Пример #1
0
 public override void OnFill(MeshBuffer m)
 {
     float single;
     float single1;
     Vertex vertex = new Vertex();
     Vertex vertex1 = new Vertex();
     Vertex vertex2 = new Vertex();
     Vertex vertex3 = new Vertex();
     float single2 = 0f;
     float single3 = 0f;
     float single4 = 1f;
     float single5 = -1f;
     float single6 = this.mOuterUV.xMin;
     float single7 = this.mOuterUV.yMin;
     float single8 = this.mOuterUV.xMax;
     float single9 = this.mOuterUV.yMax;
     if (this.mFillDirection == UIFilledSprite.FillDirection.Horizontal || this.mFillDirection == UIFilledSprite.FillDirection.Vertical)
     {
         float single10 = (single8 - single6) * this.mFillAmount;
         float single11 = (single9 - single7) * this.mFillAmount;
         if (this.fillDirection == UIFilledSprite.FillDirection.Horizontal)
         {
             if (!this.mInvert)
             {
                 single4 = single4 * this.mFillAmount;
                 single8 = single6 + single10;
             }
             else
             {
                 single2 = 1f - this.mFillAmount;
                 single6 = single8 - single10;
             }
         }
         else if (this.fillDirection == UIFilledSprite.FillDirection.Vertical)
         {
             if (!this.mInvert)
             {
                 single3 = -(1f - this.mFillAmount);
                 single9 = single7 + single11;
             }
             else
             {
                 single5 = single5 * this.mFillAmount;
                 single7 = single9 - single11;
             }
         }
     }
     Vector2[] vector2 = new Vector2[4];
     Vector2[] vector2Array = new Vector2[4];
     vector2[0] = new Vector2(single4, single3);
     vector2[1] = new Vector2(single4, single5);
     vector2[2] = new Vector2(single2, single5);
     vector2[3] = new Vector2(single2, single3);
     vector2Array[0] = new Vector2(single8, single9);
     vector2Array[1] = new Vector2(single8, single7);
     vector2Array[2] = new Vector2(single6, single7);
     vector2Array[3] = new Vector2(single6, single9);
     Color color = base.color;
     if (this.fillDirection != UIFilledSprite.FillDirection.Radial90)
     {
         if (this.fillDirection == UIFilledSprite.FillDirection.Radial180)
         {
             Vector2[] vector21 = new Vector2[4];
             Vector2[] vector2Array1 = new Vector2[4];
             for (int i = 0; i < 2; i++)
             {
                 vector21[0] = new Vector2(0f, 0f);
                 vector21[1] = new Vector2(0f, 1f);
                 vector21[2] = new Vector2(1f, 1f);
                 vector21[3] = new Vector2(1f, 0f);
                 vector2Array1[0] = new Vector2(0f, 0f);
                 vector2Array1[1] = new Vector2(0f, 1f);
                 vector2Array1[2] = new Vector2(1f, 1f);
                 vector2Array1[3] = new Vector2(1f, 0f);
                 if (this.mInvert)
                 {
                     if (i > 0)
                     {
                         this.Rotate(vector21, i);
                         this.Rotate(vector2Array1, i);
                     }
                 }
                 else if (i < 1)
                 {
                     this.Rotate(vector21, 1 - i);
                     this.Rotate(vector2Array1, 1 - i);
                 }
                 if (i != 1)
                 {
                     single = (!this.mInvert ? 0.5f : 1f);
                     single1 = (!this.mInvert ? 1f : 0.5f);
                 }
                 else
                 {
                     single = (!this.mInvert ? 1f : 0.5f);
                     single1 = (!this.mInvert ? 0.5f : 1f);
                 }
                 vector21[1].y = Mathf.Lerp(single, single1, vector21[1].y);
                 vector21[2].y = Mathf.Lerp(single, single1, vector21[2].y);
                 vector2Array1[1].y = Mathf.Lerp(single, single1, vector2Array1[1].y);
                 vector2Array1[2].y = Mathf.Lerp(single, single1, vector2Array1[2].y);
                 float single12 = this.mFillAmount * 2f - (float)i;
                 bool flag = i % 2 == 1;
                 if (this.AdjustRadial(vector21, vector2Array1, single12, !flag))
                 {
                     if (this.mInvert)
                     {
                         flag = !flag;
                     }
                     if (!flag)
                     {
                         int num = m.Alloc(PrimitiveKind.Quad);
                         for (int j = 3; j > -1; j--)
                         {
                             m.v[num].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector21[j].x);
                             m.v[num].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector21[j].y);
                             m.v[num].z = 0f;
                             m.v[num].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array1[j].x);
                             m.v[num].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array1[j].y);
                             m.v[num].r = color.r;
                             m.v[num].g = color.g;
                             m.v[num].b = color.b;
                             m.v[num].a = color.a;
                             num++;
                         }
                     }
                     else
                     {
                         int num1 = m.Alloc(PrimitiveKind.Quad);
                         for (int k = 0; k < 4; k++)
                         {
                             m.v[num1].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector21[k].x);
                             m.v[num1].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector21[k].y);
                             m.v[num1].z = 0f;
                             m.v[num1].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array1[k].x);
                             m.v[num1].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array1[k].y);
                             m.v[num1].r = color.r;
                             m.v[num1].g = color.g;
                             m.v[num1].b = color.b;
                             m.v[num1].a = color.a;
                             num1++;
                         }
                     }
                 }
             }
             return;
         }
         if (this.fillDirection == UIFilledSprite.FillDirection.Radial360)
         {
             float[] singleArray = new float[] { 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0f, 0.5f, 0f, 0.5f };
             Vector2[] vector22 = new Vector2[4];
             Vector2[] vector2Array2 = new Vector2[4];
