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AdvancedImage.cs
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AdvancedImage.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace UGUIExtend
{
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/AdvancedImage", 12)]
public class AdvancedImage : Image
{
/// <summary>
/// 可见度
/// </summary>
[SerializeField]
private bool m_Visible = true;
public bool visible
{
get
{
return m_Visible;
}
set
{
if (m_Visible != value)
{
m_Visible = value;
UpdateVisible();
if (m_Visible)
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this);
}
}
}
/// <summary>
/// 是否绘制
/// </summary>
[SerializeField]
private bool m_EnabledPopulateMesh = true;
public bool enabledPopulateMesh
{
get
{
return m_EnabledPopulateMesh;
}
set
{
if (m_EnabledPopulateMesh != value)
{
SetVerticesDirty();
}
m_EnabledPopulateMesh = value;
}
}
/// <summary>
/// 是否使用Sprite的网格
/// </summary>
[SerializeField]
private bool m_UseSpriteMesh;
public bool useSpriteMesh
{
get
{
return m_UseSpriteMesh;
}
set
{
if (m_UseSpriteMesh != value)
{
SetVerticesDirty();
}
m_UseSpriteMesh = value;
}
}
/// <summary>
/// 水平镜像
/// </summary>
[SerializeField]
private bool m_HorizontalMirror;
public bool horizontalMirror
{
get
{
return m_HorizontalMirror;
}
set
{
if (m_UseSpriteMesh != value)
{
SetVerticesDirty();
}
m_HorizontalMirror = value;
}
}
/// <summary>
/// 垂直镜像
/// </summary>
[SerializeField]
private bool m_VerticalMirror;
public bool verticalMirror
{
get
{
return m_VerticalMirror;
}
set
{
if (m_VerticalMirror != value)
{
SetVerticesDirty();
}
m_VerticalMirror = value;
}
}
/// <summary>
/// 设置中间挖空部分的边缘,FillCenter激活时无效
/// </summary>
[SerializeField]
private Vector4 m_FillBorders = Vector4.zero;
public Vector4 fillBorders
{
get
{
return m_FillBorders;
}
set
{
if (m_FillBorders != value)
{
SetVerticesDirty();
}
m_FillBorders = value;
}
}
/// <summary>
/// 碰撞箱
/// </summary>
[SerializeField]
public Collider2D hitArea;
/// <summary>
/// 使用Sprite网格作为碰撞箱
/// </summary>
[SerializeField]
public bool useSpriteHitArea;
/// <summary>
/// 碰撞箱缩放
/// </summary>
[SerializeField]
public Vector2 hitScale = Vector2.one;
protected override void OnEnable()
{
base.OnEnable();
UpdateVisible();
}
protected virtual void UpdateVisible()
{
this.canvasRenderer.cull = !m_Visible;
}
public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
if (!useSpriteHitArea && hitArea == null && hitScale == Vector2.one)
{
return base.IsRaycastLocationValid(screenPoint, eventCamera);
}
if (eventCamera != null)
{
screenPoint = eventCamera.ScreenToWorldPoint(screenPoint);
}
if (hitScale != Vector2.one)
{
Vector2 centerInScreen = transform.position;
screenPoint = centerInScreen + Vector2.Scale(screenPoint - centerInScreen, new Vector2(1f / hitScale.x, 1f / hitScale.y));
}
if (useSpriteHitArea && IsRaycastSprite(rectTransform.InverseTransformPoint(screenPoint)) ||
hitArea != null && hitArea.OverlapPoint(screenPoint) ||
!useSpriteHitArea && hitArea == null && rectTransform.rect.Contains(rectTransform.InverseTransformPoint(screenPoint)))
{
return true;
}
return false;
}
bool IsRaycastSprite(Vector2 point)
{
Rect r = GetPixelAdjustedRect();
var size = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
Bounds bounds = overrideSprite.bounds;
if (preserveAspect)
{
PreserveAspect(ref r, size);
}
float w = r.width / bounds.size.x;
float h = r.height / bounds.size.y;
point.x = (point.x + w * bounds.center.x) / w;
point.y = (point.y + h * bounds.center.y) / h;
var vertices = overrideSprite.vertices;
var triangles = overrideSprite.triangles;
int count = triangles.Length;
for (int i = 0;i < count;i+= 3)
{
Vector2 v1 = vertices[triangles[i]];
Vector2 v2 = vertices[triangles[i + 1]];
Vector2 v3 = vertices[triangles[i + 2]];
if (PointinTriangle(v1, v2, v3, point))
return true;
}
return false;
}
// 三角形碰撞检测
static bool PointinTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
{
Vector2 v0 = C - A;
Vector2 v1 = B - A;
Vector2 v2 = P - A;
float dot00 = Vector2.Dot(v0, v0);
float dot01 = Vector2.Dot(v0, v1);
float dot02 = Vector2.Dot(v0, v2);
float dot11 = Vector2.Dot(v1, v1);
float dot12 = Vector2.Dot(v1, v2);
float inverDeno = 1 / (dot00 * dot11 - dot01 * dot01);
float u = (dot11 * dot02 - dot01 * dot12) * inverDeno;
if (u < 0 || u > 1)
{
return false;
}
float v = (dot00 * dot12 - dot01 * dot02) * inverDeno;
if (v < 0 || v > 1)
{
return false;
}
return u + v <= 1;
}
protected override void OnPopulateMesh(VertexHelper toFill)
{
if (!m_EnabledPopulateMesh)
{
toFill.Clear();
return;
}
if (overrideSprite == null)
{
base.OnPopulateMesh(toFill);
