689 lines
24 KiB
C#
689 lines
24 KiB
C#
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI.MPUIKIT;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace MPUIKIT {
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[AddComponentMenu("UI/MPUI/MPImage")]
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public class MPImage : Image {
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#region Constants
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public const string MpShaderName = "MPUI/Procedural Image";
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#endregion
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#region SerializedFields
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[SerializeField] private DrawShape m_DrawShape = DrawShape.None;
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[SerializeField] private Type m_ImageType = Type.Simple;
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[SerializeField] private MaterialMode m_MaterialMode;
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[SerializeField] private float m_StrokeWidth;
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[SerializeField] private float m_OutlineWidth;
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[SerializeField] private Color m_OutlineColor = Color.black;
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[SerializeField] private float m_FalloffDistance = 0.5f;
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[SerializeField] private bool m_ConstrainRotation = true;
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[SerializeField] private float m_ShapeRotation;
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[SerializeField] private bool m_FlipHorizontal;
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[SerializeField] private bool m_FlipVertical;
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[SerializeField] private Triangle m_Triangle = new Triangle();
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[SerializeField] private Rectangle m_Rectangle = new Rectangle();
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[SerializeField] private Circle m_Circle = new Circle();
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[SerializeField] private Pentagon m_Pentagon = new Pentagon();
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[SerializeField] private Hexagon m_Hexagon = new Hexagon();
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[SerializeField] private NStarPolygon m_NStarPolygon = new NStarPolygon();
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[SerializeField] private GradientEffect m_GradientEffect = new GradientEffect();
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#endregion
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#region Public Properties
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#region Draw Settings
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/// <summary>
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/// Type of the shape to be drawn. ie: Rectangle, Circle
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/// </summary>
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public DrawShape DrawShape {
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get => m_DrawShape;
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set {
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m_DrawShape = value;
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if (material == m_Material) {
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m_Material.SetInt(SpDrawShape, (int) m_DrawShape);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Width of the stroke for the drawn shape. 0 is no stroke.
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/// </summary>
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public float StrokeWidth {
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get => m_StrokeWidth;
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set {
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m_StrokeWidth = value;
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m_StrokeWidth = m_StrokeWidth < 0 ? 0 : m_StrokeWidth;
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if (material == m_Material) {
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m_Material.SetFloat(SpStrokeWidth, m_StrokeWidth);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Width of the outline for the drawn shape. 0 is no outline.
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/// </summary>
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public float OutlineWidth {
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get => m_OutlineWidth;
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set {
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m_OutlineWidth = value;
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m_OutlineWidth = m_OutlineWidth < 0 ? 0 : m_OutlineWidth;
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if (m_Material == material) {
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m_Material.SetFloat(SpOutlineWidth, m_OutlineWidth);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Color of the Outline. Has no effect is teh value of the OutlineWidth is 0
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/// </summary>
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public Color OutlineColor {
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get => m_OutlineColor;
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set {
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m_OutlineColor = value;
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if (m_Material == material) {
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m_Material.SetColor(SpOutlineColor, m_OutlineColor);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Edge falloff distance of the shape
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/// </summary>
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public float FalloffDistance {
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get { return m_FalloffDistance; }
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set {
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m_FalloffDistance = Mathf.Max(value, 0f);
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if (material == m_Material) {
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m_Material.SetFloat(SpFalloffDistance, m_FalloffDistance);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Constrains rotation to 0, 90, 270 degrees angle if set to true. But the width and height of the shape
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/// is replaced as necessary to avoid clipping.
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/// If set to false, any shapes can be rotated in any arbitrary angle but will often result in
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/// clipping of the shape.
