AddUIVertexTriangleStream() public method

public AddUIVertexTriangleStream ( List verts ) : void
verts List
return void
コード例 #1
0
    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive())
        {
            return;
        }

        List<UIVertex> verts = new List<UIVertex>();
        vh.GetUIVertexStream(verts);

        if (verts == null || verts.Count == 0)
        {
            return;
        }

        int start;
        int end = 0;

        for (float i = 0; i <= Mathf.PI * 2; i += Mathf.PI / (float)mDivideAmoumt)
        {
            start = end;
            end = verts.Count;
            ApplyShadow(verts, effectColor, start, end, effectDistance.x * Mathf.Cos(i), effectDistance.y * Mathf.Sin(i));
        }

        vh.Clear();
        vh.AddUIVertexTriangleStream(verts);
    }
コード例 #2
0
		public override void ModifyMesh(Mesh mesh) {

			if (this.IsActive() == false) {

				return;

			}
			
			var list = new List<UIVertex>();
			using (var vertexHelper = new VertexHelper(mesh)) {

				vertexHelper.GetUIVertexStream(list);

			}
			
			this.ModifyVertices(list);  // calls the old ModifyVertices which was used on pre 5.2
			
			using (var vertexHelper = new VertexHelper()) {

				vertexHelper.AddUIVertexTriangleStream(list);
				vertexHelper.FillMesh(mesh);

			}

		}
コード例 #3
0
ファイル: Outline.cs プロジェクト: NetherDrk/Eternal-Empire
 public override void ModifyMesh(VertexHelper vh)
 {
   if (!this.IsActive())
     return;
   List<UIVertex> list = ListPool<UIVertex>.Get();
   vh.GetUIVertexStream(list);
   int num = list.Count * 5;
   if (list.Capacity < num)
     list.Capacity = num;
   int start1 = 0;
   int count1 = list.Count;
   this.ApplyShadowZeroAlloc(list, (Color32) this.effectColor, start1, list.Count, this.effectDistance.x, this.effectDistance.y);
   int start2 = count1;
   int count2 = list.Count;
   this.ApplyShadowZeroAlloc(list, (Color32) this.effectColor, start2, list.Count, this.effectDistance.x, -this.effectDistance.y);
   int start3 = count2;
   int count3 = list.Count;
   this.ApplyShadowZeroAlloc(list, (Color32) this.effectColor, start3, list.Count, -this.effectDistance.x, this.effectDistance.y);
   int start4 = count3;
   int count4 = list.Count;
   this.ApplyShadowZeroAlloc(list, (Color32) this.effectColor, start4, list.Count, -this.effectDistance.x, -this.effectDistance.y);
   vh.Clear();
   vh.AddUIVertexTriangleStream(list);
   ListPool<UIVertex>.Release(list);
 }
コード例 #4
0
ファイル: Outline.cs プロジェクト: gdzzzyyy/UGUIlok
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
                return;

            var verts = ListPool<UIVertex>.Get();
            vh.GetUIVertexStream(verts);

            var neededCpacity = verts.Count * 5;
            if (verts.Capacity < neededCpacity)
                verts.Capacity = neededCpacity;

            var start = 0;
            var end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, -effectDistance.y);

