Vector4 m_RectangleCornerRadius; // MapTo -> Normal.y, Normal.z compressed
[SerializeField] private Vector3 m_TriangleCornerRadius; // MapTo -> Normal.y, Normal.z compressed
#pragma warning disable
// ReSharper disable once NotAccessedField.Local
[SerializeField] private bool m_TriangleUniformCornerRadius = true;
// ReSharper disable once NotAccessedField.Local
[SerializeField] private bool m_RectangleUniformCornerRadius = true;
#pragma warning restore
[SerializeField] private float m_CircleRadius; // MapTo -> Normal.y
[SerializeField] private bool m_CircleFitToRect = true; // MapTo -> Normal.z
[SerializeField] private int m_NStarPolygonSideCount = 3; // MapTo -> Normal.y compressed
[SerializeField] private float m_NStarPolygonInset = 2f; // MapTo -> Normal.y compressed
[SerializeField] private float m_NStarPolygonCornerRadius; // MapTo -> Normal.z
#endregion
#region Public Accessors
public DrawShape Shape { get => m_DrawShape;
set {
m_DrawShape = value;
m_Material = null;
base.SetMaterialDirty();
base.SetVerticesDirty();
}
}
public float StrokeWidth {
get => m_StrokeWidth;
set {
Vector2 size = GetPixelAdjustedRect().size;
m_StrokeWidth = Mathf.Clamp(value, 0, Mathf.Min(size.x, size.y) * 0.5f);
base.SetVerticesDirty();
}
}
public float FallOffDistance {
get => m_FalloffDistance;
set {
m_FalloffDistance = Mathf.Max(0, value);
base.SetVerticesDirty();
}
}
public float OutlineWidth {
get => m_OutlineWidth;
set {
m_OutlineWidth = Mathf.Max(0,value);
base.SetVerticesDirty();
}
}
public Color OutlineColor {
get => m_OutlineColor;
set {
m_OutlineColor = value;
base.SetVerticesDirty();
}
}
public float ShapeRotation {
get => m_ShapeRotation;
set {
m_ShapeRotation = value % 360;
ConstrainRotationValue();
base.SetVerticesDirty();
}
}
public bool ConstrainRotation {
get => m_ConstrainRotation;
set {
m_ConstrainRotation = value;
ConstrainRotationValue();
base.SetVerticesDirty();
}
}
public bool FlipHorizontal {
get => m_FlipHorizontal;
set {
m_FlipHorizontal = value;
base.SetVerticesDirty();
}
}
public bool FlipVertical {
get => m_FlipVertical;
set {
m_FlipVertical = value;
base.SetVerticesDirty();
}
}
/// <summary>
/// Type of the image. Only two types are supported. Simple and Filled.
/// Default and fallback value is Simple.
/// </summary>
public new Type type {
get => m_ImageType;
set {
if (m_ImageType != value) {
switch (value) {
case Type.Simple:
case Type.Filled:
if (sprite) m_ImageType = value;
break;
case Type.Tiled:
case Type.Sliced:
break;
default:
throw new ArgumentOutOfRangeException(value.ToString(), value, null);
}
}
if(base.type != m_ImageType) base.type = m_ImageType;
base.SetAllDirty();
}
}
public CornerStyleType CornerStyle {
get => m_CornerStyle;
set {
m_CornerStyle = value;
base.SetVerticesDirty();
}
}
public Vector3 TriangleCornerRadius {
get => m_TriangleCornerRadius;
set {
Vector2 size = GetPixelAdjustedRect().size;
float zMax = size.x * 0.5f;
m_TriangleCornerRadius.z = Mathf.Clamp(value.z, 0, zMax);
float hMax = Mathf.Min(size.x, size.y) * 0.3f;
m_TriangleCornerRadius.x = Mathf.Clamp(value.x, 0, hMax);
m_TriangleCornerRadius.y = Mathf.Clamp(value.y, 0, hMax);