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/// </summary>
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public bool ConstrainRotation {
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get { return m_ConstrainRotation; }
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set {
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m_ConstrainRotation = value;
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if (m_Material == material) {
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m_Material.SetInt(SpConstrainedRotation, value?1:0);
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}
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if (value) {
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m_ShapeRotation = ConstrainRotationValue(m_ShapeRotation);
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}
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base.SetVerticesDirty();
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base.SetMaterialDirty();
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}
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}
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private float ConstrainRotationValue(float val) {
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float finalRotation = val - val % 90;
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if (Mathf.Abs(finalRotation) >= 360) finalRotation = 0;
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return finalRotation;
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}
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/// <summary>
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/// Rotation of the shape.
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/// </summary>
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public float ShapeRotation {
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get { return m_ShapeRotation; }
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set {
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m_ShapeRotation = m_ConstrainRotation ? ConstrainRotationValue(value) : value;
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if (m_Material == material) {
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m_Material.SetFloat(SpShapeRotation, m_ShapeRotation);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Flips the shape horizontally.
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/// </summary>
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public bool FlipHorizontal {
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get { return m_FlipHorizontal; }
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set {
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m_FlipHorizontal = value;
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if (m_Material == material) {
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m_Material.SetInt(SpFlipHorizontal, m_FlipHorizontal ? 1 : 0);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Flips the shape vertically
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/// </summary>
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public bool FlipVertical {
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get { return m_FlipVertical; }
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set {
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m_FlipVertical = value;
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if (m_Material == material) {
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m_Material.SetInt(SpFlipVertical, m_FlipVertical ? 1 : 0);
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Defines what material type of use to render the shape. Dynamic or Shared.
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/// Default is Dynamic and will issue one draw call per image object. If set to shared, assigned
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/// material in the material slot will be used to render the image. It will fallback to dynamic
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/// if no material in the material slot is assigned
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/// </summary>
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public MaterialMode MaterialMode {
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get { return m_MaterialMode; }
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set {
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if (m_MaterialMode == value) return;
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m_MaterialMode = value;
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InitializeComponents();
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if (material == m_Material) {
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InitValuesFromSharedMaterial();
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#if UNITY_EDITOR
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_parseAgainOnValidate = true;
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#endif
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}
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base.SetMaterialDirty();
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}
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}
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/// <summary>
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/// Shared material to use to render the shape. the material must use the "MPUI/Procedural Sprite" shader
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/// </summary>
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public override Material material {
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get {
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if (m_Material && m_MaterialMode == MaterialMode.Shared) {
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return m_Material;
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}
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return DynamicMaterial;
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}
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set {
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m_Material = value;
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if (m_Material && m_MaterialMode == MaterialMode.Shared && m_Material.shader.name == MpShaderName) {
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InitValuesFromSharedMaterial();
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#if UNITY_EDITOR
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_parseAgainOnValidate = true;
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#endif
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}
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InitializeComponents();
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base.SetMaterialDirty();
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}
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}
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// ReSharper disable once InconsistentNaming
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/// <summary>
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/// Type of the image. Only two types are supported. Simple and Filled.
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/// Default and fallback value is Simple.