             for (int l = 0; l < 4; l++)
             {
                 vector22[0] = new Vector2(0f, 0f);
                 vector22[1] = new Vector2(0f, 1f);
                 vector22[2] = new Vector2(1f, 1f);
                 vector22[3] = new Vector2(1f, 0f);
                 vector2Array2[0] = new Vector2(0f, 0f);
                 vector2Array2[1] = new Vector2(0f, 1f);
                 vector2Array2[2] = new Vector2(1f, 1f);
                 vector2Array2[3] = new Vector2(1f, 0f);
                 if (this.mInvert)
                 {
                     if (l > 0)
                     {
                         this.Rotate(vector22, l);
                         this.Rotate(vector2Array2, l);
                     }
                 }
                 else if (l < 3)
                 {
                     this.Rotate(vector22, 3 - l);
                     this.Rotate(vector2Array2, 3 - l);
                 }
                 for (int m1 = 0; m1 < 4; m1++)
                 {
                     int num2 = (!this.mInvert ? l * 4 : (3 - l) * 4);
                     float single13 = singleArray[num2];
                     float single14 = singleArray[num2 + 1];
                     float single15 = singleArray[num2 + 2];
                     float single16 = singleArray[num2 + 3];
                     vector22[m1].x = Mathf.Lerp(single13, single14, vector22[m1].x);
                     vector22[m1].y = Mathf.Lerp(single15, single16, vector22[m1].y);
                     vector2Array2[m1].x = Mathf.Lerp(single13, single14, vector2Array2[m1].x);
                     vector2Array2[m1].y = Mathf.Lerp(single15, single16, vector2Array2[m1].y);
                 }
                 float single17 = this.mFillAmount * 4f - (float)l;
                 bool flag1 = l % 2 == 1;
                 if (this.AdjustRadial(vector22, vector2Array2, single17, !flag1))
                 {
                     if (this.mInvert)
                     {
                         flag1 = !flag1;
                     }
                     if (!flag1)
                     {
                         int num3 = m.Alloc(PrimitiveKind.Quad);
                         for (int n = 3; n > -1; n--)
                         {
                             m.v[num3].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector22[n].x);
                             m.v[num3].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector22[n].y);
                             m.v[num3].z = 0f;
                             m.v[num3].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array2[n].x);
                             m.v[num3].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array2[n].y);
                             m.v[num3].r = color.r;
                             m.v[num3].g = color.g;
                             m.v[num3].b = color.b;
                             m.v[num3].a = color.a;
                             num3++;
                         }
                     }
                     else
                     {
                         int num4 = m.Alloc(PrimitiveKind.Quad);
                         for (int o = 0; o < 4; o++)
                         {
                             m.v[num4].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector22[o].x);
                             m.v[num4].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector22[o].y);
                             m.v[num4].z = 0f;
                             m.v[num4].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array2[o].x);
                             m.v[num4].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array2[o].y);
                             m.v[num4].r = color.r;
                             m.v[num4].g = color.g;
                             m.v[num4].b = color.b;
                             m.v[num4].a = color.a;
                             num4++;
                         }
                     }
                 }
             }
             return;
         }
     }
     else if (!this.AdjustRadial(vector2, vector2Array, this.mFillAmount, this.mInvert))
     {
         return;
     }
     vertex.x = vector2[0].x;
     vertex.y = vector2[0].y;
     vertex.u = vector2Array[0].x;
     vertex.v = vector2Array[0].y;
     vertex1.x = vector2[1].x;
     vertex1.y = vector2[1].y;
     vertex1.u = vector2Array[1].x;
     vertex1.v = vector2Array[1].y;
     vertex2.x = vector2[2].x;
     vertex2.y = vector2[2].y;
     vertex2.u = vector2Array[2].x;
     vertex2.v = vector2Array[2].y;
     vertex3.x = vector2[3].x;
     vertex3.y = vector2[3].y;
     vertex3.u = vector2Array[3].x;
     vertex3.v = vector2Array[3].y;
     float single18 = 0f;
     float single19 = single18;
     vertex3.z = single18;
     float single20 = single19;
     single19 = single20;
     vertex2.z = single20;
     float single21 = single19;
     single19 = single21;
     vertex1.z = single21;
     vertex.z = single19;
     float single22 = color.r;
     single19 = single22;
     vertex3.r = single22;
     float single23 = single19;
     single19 = single23;
     vertex2.r = single23;
     float single24 = single19;
     single19 = single24;
     vertex1.r = single24;
     vertex.r = single19;
     float single25 = color.g;
     single19 = single25;
     vertex3.g = single25;
     float single26 = single19;
     single19 = single26;
     vertex2.g = single26;
     float single27 = single19;
     single19 = single27;
     vertex1.g = single27;
     vertex.g = single19;
     float single28 = color.b;
     single19 = single28;
     vertex3.b = single28;
     float single29 = single19;
     single19 = single29;
     vertex2.b = single29;
     float single30 = single19;
     single19 = single30;
     vertex1.b = single30;
     vertex.b = single19;
     float single31 = color.a;
     single19 = single31;
     vertex3.a = single31;
     float single32 = single19;
     single19 = single32;
     vertex2.a = single32;
     float single33 = single19;
     single19 = single33;
     vertex1.a = single33;
     vertex.a = single19;
     m.Quad(vertex, vertex1, vertex2, vertex3);
 }
Пример #2
0
    public override void OnFill(MeshBuffer m)
    {
        float  single;
        float  single1;
        Vertex vertex  = new Vertex();
        Vertex vertex1 = new Vertex();
        Vertex vertex2 = new Vertex();
        Vertex vertex3 = new Vertex();
        float  single2 = 0f;
        float  single3 = 0f;
        float  single4 = 1f;
        float  single5 = -1f;
        float  single6 = this.mOuterUV.xMin;
        float  single7 = this.mOuterUV.yMin;
        float  single8 = this.mOuterUV.xMax;
        float  single9 = this.mOuterUV.yMax;