            vh.Clear();
            vh.AddUIVertexTriangleStream(verts);
            ListPool<UIVertex>.Release(verts);
        }
コード例 #5
0
ファイル: Outline.cs プロジェクト: randomize/VimConfig
 public override void ModifyMesh(Mesh mesh)
 {
     if (this.IsActive())
     {
         List<UIVertex> stream = new List<UIVertex>();
         using (VertexHelper helper = new VertexHelper(mesh))
         {
             helper.GetUIVertexStream(stream);
         }
         int num = stream.Count * 5;
         if (stream.Capacity < num)
         {
             stream.Capacity = num;
         }
         int start = 0;
         int count = stream.Count;
         base.ApplyShadowZeroAlloc(stream, base.effectColor, start, stream.Count, base.effectDistance.x, base.effectDistance.y);
         start = count;
         count = stream.Count;
         base.ApplyShadowZeroAlloc(stream, base.effectColor, start, stream.Count, base.effectDistance.x, -base.effectDistance.y);
         start = count;
         count = stream.Count;
         base.ApplyShadowZeroAlloc(stream, base.effectColor, start, stream.Count, -base.effectDistance.x, base.effectDistance.y);
         start = count;
         count = stream.Count;
         base.ApplyShadowZeroAlloc(stream, base.effectColor, start, stream.Count, -base.effectDistance.x, -base.effectDistance.y);
         using (VertexHelper helper2 = new VertexHelper())
         {
             helper2.AddUIVertexTriangleStream(stream);
             helper2.FillMesh(mesh);
         }
     }
 }
コード例 #6
0
ファイル: VertexMesh.cs プロジェクト: tettasun/BookSample
 public override void ModifyMesh(VertexHelper vertexHelper)
 {
     List<UIVertex> vertexList = new List<UIVertex>();
     vertexHelper.GetUIVertexStream(vertexList);
     ModifyVertices(vertexList);
     vertexHelper.Clear();
     vertexHelper.AddUIVertexTriangleStream(vertexList);
 }
コード例 #7
0
		public void ModifyMesh(VertexHelper helper) {

			var list = new List<UIVertex>();
			helper.GetUIVertexStream(list);

			this.ModifyVertices(list);  // calls the old ModifyVertices which was used on pre 5.2

			helper.AddUIVertexTriangleStream(list);

		}
コード例 #8
0
ファイル: Shadow.cs プロジェクト: CarlosHBC/UnityDecompiled
 public override void ModifyMesh(VertexHelper vh)
 {
     if (this.IsActive())
     {
         List<UIVertex> stream = ListPool<UIVertex>.Get();
         vh.GetUIVertexStream(stream);
         this.ApplyShadow(stream, this.effectColor, 0, stream.Count, this.effectDistance.x, this.effectDistance.y);
         vh.Clear();
         vh.AddUIVertexTriangleStream(stream);
         ListPool<UIVertex>.Release(stream);
     }
 }
コード例 #9
0
    public override void ModifyMesh(VertexHelper vertexHelper)
    {
        if (!this.IsActive())
            return;

        List<UIVertex> list = new List<UIVertex>();

        vertexHelper.GetUIVertexStream(list);
        ModifyVertices(list);

        vertexHelper.AddUIVertexTriangleStream(list);
    }
コード例 #10
0
 public override void ModifyMesh(VertexHelper vh)
 {
     List<UIVertex> list = new List<UIVertex>();
     vh.GetUIVertexStream(list);
     vh.Clear();
     for (int i = 0; i < list.Count; i++)
     {
         var v = list[i];
         v.uv1 = AlphaUV[IndexMap[i]];
         list[i] = v;
     }
     vh.AddUIVertexTriangleStream(list);
 }
コード例 #11
0
//        // ------------------------------------------------------------------>>>>>>  TO HERE!!
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!this.IsActive())
                return;
            
            List<UIVertex> vertexList = new List<UIVertex>();
            vh.GetUIVertexStream(vertexList);

            ModifyVertices(vertexList);

            vh.Clear();
            vh.AddUIVertexTriangleStream(vertexList);
        }
コード例 #12
0
        public void ModifyMesh(VertexHelper vertexHelper)
		{
			if (!this.enabled)
				return;
			
			List<UIVertex> list = new List<UIVertex>();
			vertexHelper.GetUIVertexStream(list);
			