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/// </summary>
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public new Type type {
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get => m_ImageType;
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set {
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if (m_ImageType == value) return;
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switch (value) {
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case Type.Simple:
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case Type.Filled:
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m_ImageType = value;
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break;
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case Type.Tiled:
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case Type.Sliced:
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break;
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default:
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throw new ArgumentOutOfRangeException(value.ToString(), value, null);
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}
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base.type = m_ImageType;
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}
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}
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#endregion
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public Triangle Triangle {
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get => m_Triangle;
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set {
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m_Triangle = value;
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SetMaterialDirty();
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}
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}
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public Rectangle Rectangle {
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get => m_Rectangle;
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set {
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m_Rectangle = value;
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SetMaterialDirty();
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}
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}
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public Circle Circle{
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get => m_Circle;
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set {
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m_Circle = value;
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SetMaterialDirty();
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}
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}
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public Pentagon Pentagon {
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get => m_Pentagon;
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set {
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m_Pentagon = value;
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SetMaterialDirty();
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}
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}
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public Hexagon Hexagon {
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get => m_Hexagon;
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set {
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m_Hexagon = value;
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SetMaterialDirty();
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}
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}
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public NStarPolygon NStarPolygon {
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get => m_NStarPolygon;
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set {
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m_NStarPolygon = value;
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SetMaterialDirty();
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}
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}
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public GradientEffect GradientEffect {
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get => m_GradientEffect;
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set {
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m_GradientEffect = value;
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SetMaterialDirty();
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}
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}
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#endregion
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#region Private Variables
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private Material _dynamicMaterial;
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private Material DynamicMaterial {
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get {
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if (_dynamicMaterial == null) {
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_dynamicMaterial = new Material(Shader.Find(MpShaderName));
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_dynamicMaterial.name += " [Dynamic]";