        if (this.mFillDirection == UIFilledSprite.FillDirection.Horizontal || this.mFillDirection == UIFilledSprite.FillDirection.Vertical)
        {
            float single10 = (single8 - single6) * this.mFillAmount;
            float single11 = (single9 - single7) * this.mFillAmount;
            if (this.fillDirection == UIFilledSprite.FillDirection.Horizontal)
            {
                if (!this.mInvert)
                {
                    single4 = single4 * this.mFillAmount;
                    single8 = single6 + single10;
                }
                else
                {
                    single2 = 1f - this.mFillAmount;
                    single6 = single8 - single10;
                }
            }
            else if (this.fillDirection == UIFilledSprite.FillDirection.Vertical)
            {
                if (!this.mInvert)
                {
                    single3 = -(1f - this.mFillAmount);
                    single9 = single7 + single11;
                }
                else
                {
                    single5 = single5 * this.mFillAmount;
                    single7 = single9 - single11;
                }
            }
        }
        Vector2[] vector2      = new Vector2[4];
        Vector2[] vector2Array = new Vector2[4];
        vector2[0]      = new Vector2(single4, single3);
        vector2[1]      = new Vector2(single4, single5);
        vector2[2]      = new Vector2(single2, single5);
        vector2[3]      = new Vector2(single2, single3);
        vector2Array[0] = new Vector2(single8, single9);
        vector2Array[1] = new Vector2(single8, single7);
        vector2Array[2] = new Vector2(single6, single7);
        vector2Array[3] = new Vector2(single6, single9);
        Color color = base.color;

