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

56 lines
2.0 KiB
C#

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