			ModifyVertices(list);  // calls the old ModifyVertices which was used on pre 5.2
			
			vertexHelper.Clear();
			vertexHelper.AddUIVertexTriangleStream(list);
		}
コード例 #13
0
 static public int AddUIVertexTriangleStream(IntPtr l)
 {
     try {
         UnityEngine.UI.VertexHelper self = (UnityEngine.UI.VertexHelper)checkSelf(l);
         System.Collections.Generic.List <UnityEngine.UIVertex> a1;
         checkType(l, 2, out a1);
         self.AddUIVertexTriangleStream(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #14
0
ファイル: BlendColor.cs プロジェクト: K-Yoshiki/menko
        public override void ModifyMesh (VertexHelper vh)
        {
            if (IsActive() == false) {
                return;
            }

            var vList = new List<UIVertex>();
            vh.GetUIVertexStream(vList);

            ModifyVertices(vList);

            vh.Clear();
            vh.AddUIVertexTriangleStream(vList);
        }
コード例 #15
0
    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive())
        {
            return;
        }

        var vertexList = new List<UIVertex>();
        vh.GetUIVertexStream(vertexList);
        int count = vertexList.Count;

        ApplyGradient(vertexList, 0, count);
        vh.Clear();
        vh.AddUIVertexTriangleStream(vertexList);
    }
コード例 #16
0
    public override void ModifyMesh(VertexHelper vh)
#endif
    {
        if (!this.IsActive())
            return;
        
        List<UIVertex> list = new List<UIVertex>();
        vh.GetUIVertexStream(list);
        
        ModifyVertices(list);

#if UNITY_5_2_1pX || UNITY_5_3
        vh.Clear();
#endif
        vh.AddUIVertexTriangleStream(list);
    }
コード例 #17
0
    public override void ModifyMesh(UnityEngine.UI.VertexHelper vh)
    {
        if (!IsActive())
        {
            return;
        }

        List <UIVertex> vertices = new List <UIVertex>();

        vh.GetUIVertexStream(vertices);

        TextMove(ref vertices);

        vh.Clear();
        vh.AddUIVertexTriangleStream(vertices);
    }
コード例 #18
0
ファイル: Shadow.cs プロジェクト: randomize/VimConfig
 public override void ModifyMesh(Mesh mesh)
 {
     if (this.IsActive())
     {
         List<UIVertex> stream = new List<UIVertex>();
         using (VertexHelper helper = new VertexHelper(mesh))
         {
             helper.GetUIVertexStream(stream);
         }
         this.ApplyShadow(stream, this.effectColor, 0, stream.Count, this.effectDistance.x, this.effectDistance.y);
         using (VertexHelper helper2 = new VertexHelper())
         {
             helper2.AddUIVertexTriangleStream(stream);
             helper2.FillMesh(mesh);
         }
     }
 }
    public override void ModifyMesh(Mesh mesh)
    {
        if (!this.IsActive())
            return;

        List<UIVertex> list = new List<UIVertex>();
        using (VertexHelper vertexHelper = new VertexHelper(mesh)) {
            vertexHelper.GetUIVertexStream(list);
        }

        ModifyVertices(list);

        using (VertexHelper vertexHelper2 = new VertexHelper()) {
            vertexHelper2.AddUIVertexTriangleStream(list);
            vertexHelper2.FillMesh(mesh);
        }
    }
コード例 #20
0
        public void ModifyMesh(Mesh mesh)
        {
            if (!this.enabled)
                return;

            List<UIVertex> list = new List<UIVertex>();
            using (VertexHelper vertexHelper = new VertexHelper(mesh))
            {
                vertexHelper.GetUIVertexStream(list);
            }

            ModifyVertices(list);  // calls the old ModifyVertices which was used on pre 5.2

            using (VertexHelper vertexHelper2 = new VertexHelper())
            {
                vertexHelper2.AddUIVertexTriangleStream(list);
                vertexHelper2.FillMesh(mesh);
            }
        }
コード例 #21
0
		public override void ModifyMesh(VertexHelper vh) {

			if (this.IsActive() == false) {

				return;