        if (this.fillDirection != UIFilledSprite.FillDirection.Radial90)
        {
            if (this.fillDirection == UIFilledSprite.FillDirection.Radial180)
            {
                Vector2[] vector21      = new Vector2[4];
                Vector2[] vector2Array1 = new Vector2[4];
                for (int i = 0; i < 2; i++)
                {
                    vector21[0]      = new Vector2(0f, 0f);
                    vector21[1]      = new Vector2(0f, 1f);
                    vector21[2]      = new Vector2(1f, 1f);
                    vector21[3]      = new Vector2(1f, 0f);
                    vector2Array1[0] = new Vector2(0f, 0f);
                    vector2Array1[1] = new Vector2(0f, 1f);
                    vector2Array1[2] = new Vector2(1f, 1f);
                    vector2Array1[3] = new Vector2(1f, 0f);
                    if (this.mInvert)
                    {
                        if (i > 0)
                        {
                            this.Rotate(vector21, i);
                            this.Rotate(vector2Array1, i);
                        }
                    }
                    else if (i < 1)
                    {
                        this.Rotate(vector21, 1 - i);
                        this.Rotate(vector2Array1, 1 - i);
                    }
                    if (i != 1)
                    {
                        single  = (!this.mInvert ? 0.5f : 1f);
                        single1 = (!this.mInvert ? 1f : 0.5f);
                    }
                    else
                    {
                        single  = (!this.mInvert ? 1f : 0.5f);
                        single1 = (!this.mInvert ? 0.5f : 1f);
                    }
                    vector21[1].y      = Mathf.Lerp(single, single1, vector21[1].y);
                    vector21[2].y      = Mathf.Lerp(single, single1, vector21[2].y);
                    vector2Array1[1].y = Mathf.Lerp(single, single1, vector2Array1[1].y);
                    vector2Array1[2].y = Mathf.Lerp(single, single1, vector2Array1[2].y);
                    float single12 = this.mFillAmount * 2f - (float)i;
                    bool  flag     = i % 2 == 1;
                    if (this.AdjustRadial(vector21, vector2Array1, single12, !flag))
                    {
                        if (this.mInvert)
                        {
                            flag = !flag;
                        }
                        if (!flag)
                        {
                            int num = m.Alloc(PrimitiveKind.Quad);
                            for (int j = 3; j > -1; j--)
                            {
                                m.v[num].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector21[j].x);
                                m.v[num].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector21[j].y);
                                m.v[num].z = 0f;
                                m.v[num].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array1[j].x);
                                m.v[num].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array1[j].y);
                                m.v[num].r = color.r;
                                m.v[num].g = color.g;
                                m.v[num].b = color.b;
                                m.v[num].a = color.a;
                                num++;
                            }
                        }
                        else
                        {
                            int num1 = m.Alloc(PrimitiveKind.Quad);
                            for (int k = 0; k < 4; k++)
                            {
                                m.v[num1].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector21[k].x);
                                m.v[num1].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector21[k].y);
                                m.v[num1].z = 0f;
                                m.v[num1].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array1[k].x);
                                m.v[num1].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array1[k].y);
                                m.v[num1].r = color.r;
                                m.v[num1].g = color.g;
                                m.v[num1].b = color.b;
                                m.v[num1].a = color.a;
                                num1++;
                            }
                        }
                    }
                }
                return;
            }
            if (this.fillDirection == UIFilledSprite.FillDirection.Radial360)
            {
                float[]   singleArray   = new float[] { 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0f, 0.5f, 0f, 0.5f };
                Vector2[] vector22      = new Vector2[4];
                Vector2[] vector2Array2 = new Vector2[4];
                for (int l = 0; l < 4; l++)
                {
                    vector22[0]      = new Vector2(0f, 0f);
                    vector22[1]      = new Vector2(0f, 1f);
                    vector22[2]      = new Vector2(1f, 1f);
                    vector22[3]      = new Vector2(1f, 0f);
                    vector2Array2[0] = new Vector2(0f, 0f);
                    vector2Array2[1] = new Vector2(0f, 1f);
                    vector2Array2[2] = new Vector2(1f, 1f);
                    vector2Array2[3] = new Vector2(1f, 0f);
                    if (this.mInvert)
                    {
                        if (l > 0)
                        {
                            this.Rotate(vector22, l);
                            this.Rotate(vector2Array2, l);
                        }
                    }
                    else if (l < 3)
                    {
                        this.Rotate(vector22, 3 - l);
                        this.Rotate(vector2Array2, 3 - l);
                    }
                    for (int m1 = 0; m1 < 4; m1++)
                    {
                        int   num2     = (!this.mInvert ? l * 4 : (3 - l) * 4);
                        float single13 = singleArray[num2];
                        float single14 = singleArray[num2 + 1];
                        float single15 = singleArray[num2 + 2];
                        float single16 = singleArray[num2 + 3];
                        vector22[m1].x      = Mathf.Lerp(single13, single14, vector22[m1].x);
                        vector22[m1].y      = Mathf.Lerp(single15, single16, vector22[m1].y);
                        vector2Array2[m1].x = Mathf.Lerp(single13, single14, vector2Array2[m1].x);
                        vector2Array2[m1].y = Mathf.Lerp(single15, single16, vector2Array2[m1].y);
                    }
                    float single17 = this.mFillAmount * 4f - (float)l;
                    bool  flag1    = l % 2 == 1;
                    if (this.AdjustRadial(vector22, vector2Array2, single17, !flag1))
                    {
                        if (this.mInvert)
                        {
                            flag1 = !flag1;
                        }
                        if (!flag1)
                        {
                            int num3 = m.Alloc(PrimitiveKind.Quad);
                            for (int n = 3; n > -1; n--)
                            {
                                m.v[num3].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector22[n].x);
                                m.v[num3].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector22[n].y);
                                m.v[num3].z = 0f;
                                m.v[num3].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array2[n].x);
                                m.v[num3].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array2[n].y);
                                m.v[num3].r = color.r;
                                m.v[num3].g = color.g;
                                m.v[num3].b = color.b;
                                m.v[num3].a = color.a;
                                num3++;
                            }
                        }
                        else
                        {
                            int num4 = m.Alloc(PrimitiveKind.Quad);
                            for (int o = 0; o < 4; o++)
                            {
                                m.v[num4].x = Mathf.Lerp(vector2[0].x, vector2[2].x, vector22[o].x);
                                m.v[num4].y = Mathf.Lerp(vector2[0].y, vector2[2].y, vector22[o].y);
                                m.v[num4].z = 0f;
                                m.v[num4].u = Mathf.Lerp(vector2Array[0].x, vector2Array[2].x, vector2Array2[o].x);
                                m.v[num4].v = Mathf.Lerp(vector2Array[0].y, vector2Array[2].y, vector2Array2[o].y);
                                m.v[num4].r = color.r;
                                m.v[num4].g = color.g;
                                m.v[num4].b = color.b;
                                m.v[num4].a = color.a;
                                num4++;
                            }
                        }
                    }
                }
                return;
            }
        }
        else if (!this.AdjustRadial(vector2, vector2Array, this.mFillAmount, this.mInvert))
        {
            return;
        }
        vertex.x  = vector2[0].x;
        vertex.y  = vector2[0].y;
        vertex.u  = vector2Array[0].x;
        vertex.v  = vector2Array[0].y;
        vertex1.x = vector2[1].x;
        vertex1.y = vector2[1].y;
        vertex1.u = vector2Array[1].x;
        vertex1.v = vector2Array[1].y;
        vertex2.x = vector2[2].x;
        vertex2.y = vector2[2].y;
        vertex2.u = vector2Array[2].x;
        vertex2.v = vector2Array[2].y;
        vertex3.x = vector2[3].x;
        vertex3.y = vector2[3].y;
        vertex3.u = vector2Array[3].x;
        vertex3.v = vector2Array[3].y;
        float single18 = 0f;
        float single19 = single18;