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}
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return _dynamicMaterial;
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}
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}
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#if UNITY_EDITOR
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private bool _parseAgainOnValidate;
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#endif
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private Sprite ActiveSprite {
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get {
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Sprite overrideSprite1 = overrideSprite;
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return overrideSprite1 != null ? overrideSprite1 : sprite;
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}
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}
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#endregion
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#region Material PropertyIds
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private static readonly int SpPixelWorldScale = Shader.PropertyToID("_PixelWorldScale");
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private static readonly int SpDrawShape = Shader.PropertyToID("_DrawShape");
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private static readonly int SpStrokeWidth = Shader.PropertyToID("_StrokeWidth");
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private static readonly int SpOutlineWidth = Shader.PropertyToID("_OutlineWidth");
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private static readonly int SpOutlineColor = Shader.PropertyToID("_OutlineColor");
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private static readonly int SpFalloffDistance = Shader.PropertyToID("_FalloffDistance");
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private static readonly int SpShapeRotation = Shader.PropertyToID("_ShapeRotation");
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private static readonly int SpConstrainedRotation = Shader.PropertyToID("_ConstrainRotation");
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private static readonly int SpFlipHorizontal = Shader.PropertyToID("_FlipHorizontal");
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private static readonly int SpFlipVertical = Shader.PropertyToID("_FlipVertical");
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#endregion
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#if UNITY_EDITOR
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public void UpdateSerializedValuesFromSharedMaterial() {
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if (m_Material && MaterialMode == MaterialMode.Shared) {
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InitValuesFromSharedMaterial();
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base.SetMaterialDirty();
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}
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}
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protected override void OnValidate() {
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InitializeComponents();
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if (_parseAgainOnValidate) {
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InitValuesFromSharedMaterial();
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_parseAgainOnValidate = false;
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}
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DrawShape = m_DrawShape;
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StrokeWidth = m_StrokeWidth;
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OutlineWidth = m_OutlineWidth;
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OutlineColor = m_OutlineColor;
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FalloffDistance = m_FalloffDistance;
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ConstrainRotation = m_ConstrainRotation;
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ShapeRotation = m_ShapeRotation;
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FlipHorizontal = m_FlipHorizontal;
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FlipVertical = m_FlipVertical;
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m_Triangle.OnValidate();
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m_Circle.OnValidate();
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m_Rectangle.OnValidate();
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m_Pentagon.OnValidate();
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m_Hexagon.OnValidate();
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m_NStarPolygon.OnValidate();
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m_GradientEffect.OnValidate();
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base.OnValidate();
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base.SetMaterialDirty();
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}
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#endif
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private void InitializeComponents() {
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m_Circle.Init(m_Material, material, rectTransform);
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m_Triangle.Init(m_Material, material, rectTransform);