			}

			List<UIVertex> list = this.temp;//ListPool<UIVertex>.Get();
			vh.GetUIVertexStream(list);

			this.ModifyVertices(list);

			vh.Clear();
			vh.AddUIVertexTriangleStream(list);
			//ListPool<UIVertex>.Release(list);
			this.temp.Clear();

		}
コード例 #22
0
	protected override void OnPopulateMesh(VertexHelper vh)
	{	
		base.OnPopulateMesh(vh);

		List<UIVertex> stream = new List<UIVertex>();

		vh.GetUIVertexStream(stream);

		for (int i = 0; i < stream.Count; i++)
		{
			UIVertex v = stream[i];

			float percentCircumference = v.position.x/circumference;
			Vector3 offset = Quaternion.Euler(0.0f,0.0f,-percentCircumference*360.0f)*Vector3.up;
			v.position = offset*radius*scaleFactor + offset*v.position.y;
			v.position += Vector3.down*radius*scaleFactor;

			stream[i] = v;
		}

		vh.AddUIVertexTriangleStream(stream);
	}
コード例 #23
0
ファイル: Gradient.cs プロジェクト: markdion/Unity-Projects
    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive())
        {
            return;
        }

        List<UIVertex> vertexList = new List<UIVertex>();
        vh.GetUIVertexStream(vertexList);

        int count = vertexList.Count;
        float bottomY = vertexList[0].position.y;
        float topY = vertexList[0].position.y;

        for (int i = 1; i < count; i++)
        {
            float y = vertexList[i].position.y;
            if (y > topY)
            {
                topY = y;
            }
            else if (y < bottomY)
            {
                bottomY = y;
            }
        }

        float uiElementHeight = topY - bottomY;

        for (int i = 0; i < count; i++)
        {
            UIVertex uiVertex = vertexList[i];
            uiVertex.color = Color32.Lerp(bottomColor, topColor, (uiVertex.position.y - bottomY) / uiElementHeight);
            vertexList[i] = uiVertex;
        }

        vh.Clear();
        vh.AddUIVertexTriangleStream(vertexList);
    }
コード例 #24
0
        public override void ModifyMesh(UnityEngine.UI.VertexHelper vh)
        {
            initImage();
            vh.Clear();
            Vector2 StartPoint = new Vector2(OriginXStart * width, OriginYStart * height);
            Vector2 EndPointX  = new Vector2(CoordinateXEnd * width, OriginYStart * height);
            Vector2 EndPointY  = new Vector2(OriginXStart * width, CoordinateYEnd * height);

            #region 数据曲线:

            int   count    = listPoint.Count;
            float minValue = float.MaxValue;
            float maxValue = float.MinValue;

            for (int i = 0; i < listPoint.Count; i++)
            {
                if (listPoint[i] > maxValue)
                {
                    maxValue = listPoint[i];
                }
                if (listPoint[i] < minValue)
                {
                    minValue = listPoint[i];
                }
            }
            xMin = 0;
            xMax = listPoint.Count;
            yMin = minValue;
            yMax = maxValue;

            float xoffset = (EndPointX.x - StartPoint.x) / count;

            float yoofset = ((YEndDraw - YStartDraw) * height) / (maxValue - minValue);

            List <Vector2> listTemp = new List <Vector2>();
            for (int i = 0; i < listPoint.Count; i++)
            {
                float x = i * xoffset + StartPoint.x;
                float y = yoofset * (listPoint[i] - minValue) + YStartDraw * height;
                listTemp.Add(new Vector2(x, y));
            }



            List <UIVertex> lis = EMeshTools.getTriangleStrame(listTemp, 2, Color.green
                                                               , true);
            vh.AddUIVertexTriangleStream(lis);



            #endregion

            #region 画坐标轴


            UIVertex[] lineX = GetQuaLine(StartPoint, EndPointX, 2, Color.gray);
            if (lineX != null && lineX.Length == 4)
            {
                vh.AddUIVertexQuad(lineX);
            }