        vertex3.z = single18;
        float single20 = single19;

        single19  = single20;
        vertex2.z = single20;
        float single21 = single19;

        single19  = single21;
        vertex1.z = single21;
        vertex.z  = single19;
        float single22 = color.r;

        single19  = single22;
        vertex3.r = single22;
        float single23 = single19;

        single19  = single23;
        vertex2.r = single23;
        float single24 = single19;

        single19  = single24;
        vertex1.r = single24;
        vertex.r  = single19;
        float single25 = color.g;

        single19  = single25;
        vertex3.g = single25;
        float single26 = single19;

        single19  = single26;
        vertex2.g = single26;
        float single27 = single19;

        single19  = single27;
        vertex1.g = single27;
        vertex.g  = single19;
        float single28 = color.b;

        single19  = single28;
        vertex3.b = single28;
        float single29 = single19;

        single19  = single29;
        vertex2.b = single29;
        float single30 = single19;

        single19  = single30;
        vertex1.b = single30;
        vertex.b  = single19;
        float single31 = color.a;

        single19  = single31;
        vertex3.a = single31;
        float single32 = single19;

        single19  = single32;
        vertex2.a = single32;
        float single33 = single19;

        single19  = single33;
        vertex1.a = single33;
        vertex.a  = single19;
        m.Quad(vertex, vertex1, vertex2, vertex3);
    }
Пример #3
0
 public override void OnFill(MeshBuffer m)
 {
     Vertex vertex = new Vertex();
     Vertex vertex1 = new Vertex();
     Vertex vertex2 = new Vertex();
     Vertex vertex3 = new Vertex();
     Texture texture = base.material.mainTexture;
     if (texture == null)
     {
         return;
     }
     Rect pixels = this.mInner;
     if (base.atlas.coordinates == UIAtlas.Coordinates.TexCoords)
     {
         pixels = NGUIMath.ConvertToPixels(pixels, texture.width, texture.height, true);
     }
     Vector2 vector2 = base.cachedTransform.localScale;
     float single = base.atlas.pixelSize;
     float single1 = Mathf.Abs(pixels.width / vector2.x) * single;
     float single2 = Mathf.Abs(pixels.height / vector2.y) * single;
     if (single1 < 0.01f || single2 < 0.01f)
     {
         Debug.LogWarning(string.Concat("The tiled sprite (", NGUITools.GetHierarchy(base.gameObject), ") is too small.\nConsider using a bigger one."));
         single1 = 0.01f;
         single2 = 0.01f;
     }
     Vector2 vector21 = new Vector2(pixels.xMin / (float)texture.width, pixels.yMin / (float)texture.height);
     Vector2 vector22 = new Vector2(pixels.xMax / (float)texture.width, pixels.yMax / (float)texture.height);
     Vector2 vector23 = vector22;
     float single3 = 0f;
     Color color = base.color;
     float single4 = color.r;
     float single5 = single4;
     vertex3.r = single4;
     float single6 = single5;
     single5 = single6;
     vertex2.r = single6;
     float single7 = single5;
     single5 = single7;
     vertex1.r = single7;
     vertex.r = single5;
     float single8 = color.g;
     single5 = single8;
     vertex3.g = single8;
     float single9 = single5;
     single5 = single9;
     vertex2.g = single9;
     float single10 = single5;
     single5 = single10;
     vertex1.g = single10;
     vertex.g = single5;
     float single11 = color.b;
     single5 = single11;
     vertex3.b = single11;
     float single12 = single5;
     single5 = single12;
     vertex2.b = single12;
     float single13 = single5;
     single5 = single13;
     vertex1.b = single13;
     vertex.b = single5;
     float single14 = color.a;
     single5 = single14;
     vertex3.a = single14;
     float single15 = single5;
     single5 = single15;
     vertex2.a = single15;
     float single16 = single5;
     single5 = single16;
     vertex1.a = single16;
     vertex.a = single5;
     float single17 = 0f;
     single5 = single17;
     vertex3.z = single17;
     float single18 = single5;
     single5 = single18;
     vertex2.z = single18;
     float single19 = single5;
     single5 = single19;
     vertex1.z = single19;
     vertex.z = single5;
     while (single3 < 1f)
     {
         float single20 = 0f;
         vector23.x = vector22.x;
         float single21 = single3 + single2;
         if (single21 > 1f)
         {
             vector23.y = vector21.y + (vector22.y - vector21.y) * (1f - single3) / (single21 - single3);
             single21 = 1f;
         }
         while (single20 < 1f)
         {
             float single22 = single20 + single1;
             if (single22 > 1f)
             {
                 vector23.x = vector21.x + (vector22.x - vector21.x) * (1f - single20) / (single22 - single20);
                 single22 = 1f;
             }
             vertex.x = single22;
             vertex.y = -single3;
             vertex1.x = single22;
             vertex1.y = -single21;
             vertex2.x = single20;
             vertex2.y = -single21;
             vertex3.x = single20;
             vertex3.y = -single3;
             vertex.u = vector23.x;
             vertex.v = 1f - vector21.y;
             vertex1.u = vector23.x;
             vertex1.v = 1f - vector23.y;
             vertex2.u = vector21.x;
             vertex2.v = 1f - vector23.y;
             vertex3.u = vector21.x;
             vertex3.v = 1f - vector21.y;
             m.Quad(vertex, vertex1, vertex2, vertex3);
             single20 = single20 + single1;
         }
         single3 = single3 + single2;
     }
 }
Пример #4
0
    public override void OnFill(MeshBuffer m)
    {
        Vertex vertex;
        Vertex vertex2;
        Vertex vertex3;
        Vertex vertex4;
        float  x    = 0f;
        float  y    = 0f;
        float  num3 = 1f;
        float  num4 = -1f;
        float  xMin = this.mOuterUV.xMin;
        float  yMin = this.mOuterUV.yMin;
        float  xMax = this.mOuterUV.xMax;
        float  yMax = this.mOuterUV.yMax;

        if ((this.mFillDirection == FillDirection.Horizontal) || (this.mFillDirection == FillDirection.Vertical))
        {
            float num9  = (xMax - xMin) * this.mFillAmount;
            float num10 = (yMax - yMin) * this.mFillAmount;
            if (this.fillDirection == FillDirection.Horizontal)
            {
                if (this.mInvert)
                {
                    x    = 1f - this.mFillAmount;
                    xMin = xMax - num9;
                }
                else
                {
                    num3 *= this.mFillAmount;
                    xMax  = xMin + num9;
                }
            }
            else if (this.fillDirection == FillDirection.Vertical)
            {
                if (this.mInvert)
                {
                    num4 *= this.mFillAmount;
                    yMin  = yMax - num10;
                }
                else
                {
                    y    = -(1f - this.mFillAmount);
                    yMax = yMin + num10;
                }
            }
        }
        Vector2[] xy = new Vector2[4];
        Vector2[] uv = new Vector2[4];
        xy[0] = new Vector2(num3, y);
        xy[1] = new Vector2(num3, num4);
        xy[2] = new Vector2(x, num4);
        xy[3] = new Vector2(x, y);
        uv[0] = new Vector2(xMax, yMax);
        uv[1] = new Vector2(xMax, yMin);
        uv[2] = new Vector2(xMin, yMin);
        uv[3] = new Vector2(xMin, yMax);
        Color color = base.color;