base.SetVerticesDirty();
}
}
public Vector4 RectangleCornerRadius {
get => m_RectangleCornerRadius;
set {
float max = GetMinSizeHalf();
m_RectangleCornerRadius.x = Mathf.Clamp(value.x, 0, max);
m_RectangleCornerRadius.y = Mathf.Clamp(value.y, 0, max);
m_RectangleCornerRadius.z = Mathf.Clamp(value.z, 0, max);
m_RectangleCornerRadius.w = Mathf.Clamp(value.w, 0, max);
base.SetVerticesDirty();
}
}
public float CircleRadius {
get => m_CircleRadius;
set {
m_CircleRadius = Mathf.Clamp(value, 0, GetMinSize());
base.SetVerticesDirty();
}
}
public bool CircleFitToRect {
get => m_CircleFitToRect;
set {
m_CircleFitToRect = value;
base.SetVerticesDirty();
}
}
public float NStarPolygonCornerRadius {
get => m_NStarPolygonCornerRadius;
set {
float halfHeight = GetPixelAdjustedRect().height * 0.5f;
m_NStarPolygonCornerRadius = Mathf.Clamp(value, m_NStarPolygonSideCount == 2? 0.1f : 0f, halfHeight);
base.SetVerticesDirty();
}
}
public float NStarPolygonInset {
get => m_NStarPolygonInset;
set {
m_NStarPolygonInset = Mathf.Clamp(value, 2f, m_NStarPolygonSideCount);
base.SetVerticesDirty();
}
}
public int NStarPolygonSideCount {
get => m_NStarPolygonSideCount;
set {
m_NStarPolygonSideCount = Mathf.Clamp(value, 2, 10);
base.SetVerticesDirty();
}
}
#endregion
public override Material material {
get
{
switch (m_DrawShape)
{
case DrawShape.None:
return Canvas.GetDefaultCanvasMaterial();
case DrawShape.Circle:
case DrawShape.Triangle:
case DrawShape.Rectangle:
return MPMaterials.GetMaterial((int)m_DrawShape - 1, m_StrokeWidth > 0f, m_OutlineWidth > 0f);
case DrawShape.Pentagon:
case DrawShape.Hexagon:
case DrawShape.NStarPolygon:
return MPMaterials.GetMaterial(3, m_StrokeWidth > 0f, m_OutlineWidth > 0f);
default:
throw new ArgumentOutOfRangeException();
}
}
set => Debug.LogWarning("Setting Material of MPImageBasic has no effect.");
}
protected override void OnEnable() {
base.OnEnable();
MPImageUtility.FixAdditionalShaderChannelsInCanvas(canvas);
if (sprite == null) sprite = MPImageUtility.EmptySprite;
}
#if UNITY_EDITOR
protected override void OnValidate() {
base.OnValidate();
Shape = m_DrawShape;
if (sprite == null) sprite = MPImageUtility.EmptySprite;
type = m_ImageType;
StrokeWidth = m_StrokeWidth;
FallOffDistance = m_FalloffDistance;
OutlineWidth = m_OutlineWidth;
OutlineColor = m_OutlineColor;
ShapeRotation = m_ShapeRotation;
ConstrainRotation = m_ConstrainRotation;
FlipHorizontal = m_FlipHorizontal;
FlipVertical = m_FlipVertical;
CornerStyle = m_CornerStyle;
TriangleCornerRadius = m_TriangleCornerRadius;
RectangleCornerRadius = m_RectangleCornerRadius;
CircleRadius = m_CircleRadius;
CircleFitToRect = m_CircleFitToRect;
NStarPolygonSideCount = m_NStarPolygonSideCount;
NStarPolygonInset = m_NStarPolygonInset;
NStarPolygonCornerRadius = m_NStarPolygonCornerRadius;
}
#endif
private float GetMinSizeHalf() {
return GetMinSize() * 0.5f;
}
private float GetMinSize() {
Vector2 size = GetPixelAdjustedRect().size;
return Mathf.Min(size.x, size.y);
}
private void ConstrainRotationValue() {
if (!m_ConstrainRotation) return;
float finalRotation = m_ShapeRotation - (m_ShapeRotation % 90);
if (Mathf.Abs(finalRotation) >= 360) finalRotation = 0;