            UIVertex[] lineY = GetQuaLine(StartPoint, EndPointY, 2, Color.gray);
            if (lineY != null && lineY.Length == 4)
            {
                vh.AddUIVertexQuad(lineY);
            }

            #endregion


            #region 绘制参考线

            /*
             * Vector2 StartPoint_R1 = new Vector2 (XReferencePos_1 * width,OriginYStart*height);
             * Vector2 EndPoint_R1 = new Vector2 (XReferencePos_1 * width, CoordinateYEnd*height);
             * UIVertex[] line_X1 = GetQuaLine (StartPoint_R1, EndPoint_R1, 1,Color.red);
             * if (lineX != null && lineX.Length == 4) {
             *      vh.AddUIVertexQuad (line_X1);
             * }
             */
            #endregion
        }
コード例 #25
0
ファイル: BordaTexto.cs プロジェクト: JeanRossa/O-Jogo
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
            {
                return;
            }
            var verts = new List <UIVertex>();

            vh.GetUIVertexStream(verts);

            var neededCpacity = verts.Count * 5;

            if (verts.Capacity < neededCpacity)
            {
                verts.Capacity = neededCpacity;
            }


            if (glintEffect)
            {
                for (int i = 0; i < verts.Count; i++)
                {
                    UIVertex item = verts[i];

                    for (int j = -glintWidth; j <= glintWidth; j++)
                    {
                        if (i % 6 == Mathf.Repeat(glintVertex + j, 6))
                        {
                            item.color = glintColor;
                        }
                    }

                    verts[i] = item;
                }
            }

            Vector2 m_effectDistance = new Vector2(m_size, m_size);
            var     start            = 0;
            var     end = verts.Count;

            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x, m_effectDistance.y);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x, -m_effectDistance.y);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x, m_effectDistance.y);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x, -m_effectDistance.y);

            //////////////////////////////
            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, m_effectDistance.y * 1.5f);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x * 1.5f, 0);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x * 1.5f, 0);

            start = end;
            end   = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, -m_effectDistance.y * 1.5f);

            vh.Clear();
            vh.AddUIVertexTriangleStream(verts);
        }
コード例 #26
0
ファイル: Shadow.cs プロジェクト: NetherDrk/Eternal-Empire
 public override void ModifyMesh(VertexHelper vh)
 {
   if (!this.IsActive())
     return;
   List<UIVertex> list = ListPool<UIVertex>.Get();
   vh.GetUIVertexStream(list);
   this.ApplyShadow(list, (Color32) this.effectColor, 0, list.Count, this.effectDistance.x, this.effectDistance.y);
   vh.Clear();
   vh.AddUIVertexTriangleStream(list);
   ListPool<UIVertex>.Release(list);
 }
コード例 #27
0
    //public Color32 topColor = Color.white;
    //public Color32 bottomColor = Color.black;

    //public override void ModifyMesh(VertexHelper helper)
    //{
    //    if (!this.IsActive() || helper.currentVertCount == 0)
    //        return;

    //    List<UIVertex> vertexs = new List<UIVertex>();
    //    helper.GetUIVertexStream(vertexs);

    //    float bottomY = vertexs[0].position.y;
    //    float topY = vertexs[0].position.y;

    //    for (int i = 1; i < vertexs.Count; i++)
    //    {
    //        float y = vertexs[i].position.y;
    //        if (y > topY)
    //        {
    //            topY = y;
    //        }
    //        else if (y < bottomY)
    //        {
    //            bottomY = y;
    //        }
    //    }

    //    float uiElementHeight = topY - bottomY;

    //    UIVertex v = new UIVertex();