        if (this.fillDirection == FillDirection.Radial90)
        {
            if (!this.AdjustRadial(xy, uv, this.mFillAmount, this.mInvert))
            {
                return;
            }
        }
        else
        {
            if (this.fillDirection == FillDirection.Radial180)
            {
                Vector2[] v            = new Vector2[4];
                Vector2[] vectorArray4 = new Vector2[4];
                for (int i = 0; i < 2; i++)
                {
                    float num12;
                    float num13;
                    v[0]            = new Vector2(0f, 0f);
                    v[1]            = new Vector2(0f, 1f);
                    v[2]            = new Vector2(1f, 1f);
                    v[3]            = new Vector2(1f, 0f);
                    vectorArray4[0] = new Vector2(0f, 0f);
                    vectorArray4[1] = new Vector2(0f, 1f);
                    vectorArray4[2] = new Vector2(1f, 1f);
                    vectorArray4[3] = new Vector2(1f, 0f);
                    if (this.mInvert)
                    {
                        if (i > 0)
                        {
                            this.Rotate(v, i);
                            this.Rotate(vectorArray4, i);
                        }
                    }
                    else if (i < 1)
                    {
                        this.Rotate(v, 1 - i);
                        this.Rotate(vectorArray4, 1 - i);
                    }
                    if (i == 1)
                    {
                        num12 = !this.mInvert ? 1f : 0.5f;
                        num13 = !this.mInvert ? 0.5f : 1f;
                    }
                    else
                    {
                        num12 = !this.mInvert ? 0.5f : 1f;
                        num13 = !this.mInvert ? 1f : 0.5f;
                    }
                    v[1].y            = Mathf.Lerp(num12, num13, v[1].y);
                    v[2].y            = Mathf.Lerp(num12, num13, v[2].y);
                    vectorArray4[1].y = Mathf.Lerp(num12, num13, vectorArray4[1].y);
                    vectorArray4[2].y = Mathf.Lerp(num12, num13, vectorArray4[2].y);
                    float fill = (this.mFillAmount * 2f) - i;
                    bool  flag = (i % 2) == 1;
                    if (this.AdjustRadial(v, vectorArray4, fill, !flag))
                    {
                        if (this.mInvert)
                        {
                            flag = !flag;
                        }
                        if (flag)
                        {
                            int index = m.Alloc(PrimitiveKind.Quad);
                            for (int j = 0; j < 4; j++)
                            {
                                m.v[index].x = Mathf.Lerp(xy[0].x, xy[2].x, v[j].x);
                                m.v[index].y = Mathf.Lerp(xy[0].y, xy[2].y, v[j].y);
                                m.v[index].z = 0f;
                                m.v[index].u = Mathf.Lerp(uv[0].x, uv[2].x, vectorArray4[j].x);
                                m.v[index].v = Mathf.Lerp(uv[0].y, uv[2].y, vectorArray4[j].y);
                                m.v[index].r = color.r;
                                m.v[index].g = color.g;
                                m.v[index].b = color.b;
                                m.v[index].a = color.a;
                                index++;
                            }
                        }
                        else
                        {
                            int num17 = m.Alloc(PrimitiveKind.Quad);
                            for (int k = 3; k > -1; k--)
                            {
                                m.v[num17].x = Mathf.Lerp(xy[0].x, xy[2].x, v[k].x);
                                m.v[num17].y = Mathf.Lerp(xy[0].y, xy[2].y, v[k].y);
                                m.v[num17].z = 0f;
                                m.v[num17].u = Mathf.Lerp(uv[0].x, uv[2].x, vectorArray4[k].x);
                                m.v[num17].v = Mathf.Lerp(uv[0].y, uv[2].y, vectorArray4[k].y);
                                m.v[num17].r = color.r;
                                m.v[num17].g = color.g;
                                m.v[num17].b = color.b;
                                m.v[num17].a = color.a;
                                num17++;
                            }
                        }
                    }
                }
                return;
            }
            if (this.fillDirection == FillDirection.Radial360)
            {
                float[]   numArray     = new float[] { 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0.5f, 1f, 0f, 0.5f, 0.5f, 1f, 0f, 0.5f, 0f, 0.5f };
                Vector2[] vectorArray5 = new Vector2[4];
                Vector2[] vectorArray6 = new Vector2[4];
                for (int n = 0; n < 4; n++)
                {
                    vectorArray5[0] = new Vector2(0f, 0f);
                    vectorArray5[1] = new Vector2(0f, 1f);
                    vectorArray5[2] = new Vector2(1f, 1f);
                    vectorArray5[3] = new Vector2(1f, 0f);
                    vectorArray6[0] = new Vector2(0f, 0f);
                    vectorArray6[1] = new Vector2(0f, 1f);
                    vectorArray6[2] = new Vector2(1f, 1f);
                    vectorArray6[3] = new Vector2(1f, 0f);
                    if (this.mInvert)
                    {
                        if (n > 0)
                        {
                            this.Rotate(vectorArray5, n);
                            this.Rotate(vectorArray6, n);
                        }
                    }
                    else if (n < 3)
                    {
                        this.Rotate(vectorArray5, 3 - n);
                        this.Rotate(vectorArray6, 3 - n);
                    }
                    for (int num20 = 0; num20 < 4; num20++)
                    {
                        int   num21 = !this.mInvert ? (n * 4) : ((3 - n) * 4);
                        float from  = numArray[num21];
                        float to    = numArray[num21 + 1];
                        float num24 = numArray[num21 + 2];
                        float num25 = numArray[num21 + 3];
                        vectorArray5[num20].x = Mathf.Lerp(from, to, vectorArray5[num20].x);
                        vectorArray5[num20].y = Mathf.Lerp(num24, num25, vectorArray5[num20].y);
                        vectorArray6[num20].x = Mathf.Lerp(from, to, vectorArray6[num20].x);
                        vectorArray6[num20].y = Mathf.Lerp(num24, num25, vectorArray6[num20].y);
                    }
                    float num26 = (this.mFillAmount * 4f) - n;
                    bool  flag2 = (n % 2) == 1;
                    if (this.AdjustRadial(vectorArray5, vectorArray6, num26, !flag2))
                    {
                        if (this.mInvert)
                        {
                            flag2 = !flag2;
                        }
                        if (flag2)
                        {
                            int num27 = m.Alloc(PrimitiveKind.Quad);
                            for (int num28 = 0; num28 < 4; num28++)
                            {
                                m.v[num27].x = Mathf.Lerp(xy[0].x, xy[2].x, vectorArray5[num28].x);
                                m.v[num27].y = Mathf.Lerp(xy[0].y, xy[2].y, vectorArray5[num28].y);
                                m.v[num27].z = 0f;
                                m.v[num27].u = Mathf.Lerp(uv[0].x, uv[2].x, vectorArray6[num28].x);
                                m.v[num27].v = Mathf.Lerp(uv[0].y, uv[2].y, vectorArray6[num28].y);
                                m.v[num27].r = color.r;
                                m.v[num27].g = color.g;
                                m.v[num27].b = color.b;
                                m.v[num27].a = color.a;
                                num27++;
                            }
                        }
                        else
                        {
                            int num29 = m.Alloc(PrimitiveKind.Quad);
                            for (int num30 = 3; num30 > -1; num30--)
                            {
                                m.v[num29].x = Mathf.Lerp(xy[0].x, xy[2].x, vectorArray5[num30].x);
                                m.v[num29].y = Mathf.Lerp(xy[0].y, xy[2].y, vectorArray5[num30].y);
                                m.v[num29].z = 0f;
                                m.v[num29].u = Mathf.Lerp(uv[0].x, uv[2].x, vectorArray6[num30].x);
                                m.v[num29].v = Mathf.Lerp(uv[0].y, uv[2].y, vectorArray6[num30].y);
                                m.v[num29].r = color.r;
                                m.v[num29].g = color.g;
                                m.v[num29].b = color.b;
                                m.v[num29].a = color.a;
                                num29++;
                            }
                        }
                    }
                }
                return;
            }
        }
        vertex.x  = xy[0].x;
        vertex.y  = xy[0].y;
        vertex.u  = uv[0].x;
        vertex.v  = uv[0].y;
        vertex2.x = xy[1].x;
        vertex2.y = xy[1].y;
        vertex2.u = uv[1].x;
        vertex2.v = uv[1].y;
        vertex3.x = xy[2].x;
        vertex3.y = xy[2].y;
        vertex3.u = uv[2].x;
        vertex3.v = uv[2].y;
        vertex4.x = xy[3].x;
        vertex4.y = xy[3].y;
        vertex4.u = uv[3].x;
        vertex4.v = uv[3].y;
        vertex.z  = vertex2.z = vertex3.z = vertex4.z = 0f;
        vertex.r  = vertex2.r = vertex3.r = vertex4.r = color.r;
        vertex.g  = vertex2.g = vertex3.g = vertex4.g = color.g;
        vertex.b  = vertex2.b = vertex3.b = vertex4.b = color.b;
        vertex.a  = vertex2.a = vertex3.a = vertex4.a = color.a;
        m.Quad(vertex, vertex2, vertex3, vertex4);
    }
Пример #5
0
    public override void OnFill(MeshBuffer m)
    {
        Texture mainTexture = base.material.mainTexture;