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m_Rectangle.Init(m_Material, material, rectTransform);
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m_Pentagon.Init(m_Material, material, rectTransform);
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m_Hexagon.Init(m_Material, material, rectTransform);
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m_NStarPolygon.Init(m_Material, material, rectTransform);
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m_GradientEffect.Init(m_Material, material, rectTransform);
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}
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void FixAdditionalShaderChannelsInCanvas()
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{
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Canvas c = canvas;
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if(canvas == null) return;
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AdditionalCanvasShaderChannels additionalShaderChannels = c.additionalShaderChannels;
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additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1;
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additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord2;
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c.additionalShaderChannels = additionalShaderChannels;
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}
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#if UNITY_EDITOR
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protected override void Reset() {
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InitializeComponents();
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base.Reset();
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}
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#else
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void Reset() {
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InitializeComponents();
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}
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#endif
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protected override void Awake()
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{
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base.Awake();
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Init();
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}
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public void Init()
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|||
|
{
|
|||
|
InitializeComponents();
|
|||
|
FixAdditionalShaderChannelsInCanvas();
|
|||
|
if (m_Material && MaterialMode == MaterialMode.Shared) {
|
|||
|
InitValuesFromSharedMaterial();
|
|||
|
}
|
|||
|
ListenToComponentChanges(true);
|
|||
|
base.SetAllDirty();
|
|||
|
}
|
|||
|
|
|||
|
protected override void OnDestroy() {
|
|||
|
ListenToComponentChanges(false);
|
|||
|
base.OnDestroy();
|
|||
|
}
|
|||
|
|
|||
|
protected void ListenToComponentChanges(bool toggle) {
|
|||
|
if (toggle) {
|
|||
|
m_Circle.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_Triangle.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_Rectangle.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_Pentagon.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_Hexagon.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_NStarPolygon.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
m_GradientEffect.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
}
|
|||
|
else {
|
|||
|
m_Circle.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_Triangle.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_Rectangle.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_Pentagon.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_Hexagon.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_NStarPolygon.OnComponentSettingsChanged -= OnComponentSettingsChanged;
|
|||
|
m_GradientEffect.OnComponentSettingsChanged += OnComponentSettingsChanged;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
protected override void OnTransformParentChanged()
|
|||
|
{
|
|||
|
base.OnTransformParentChanged();
|
|||
|
FixAdditionalShaderChannelsInCanvas();
|
|||
|
}
|
|||
|
|
|||
|
private void OnComponentSettingsChanged(object sender, EventArgs e) {
|
|||
|
base.SetMaterialDirty();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
protected override void OnRectTransformDimensionsChange() {
|
|||
|
base.OnRectTransformDimensionsChange();
|
|||
|
m_Circle.UpdateCircleRadius(rectTransform);
|
|||
|
base.SetMaterialDirty();
|
|||
|
}
|
|||
|
|
|||
|
protected override void OnPopulateMesh(VertexHelper vh) {
|
|||
|
switch (type) {
|
|||
|
case Type.Simple:
|
|||
|
case Type.Sliced:
|
|||
|
case Type.Tiled:
|
|||
|
MPImageHelper.GenerateSimpleSprite(vh, preserveAspect, canvas, rectTransform, ActiveSprite,
|
|||
|
color, m_FalloffDistance);
|
|||
|
break;
|
|||
|
case Type.Filled:
|
|||
|
MPImageHelper.GenerateFilledSprite(vh, preserveAspect, canvas, rectTransform, ActiveSprite,
|
|||
|
color, fillMethod, fillAmount, fillOrigin, fillClockwise, m_FalloffDistance);
|
|||
|
break;
|
|||
|
default:
|
|||
|
throw new ArgumentOutOfRangeException();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public override Material GetModifiedMaterial(Material baseMaterial) {
|
|||
|
|
|||
|
