Example #1
0
        //頂点
        void InitVerts(DicingTextures atlas)
        {
            if (atlas == null)
            {
                return;
            }
            //頂点データ
            this.verts = new List <QuadVerts>();

            //アトラス内のセルのサイズ
            int atlasCellSize = atlas.CellSize;
            //パディング済みのセルサイズ(テクスチャの方のセルサイズ)
            int paddingCellSize = atlasCellSize - atlas.Padding * 2;

            //テクスチャ内のセルの数
            int cellCountX = Mathf.CeilToInt(1.0f * Width / paddingCellSize);
            int cellCountY = Mathf.CeilToInt(1.0f * Height / paddingCellSize);

            //アトラス画像について
            int atlasWidth      = atlas.GetTexture(this.AtlasName).width;
            int atlasHeight     = atlas.GetTexture(this.AtlasName).height;
            int atlasCellCountX = Mathf.CeilToInt(1.0f * atlasWidth / atlasCellSize);
//			int atlasCellCountY = Mathf.CeilToInt(1.0f * atlasHeight / atlasCellSize);

            //セルのインデックス
            int index = 0;

            for (int cellY = 0; cellY < cellCountY; ++cellY)
            {
                float y0 = cellY * paddingCellSize;
                //本来のテクスチャの大きさ以上にはしない
                float y1 = Mathf.Min(y0 + paddingCellSize, this.Height);
                for (int cellX = 0; cellX < cellCountX; ++cellX)
                {
                    DicingTextureData.QuadVerts quadVerts = new DicingTextureData.QuadVerts();
                    float x0 = cellX * paddingCellSize;
                    //本来のテクスチャの大きさ以上にはしない
                    float x1 = Mathf.Min(x0 + paddingCellSize, this.Width);
                    quadVerts.v = new Vector4(x0, y0, x1, y1);
                    int cellIndex = cellIndexList[index];
                    quadVerts.isAllTransparent = (cellIndex == transparentIndex);

                    float ux = (cellIndex % atlasCellCountX) * atlasCellSize;
                    float uy = (cellIndex / atlasCellCountX) * atlasCellSize;
                    //パディングを考慮してUV値を設定しておく
                    float uvX = 1.0f * (ux + atlas.Padding) / atlasWidth;
                    float uvY = 1.0f * (uy + atlas.Padding) / atlasHeight;
                    float uvW = 1.0f * (x1 - x0) / atlasWidth;
                    float uvH = 1.0f * (y1 - y0) / atlasHeight;
                    quadVerts.uvRect = new Rect(uvX, uvY, uvW, uvH);
                    this.verts.Add(quadVerts);
                    index++;
                }
            }
        }
 public override void RebuildVertex(VertexHelper vh)
 {
     if (this.fadePatternData != null)
     {
         vh.Clear();
         Rect        pixelAdjustedRect = this.Target.GetPixelAdjustedRect();
         Color       color             = this.Target.get_color();
         DicingImage target            = this.Target as DicingImage;
         float       num  = pixelAdjustedRect.get_width() / ((float)this.fadePatternData.Width);
         float       num2 = pixelAdjustedRect.get_height() / ((float)this.fadePatternData.Height);
         int         num3 = 0;
         List <DicingTextureData.QuadVerts> list  = target.GetVerts(target.PatternData);
         List <DicingTextureData.QuadVerts> list2 = target.GetVerts(this.fadePatternData);
         int count = list.Count;
         if (count != list2.Count)
         {
             count = Mathf.Min(count, list2.Count);
             Debug.LogError(string.Format("Not equal texture size {0} and {1}", target.PatternData.Name, this.fadePatternData.Name));
         }
         for (int i = 0; i < count; i++)
         {
             DicingTextureData.QuadVerts verts  = list[i];
             DicingTextureData.QuadVerts verts2 = list2[i];
             if ((!target.SkipTransParentCell || !verts.isAllTransparent) || !verts2.isAllTransparent)
             {
                 Vector4 vector       = new Vector4(pixelAdjustedRect.get_x() + (num * verts.v.x), pixelAdjustedRect.get_y() + (num2 * verts.v.y), pixelAdjustedRect.get_x() + (num * verts.v.z), pixelAdjustedRect.get_y() + (num2 * verts.v.w));
                 Rect    uvRect       = verts.uvRect;
                 Rect    rect3        = verts2.uvRect;
                 float   introduced15 = uvRect.get_xMin();
                 float   introduced16 = rect3.get_xMin();
                 vh.AddVert(new Vector3(vector.x, vector.y), color, new Vector2(introduced15, uvRect.get_yMin()), new Vector2(introduced16, rect3.get_yMin()), Vector3.get_zero(), Vector4.get_zero());
                 float introduced17 = uvRect.get_xMin();
                 float introduced18 = rect3.get_xMin();
                 vh.AddVert(new Vector3(vector.x, vector.w), color, new Vector2(introduced17, uvRect.get_yMax()), new Vector2(introduced18, rect3.get_yMax()), Vector3.get_zero(), Vector4.get_zero());
                 float introduced19 = uvRect.get_xMax();
                 float introduced20 = rect3.get_xMax();
                 vh.AddVert(new Vector3(vector.z, vector.w), color, new Vector2(introduced19, uvRect.get_yMax()), new Vector2(introduced20, rect3.get_yMax()), Vector3.get_zero(), Vector4.get_zero());
                 float introduced21 = uvRect.get_xMax();
                 float introduced22 = rect3.get_xMax();
                 vh.AddVert(new Vector3(vector.z, vector.y), color, new Vector2(introduced21, uvRect.get_yMin()), new Vector2(introduced22, rect3.get_yMin()), Vector3.get_zero(), Vector4.get_zero());
                 vh.AddTriangle(num3, num3 + 1, num3 + 2);
                 vh.AddTriangle(num3 + 2, num3 + 3, num3);
                 num3 += 4;
             }
         }
     }
 }