        if (mainTexture != null)
        {
            Vertex vertex;
            Vertex vertex2;
            Vertex vertex3;
            Vertex vertex4;
            Rect   mInner = base.mInner;
            if (base.atlas.coordinates == UIAtlas.Coordinates.TexCoords)
            {
                mInner = NGUIMath.ConvertToPixels(mInner, mainTexture.width, mainTexture.height, true);
            }
            Vector2 localScale = base.cachedTransform.localScale;
            float   pixelSize  = base.atlas.pixelSize;
            float   num2       = Mathf.Abs((float)(mInner.width / localScale.x)) * pixelSize;
            float   num3       = Mathf.Abs((float)(mInner.height / localScale.y)) * pixelSize;
            if ((num2 < 0.01f) || (num3 < 0.01f))
            {
                Debug.LogWarning("The tiled sprite (" + NGUITools.GetHierarchy(base.gameObject) + ") is too small.\nConsider using a bigger one.");
                num2 = 0.01f;
                num3 = 0.01f;
            }
            Vector2 vector2 = new Vector2(mInner.xMin / ((float)mainTexture.width), mInner.yMin / ((float)mainTexture.height));
            Vector2 vector3 = new Vector2(mInner.xMax / ((float)mainTexture.width), mInner.yMax / ((float)mainTexture.height));
            Vector2 vector4 = vector3;
            float   num4    = 0f;
            Color   color   = base.color;
            vertex.r = vertex2.r = vertex3.r = vertex4.r = color.r;
            vertex.g = vertex2.g = vertex3.g = vertex4.g = color.g;
            vertex.b = vertex2.b = vertex3.b = vertex4.b = color.b;
            vertex.a = vertex2.a = vertex3.a = vertex4.a = color.a;
            vertex.z = vertex2.z = vertex3.z = vertex4.z = 0f;
            while (num4 < 1f)
            {
                float num5 = 0f;
                vector4.x = vector3.x;
                float num6 = num4 + num3;
                if (num6 > 1f)
                {
                    vector4.y = vector2.y + (((vector3.y - vector2.y) * (1f - num4)) / (num6 - num4));
                    num6      = 1f;
                }
                while (num5 < 1f)
                {
                    float num7 = num5 + num2;
                    if (num7 > 1f)
                    {
                        vector4.x = vector2.x + (((vector3.x - vector2.x) * (1f - num5)) / (num7 - num5));
                        num7      = 1f;
                    }
                    vertex.x  = num7;
                    vertex.y  = -num4;
                    vertex2.x = num7;
                    vertex2.y = -num6;
                    vertex3.x = num5;
                    vertex3.y = -num6;
                    vertex4.x = num5;
                    vertex4.y = -num4;
                    vertex.u  = vector4.x;
                    vertex.v  = 1f - vector2.y;
                    vertex2.u = vector4.x;
                    vertex2.v = 1f - vector4.y;
                    vertex3.u = vector2.x;
                    vertex3.v = 1f - vector4.y;
                    vertex4.u = vector2.x;
                    vertex4.v = 1f - vector2.y;
                    m.Quad(vertex, vertex2, vertex3, vertex4);
                    num5 += num2;
                }
                num4 += num3;
            }
        }
    }
Пример #6
0
    public override void OnFill(MeshBuffer m)
    {
        Vertex  vertex  = new Vertex();
        Vertex  vertex1 = new Vertex();
        Vertex  vertex2 = new Vertex();
        Vertex  vertex3 = new Vertex();
        Texture texture = base.material.mainTexture;