m_ShapeRotation = finalRotation;
}
protected override void OnTransformParentChanged() {
base.OnTransformParentChanged();
MPImageUtility.FixAdditionalShaderChannelsInCanvas(canvas);
base.SetVerticesDirty();
}
private MPVertexStream CreateVertexStream() {
MPVertexStream stream = new MPVertexStream();
RectTransform rectT = rectTransform;
stream.RectTransform = rectT;
Rect r = GetPixelAdjustedRect();
stream.Uv1 = new Vector2(r.width + m_FalloffDistance, r.height + m_FalloffDistance);
stream.Uv2 = new Vector2(m_StrokeWidth, m_FalloffDistance);
float packedRotData =
PackRotationData(m_ShapeRotation, m_ConstrainRotation, m_FlipHorizontal, m_FlipVertical);
stream.Uv3 = new Vector2(packedRotData, (float)m_CornerStyle);
stream.Tangent = m_OutlineColor;
Vector3 normal = new Vector3();
normal.x = m_OutlineWidth;
Vector4 data;
Vector2 shapeProps;
switch (m_DrawShape) {
case DrawShape.Circle:
shapeProps = new Vector2(m_CircleRadius, m_CircleFitToRect ? 1 : 0);
break;
case DrawShape.Triangle:
data = m_TriangleCornerRadius;
data = data / Mathf.Min(r.width, r.height);
shapeProps = MPImageUtility.Encode_0_1_16(data);
break;
case DrawShape.Rectangle:
data = m_RectangleCornerRadius;
data = data / Mathf.Min(r.width, r.height);
shapeProps = MPImageUtility.Encode_0_1_16(data);
break;
case DrawShape.NStarPolygon:
data = new Vector4(m_NStarPolygonSideCount, m_NStarPolygonCornerRadius, m_NStarPolygonInset);
data = data / Mathf.Min(r.width, r.height);
shapeProps = MPImageUtility.Encode_0_1_16(data);
break;
default:
shapeProps = Vector2.zero;
break;
}
normal.y = shapeProps.x;
normal.z = shapeProps.y;
stream.Normal = normal;
return stream;
}
private float PackRotationData(float rotation, bool constrainRotation, bool flipH, bool flipV) {
int c = constrainRotation ? 1 : 0;
c += flipH ? 10 : 0;
c += flipV ? 100 : 0;
float cr = rotation % 360f;
float sign = cr >= 0 ? 1 : -1;
cr = Mathf.Abs(cr) / 360f;
cr = (cr + c) * sign;
return cr;
}
void UnPackRotation(float f) {
float r = 0, x = 0, y = 0, z = 0;
float sign = f >= 0.0f ? 1 : -1;
f = Mathf.Abs(f);
r = fract(f) * 360f * sign;
f = Mathf.Floor(f);
float p = f / 100f;
z = Mathf.Floor(p);
p = fract(p) * 10f;
y = Mathf.Floor(p);
p = fract(p) * 10f;
x = Mathf.Round(p);
// Debug.Log($"Rotation: {r}, X: {x}, Y: {y}, Z: {z}");
float fract(float val) {
val = Mathf.Abs(val);
float ret = val - Mathf.Floor(val);
return ret;
}
}
protected override void OnPopulateMesh(VertexHelper toFill) {
base.OnPopulateMesh(toFill);
MPVertexStream stream = CreateVertexStream();
UIVertex uiVert = new UIVertex();
for (int i = 0; i < toFill.currentVertCount; i++) {
toFill.PopulateUIVertex(ref uiVert, i);
//uiVert.position += ((Vector3)uiVert.uv0 - new Vector3(0.5f, 0.5f)) * m_FalloffDistance;
uiVert.uv1 = stream.Uv1;
uiVert.uv2 = stream.Uv2;
uiVert.uv3 = stream.Uv3;
uiVert.normal = stream.Normal;
uiVert.tangent = stream.Tangent;
toFill.SetUIVertex(uiVert, i);
}
}
#if UNITY_EDITOR
protected override void Reset() {
base.Reset();
if (sprite == null) sprite = MPImageUtility.EmptySprite;
}
#else
void Reset() {
if (sprite == null) sprite = MPImageUtility.EmptySprite;
}
#endif
}
}