Material mat = base.GetModifiedMaterial(baseMaterial);
|
|||
|
|
|||
|
|
|||
|
if (m_Material && MaterialMode == MaterialMode.Shared) {
|
|||
|
InitValuesFromSharedMaterial();
|
|||
|
}
|
|||
|
|
|||
|
DisableAllMaterialKeywords(mat);
|
|||
|
|
|||
|
|
|||
|
RectTransform rt = rectTransform;
|
|||
|
if (DrawShape != DrawShape.None) {
|
|||
|
mat.SetFloat(SpOutlineWidth, m_OutlineWidth);
|
|||
|
mat.SetFloat(SpStrokeWidth, m_StrokeWidth);
|
|||
|
|
|||
|
mat.SetColor(SpOutlineColor, OutlineColor);
|
|||
|
mat.SetFloat(SpFalloffDistance, FalloffDistance);
|
|||
|
|
|||
|
float pixelSize = 1/Mathf.Max(0, FalloffDistance);
|
|||
|
mat.SetFloat(SpPixelWorldScale, Mathf.Clamp(pixelSize, 0f, 999999f));
|
|||
|
|
|||
|
|
|||
|
if (m_StrokeWidth > 0 && m_OutlineWidth > 0) {
|
|||
|
mat.EnableKeyword("OUTLINED_STROKE");
|
|||
|
}
|
|||
|
else {
|
|||
|
if (m_StrokeWidth > 0) {
|
|||
|
mat.EnableKeyword("STROKE");
|
|||
|
}
|
|||
|
else if (m_OutlineWidth > 0) {
|
|||
|
mat.EnableKeyword("OUTLINED");
|
|||
|
}
|
|||
|
else {
|
|||
|
mat.DisableKeyword("OUTLINED_STROKE");
|
|||
|
mat.DisableKeyword("STROKE");
|
|||
|
mat.DisableKeyword("OUTLINED");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
m_Triangle.ModifyMaterial(ref mat);
|
|||
|
m_Circle.ModifyMaterial(ref mat, m_FalloffDistance);
|
|||
|
m_Rectangle.ModifyMaterial(ref mat);
|
|||
|
m_Pentagon.ModifyMaterial(ref mat);
|
|||
|
m_Hexagon.ModifyMaterial(ref mat);
|
|||
|
m_NStarPolygon.ModifyMaterial(ref mat);
|
|||
|
|
|||
|
m_GradientEffect.ModifyMaterial(ref mat);
|
|||
|
|
|||
|
|
|||
|
switch (DrawShape) {
|
|||
|
case DrawShape.None:
|
|||
|
mat.DisableKeyword("CIRCLE");
|
|||
|
mat.DisableKeyword("TRIANGLE");
|
|||
|
mat.DisableKeyword("RECTANGLE");
|
|||
|
mat.DisableKeyword("PENTAGON");
|
|||
|
mat.DisableKeyword("HEXAGON");
|
|||
|
mat.DisableKeyword("NSTAR_POLYGON");
|
|||
|
break;
|
|||
|
case DrawShape.Circle:
|
|||
|
mat.EnableKeyword("CIRCLE");
|
|||
|
break;
|
|||
|
case DrawShape.Triangle:
|
|||
|
mat.EnableKeyword("TRIANGLE");
|
|||
|
break;
|
|||
|
case DrawShape.Rectangle:
|
|||
|
mat.EnableKeyword("RECTANGLE");
|
|||
|
break;
|
|||
|
case DrawShape.Pentagon:
|
|||
|
mat.EnableKeyword("PENTAGON");
|
|||
|
break;
|
|||
|
case DrawShape.NStarPolygon:
|
|||
|
mat.EnableKeyword("NSTAR_POLYGON");
|
|||
|
break;
|
|||
|
case DrawShape.Hexagon:
|
|||
|
mat.EnableKeyword("HEXAGON");
|
|||
|
break;
|
|||
|
default:
|
|||
|
throw new ArgumentOutOfRangeException();
|
|||
|
}
|
|||
|
|
|||
|
mat.SetInt(SpDrawShape, (int) DrawShape);
|
|||
|
mat.SetInt(SpFlipHorizontal, m_FlipHorizontal ? 1 : 0);
|
|||
|
mat.SetInt(SpFlipVertical, m_FlipVertical ? 1 : 0);
|
|||
|
|
|||
|
mat.SetFloat(SpShapeRotation, m_ShapeRotation);
|
|||
|
mat.SetInt(SpConstrainedRotation, m_ConstrainRotation?1:0);
|
|||
|
|
|||
|
return mat;
|
|||
|
}
|
|||
|
|
|||
|
private void DisableAllMaterialKeywords(Material mat) {
|
|||
|
mat.DisableKeyword("PROCEDURAL");
|
|||
|
mat.DisableKeyword("HYBRID");
|
|||
|
|
|||
|
mat.DisableKeyword("CIRCLE");
|
|||
|
mat.DisableKeyword("TRIANGLE");
|
|||
|
mat.DisableKeyword("RECTANGLE");
|
|||
|
mat.DisableKeyword("PENTAGON");
|
|||
|
mat.DisableKeyword("HEXAGON");
|
|||
|
mat.DisableKeyword("NSTAR_POLYGON");
|
|||
|
|
|||
|
mat.DisableKeyword("STROKE");
|
|||
|
mat.DisableKeyword("OUTLINED");
|
|||
|
mat.DisableKeyword("OUTLINED_STROKE");
|
|||
|
|
|||
|
mat.DisableKeyword("ROUNDED_CORNERS");
|
|||
|
|
|||
|
mat.DisableKeyword("GRADIENT_LINEAR");
|
|||
|
mat.DisableKeyword("GRADIENT_CORNER");
|
|||
|
mat.DisableKeyword("GRADIENT_RADIAL");
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void InitValuesFromSharedMaterial() {
|
|||
|
if (m_Material == null) return;
|
|||
|
Material mat = m_Material;
|
|||
|
|
|||
|
//Debug.Log("Parsing shared mat");
|
|||
|
//Basic Settings
|
|||
|
m_DrawShape = (DrawShape) mat.GetInt(SpDrawShape);
|
|||
|
|
|||
|
m_StrokeWidth = mat.GetFloat(SpStrokeWidth);
|
|||
|
m_FalloffDistance = mat.GetFloat(SpFalloffDistance);
|
|||
|
m_OutlineWidth = mat.GetFloat(SpOutlineWidth);
|
|||
|
m_OutlineColor = mat.GetColor(SpOutlineColor);
|
|||
|
m_FlipHorizontal = mat.GetInt(SpFlipHorizontal) == 1;
|
|||
|
m_FlipVertical = mat.GetInt(SpFlipVertical) == 1;
|
|||
|
m_ConstrainRotation = mat.GetInt(SpConstrainedRotation) == 1;
|
|||
|
m_ShapeRotation = mat.GetFloat(SpShapeRotation);
|
|||
|
//Debug.Log($"Parsed Falloff Distance: {m_FalloffDistance}");
|
|||
|
|
|||
|
m_Triangle.InitValuesFromMaterial(ref mat);
|
|||
|
m_Circle.InitValuesFromMaterial(ref mat);
|
|||
|
m_Rectangle.InitValuesFromMaterial(ref mat);
|
|||
|
m_Pentagon.InitValuesFromMaterial(ref mat);
|
|||
|
m_Hexagon.InitValuesFromMaterial(ref mat);
|
|||
|
m_NStarPolygon.InitValuesFromMaterial(ref mat);
|
|||
|
|
|||
|
//GradientEffect
|
|||
|
|
|||
|
m_GradientEffect.InitValuesFromMaterial(ref mat);
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
public Material CreateMaterialAssetFromComponentSettings() {
|
|||
|
Material matAsset = new Material(Shader.Find(MpShaderName));
|
|||
|
matAsset = GetModifiedMaterial(matAsset);
|
|||
|
string path = EditorUtility.SaveFilePanelInProject("Create Material for MPImage",
|
|||
|
"MPMaterial", "mat", "Choose location");
|
|||
|
AssetDatabase.CreateAsset(matAsset, path);
|
|||
|
AssetDatabase.SaveAssets();
|
|||
|
AssetDatabase.Refresh();
|
|||
|
return matAsset;
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|