        if (texture == null)
        {
            return;
        }
        Rect pixels = this.mInner;

        if (base.atlas.coordinates == UIAtlas.Coordinates.TexCoords)
        {
            pixels = NGUIMath.ConvertToPixels(pixels, texture.width, texture.height, true);
        }
        Vector2 vector2 = base.cachedTransform.localScale;
        float   single  = base.atlas.pixelSize;
        float   single1 = Mathf.Abs(pixels.width / vector2.x) * single;
        float   single2 = Mathf.Abs(pixels.height / vector2.y) * single;

        if (single1 < 0.01f || single2 < 0.01f)
        {
            Debug.LogWarning(string.Concat("The tiled sprite (", NGUITools.GetHierarchy(base.gameObject), ") is too small.\nConsider using a bigger one."));
            single1 = 0.01f;
            single2 = 0.01f;
        }
        Vector2 vector21 = new Vector2(pixels.xMin / (float)texture.width, pixels.yMin / (float)texture.height);
        Vector2 vector22 = new Vector2(pixels.xMax / (float)texture.width, pixels.yMax / (float)texture.height);
        Vector2 vector23 = vector22;
        float   single3  = 0f;
        Color   color    = base.color;
        float   single4  = color.r;
        float   single5  = single4;

        vertex3.r = single4;
        float single6 = single5;

        single5   = single6;
        vertex2.r = single6;
        float single7 = single5;

        single5   = single7;
        vertex1.r = single7;
        vertex.r  = single5;
        float single8 = color.g;

        single5   = single8;
        vertex3.g = single8;
        float single9 = single5;

        single5   = single9;
        vertex2.g = single9;
        float single10 = single5;

        single5   = single10;
        vertex1.g = single10;
        vertex.g  = single5;
        float single11 = color.b;

        single5   = single11;
        vertex3.b = single11;
        float single12 = single5;

        single5   = single12;
        vertex2.b = single12;
        float single13 = single5;

        single5   = single13;
        vertex1.b = single13;
        vertex.b  = single5;
        float single14 = color.a;

        single5   = single14;
        vertex3.a = single14;
        float single15 = single5;

        single5   = single15;
        vertex2.a = single15;
        float single16 = single5;

        single5   = single16;
        vertex1.a = single16;
        vertex.a  = single5;
        float single17 = 0f;

        single5   = single17;
        vertex3.z = single17;
        float single18 = single5;

        single5   = single18;
        vertex2.z = single18;
        float single19 = single5;

        single5   = single19;
        vertex1.z = single19;
        vertex.z  = single5;
        while (single3 < 1f)
        {
            float single20 = 0f;
            vector23.x = vector22.x;
            float single21 = single3 + single2;
            if (single21 > 1f)
            {
                vector23.y = vector21.y + (vector22.y - vector21.y) * (1f - single3) / (single21 - single3);
                single21   = 1f;
            }
            while (single20 < 1f)
            {
                float single22 = single20 + single1;
                if (single22 > 1f)
                {
                    vector23.x = vector21.x + (vector22.x - vector21.x) * (1f - single20) / (single22 - single20);
                    single22   = 1f;
                }
                vertex.x  = single22;
                vertex.y  = -single3;
                vertex1.x = single22;
                vertex1.y = -single21;
                vertex2.x = single20;
                vertex2.y = -single21;
                vertex3.x = single20;
                vertex3.y = -single3;
                vertex.u  = vector23.x;
                vertex.v  = 1f - vector21.y;
                vertex1.u = vector23.x;
                vertex1.v = 1f - vector23.y;
                vertex2.u = vector21.x;
                vertex2.v = 1f - vector23.y;
                vertex3.u = vector21.x;
                vertex3.v = 1f - vector21.y;
                m.Quad(vertex, vertex1, vertex2, vertex3);
                single20 = single20 + single1;
            }
            single3 = single3 + single2;
        }
    }