    //    for (int i = 0; i < helper.currentVertCount; i++)
    //    {
    //        helper.PopulateUIVertex(ref v, i);
    //        v.color = Color32.Lerp(bottomColor, topColor, (v.position.y - bottomY) / uiElementHeight);
    //        helper.SetUIVertex(v, i);
    //    }
    //}
    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive() || mGradient == null)
        {
            return;
        }

        List<UIVertex> vertexList = new List<UIVertex>();
        vh.GetUIVertexStream(vertexList);

        if (vertexList == null || vertexList.Count == 0)
        {
            return;
        }

        float leftX = vertexList[0].position.x;
        float rightX = vertexList[0].position.x;

        float bottomY = vertexList[0].position.y;
        float topY = vertexList[0].position.y;

        for (int i = 1; i < vertexList.Count; i++)
        {
            float y = vertexList[i].position.y;
            if (y > topY)
            {
                topY = y;
            }
            else if (y < bottomY)
            {
                bottomY = y;
            }

            float x = vertexList[i].position.x;
            if (x > rightX)
            {
                rightX = x;
            }
            else if (x < leftX)
            {
                leftX = x;
            }
        }

        for (int i = 0; i < vertexList.Count; i++)
        {
            UIVertex uiVertex = vertexList[i];
            if (mDirection == Direction.Vertical)
            {
                uiVertex.color = mGradient.Evaluate((uiVertex.position.y - bottomY) / (topY - bottomY));
            }
            else
            {
                uiVertex.color = mGradient.Evaluate((uiVertex.position.x - leftX) / (rightX - leftX));
            }
            vertexList[i] = uiVertex;
        }

        vh.Clear();
        vh.AddUIVertexTriangleStream(vertexList);
    }
コード例 #28
0
ファイル: LetterSpacing.cs プロジェクト: wcsjb/XiaoGame_New
        public override void ModifyMesh(UnityEngine.UI.VertexHelper helper)
        {
            if (!IsActive())
            {
                return;
            }
            List <UIVertex> verts = ListPool <UIVertex> .Get();

            helper.GetUIVertexStream(verts);
            Text text = GetComponent <Text>();

            if (text == null)
            {
                Debug.LogWarning("LetterSpacing: Missing Text component");
                return;
            }
            Vector3 pos;
            float   letterOffset    = spacing * (float)text.fontSize / 100f;
            float   alignmentFactor = 0;
            int     glyphIdx        = 0;

            switch (text.alignment)
            {
            case TextAnchor.LowerLeft:
            case TextAnchor.MiddleLeft:
            case TextAnchor.UpperLeft:
                alignmentFactor = 0f;
                break;

            case TextAnchor.LowerCenter:
            case TextAnchor.MiddleCenter:
            case TextAnchor.UpperCenter:
                alignmentFactor = 0.5f;
                break;

            case TextAnchor.LowerRight:
            case TextAnchor.MiddleRight:
            case TextAnchor.UpperRight:
                alignmentFactor = 1f;
                break;
            }

            //for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
            {
                string line       = text.text;
                float  lineOffset = (line.Length - 1) * letterOffset * alignmentFactor;
                for (int charIdx = 0; charIdx < line.Length; charIdx++)
                {
                    int idx1 = glyphIdx * 6 + 0;
                    int idx2 = glyphIdx * 6 + 1;
                    int idx3 = glyphIdx * 6 + 2;
                    int idx4 = glyphIdx * 6 + 3;
                    int idx5 = glyphIdx * 6 + 4;
                    int idx6 = glyphIdx * 6 + 5;


                    // Check for truncated text (doesn't generate verts for all characters)
                    if (idx4 > verts.Count - 1)
                    {
                        return;
                    }

                    UIVertex vert1 = verts[idx1];
                    UIVertex vert2 = verts[idx2];
                    UIVertex vert3 = verts[idx3];
                    UIVertex vert4 = verts[idx4];
                    UIVertex vert5 = verts[idx5];
                    UIVertex vert6 = verts[idx6];


                    pos = Vector3.right * (letterOffset * charIdx - lineOffset);

                    vert1.position += pos;
                    vert2.position += pos;
                    vert3.position += pos;
                    vert4.position += pos;
                    vert5.position += pos;
                    vert6.position += pos;


                    verts[idx1] = vert1;
                    verts[idx2] = vert2;
                    verts[idx3] = vert3;
                    verts[idx4] = vert4;
                    verts[idx5] = vert5;
                    verts[idx6] = vert6;


                    glyphIdx++;
                }

                // Offset for carriage return character that still generates verts
                glyphIdx++;
            }

            helper.Clear();
            helper.AddUIVertexTriangleStream(verts);
            verts.ReleaseToPool();
        }
コード例 #29
0
ファイル: Shadow.cs プロジェクト: gdzzzyyy/UGUIlok
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
                return;

            var output = ListPool<UIVertex>.Get();
            vh.GetUIVertexStream(output);

            ApplyShadow(output, effectColor, 0, output.Count, effectDistance.x, effectDistance.y);
            vh.Clear();
            vh.AddUIVertexTriangleStream(output);
            ListPool<UIVertex>.Release(output);
        }
コード例 #30
0
        public override void ModifyMesh(UnityEngine.UI.VertexHelper helper)
        {
            var verts = ListPool <UIVertex> .Get();

            var newVerts = ListPool <UIVertex> .Get();

            helper.GetUIVertexStream(verts);
            helper.Clear();
            int count      = verts.Count;
            int shapeCount = count / 6;
            int shapeIndex = 0;

            for (int i = 0; i < shapeCount; ++i)
            {
                int     curIndex     = i * 6;
                bool    isUVVertical = (GetComponent <Graphic>() is Text) && (verts [curIndex].uv0.x == verts [curIndex + 1].uv0.x);
                Vector2 minUV        = verts [curIndex + 0].uv0;
                Vector2 maxUV        = verts [curIndex + 2].uv0;
                Vector3 minPos       = verts [curIndex + 0].position;
                Vector3 maxPos       = verts [curIndex + 2].position;

                Vector3 lengthPos = (maxPos - minPos) / m_Fineness;
                Vector2 lengthUV  = (maxUV - minUV) / m_Fineness;
                for (int j = 0; j < m_Fineness; ++j)
                {
                    for (int k = 0; k < 6; ++k)
                    {
                        var   vert = verts [curIndex + k];
                        float x    = 0;
                        float y    = 0;
                        float uvx  = 0;
                        float uvy  = 0;
                        bool  isX  = (k == 0 || k == 4 || k == 5);
                        bool  isY  = (k == 0 || k == 1 || k == 5);
                        if ((isUVVertical && isX) || (!isUVVertical && isY))
                        {
                            uvy = isUVVertical ? minUV.y + lengthUV.y * j : minUV.y;
                            y   = minPos.y;
                        }
                        else
                        {
                            uvy = isUVVertical ? minUV.y + lengthUV.y * (j + 1) : maxUV.y;
                            y   = maxPos.y;
                        }
                        y = (isY ? minPos.y : maxPos.y);
                        if ((isUVVertical && isY) || (!isUVVertical && isX))
                        {
                            uvx = isUVVertical ? minUV.x : minUV.x + lengthUV.x * j;
                        }
                        else
                        {
                            uvx = isUVVertical ? maxUV.x : minUV.x + lengthUV.x * (j + 1);
                        }
                        x             = (isX ? minPos.x + lengthPos.x * j : minPos.x + lengthPos.x * (j + 1));
                        vert.position = new Vector3(x, y, minPos.z);
                        vert.uv0      = new Vector2(uvx, uvy);
                        newVerts.Add(vert);
                    }
                }
                shapeIndex += m_Fineness;
            }
            helper.Clear();
            helper.AddUIVertexTriangleStream(newVerts);
            newVerts.ReleaseToPool();
            verts.ReleaseToPool();
        }