return;
}
switch (type)
{
case Type.Simple:
if (m_UseSpriteMesh)
GenerateSpriteSprite(toFill, preserveAspect);
else
GenerateSimpleSprite(toFill, preserveAspect);
break;
case Type.Sliced:
GenerateSlicedSprite(toFill);
break;
default:
base.OnPopulateMesh(toFill);
break;
}
}
public override void SetNativeSize()
{
if (overrideSprite != null && (type == Type.Simple || type == Type.Sliced) && (m_HorizontalMirror || m_VerticalMirror))
{
float w = overrideSprite.rect.width / pixelsPerUnit;
float h = overrideSprite.rect.height / pixelsPerUnit;
rectTransform.anchorMax = rectTransform.anchorMin;
if (m_HorizontalMirror && m_VerticalMirror)
{
rectTransform.sizeDelta = new Vector2(w * 2, h * 2);
}
else if (m_HorizontalMirror)
{
rectTransform.sizeDelta = new Vector2(w * 2, h);
}
else
{
rectTransform.sizeDelta = new Vector2(w, h * 2);
}
}
else
{
base.SetNativeSize();
}
}
/// <summary>
/// 用Sprite的网格数据直接创建顶点
/// </summary>
void GenerateSpriteSprite(VertexHelper vh, bool shouldPreserveAspect)
{
Rect r = GetPixelAdjustedRect();
var size = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
Bounds bounds = overrideSprite.bounds;
if (shouldPreserveAspect)
{
PreserveAspect(ref r, size);
}
float w = r.width / bounds.size.x;
float h = r.height / bounds.size.y;
Vector4 v = new Vector4(-w * bounds.center.x,
-h * bounds.center.y,
w,
h);
Color32 color32 = color;
vh.Clear();
var vertices = overrideSprite.vertices;
var uv = overrideSprite.uv;
int count = vertices.Length;
for (int i = 0; i < count; i++)
{
Vector2 vert = vertices[i];
vh.AddVert(new Vector3(v.x + vert.x * v.z, v.y + vert.y * v.w, 0), color32, uv[i]);
}
var triangles = overrideSprite.triangles;
count = triangles.Length;
for (int i = 0; i < count; i += 3)
{
vh.AddTriangle(triangles[i], triangles[i + 1], triangles[i + 2]);
}
}
/// <summary>
/// Generate vertices for a simple Image.
/// </summary>
void GenerateSimpleSprite(VertexHelper vh, bool shouldPreserveAspect)
{
Vector4 v = GetDrawingDimensions(shouldPreserveAspect);
var uv = (overrideSprite != null) ? UnityEngine.Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
var color32 = color;
vh.Clear();
if (!fillCenter)
{
if (m_FillBorders != Vector4.zero)
{
AddBorders(vh,
v,
m_FillBorders, color,
uv);
}
}
else
{
if (!m_HorizontalMirror && !m_VerticalMirror)
{
vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
}
else
{
AddMirror(vh, v, color32, uv, m_HorizontalMirror, m_VerticalMirror);
}
}
}
/// <summary>
/// Generate vertices for a 9-sliced Image.
/// </summary>
static readonly Vector2[] s_VertScratch = new Vector2[4];
static readonly Vector2[] s_UVScratch = new Vector2[4];
private void GenerateSlicedSprite(VertexHelper toFill)
{
if (!hasBorder)
{
GenerateSimpleSprite(toFill, false);
return;
}
Vector4 outer, inner, padding, border;
if (overrideSprite != null)
{
outer = UnityEngine.Sprites.DataUtility.GetOuterUV(overrideSprite);
inner = UnityEngine.Sprites.DataUtility.GetInnerUV(overrideSprite);
padding = UnityEngine.Sprites.DataUtility.GetPadding(overrideSprite);
border = overrideSprite.border;
}
else
{
outer = Vector4.zero;
inner = Vector4.zero;
padding = Vector4.zero;
border = Vector4.zero;
}
Rect rect = GetPixelAdjustedRect();
Vector4 adjustedBorders = GetAdjustedBorders(border / pixelsPerUnit, rect);
padding = padding / pixelsPerUnit;
if (m_HorizontalMirror)
{
adjustedBorders.z = adjustedBorders.x;
}
if (m_VerticalMirror)
{
adjustedBorders.y = adjustedBorders.w;
}
s_VertScratch[0] = new Vector2(padding.x, padding.y);
s_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w);
s_VertScratch[1].x = adjustedBorders.x;
s_VertScratch[1].y = adjustedBorders.y;
s_VertScratch[2].x = rect.width - adjustedBorders.z;
s_VertScratch[2].y = rect.height - adjustedBorders.w;
for (int i = 0; i < 4; ++i)
{
s_VertScratch[i].x += rect.x;
s_VertScratch[i].y += rect.y;
}
s_UVScratch[0] = new Vector2(outer.x, outer.y);
s_UVScratch[1] = new Vector2(inner.x, inner.y);
s_UVScratch[2] = new Vector2(inner.z, inner.w);
s_UVScratch[3] = new Vector2(outer.z, outer.w);
toFill.Clear();
for (int x = 0; x < 3; ++x)
{
int x2 = x + 1;
for (int y = 0; y < 3; ++y)
{
int y2 = y + 1;
if (!fillCenter && x == 1 && y == 1)
{
if (m_FillBorders != Vector4.zero)
{
AddBorders(toFill,
new Vector4(s_VertScratch[x].x, s_VertScratch[y].y, s_VertScratch[x2].x, s_VertScratch[y2].y),
m_FillBorders, color,
new Vector4(s_UVScratch[x].x, s_UVScratch[y].y, s_UVScratch[x2].x, s_UVScratch[y2].y));
}
continue;
}
Vector4 uv;
if (x == 2 && y == 0 && m_HorizontalMirror && m_VerticalMirror)
{
uv = new Vector4(s_UVScratch[1].x, s_UVScratch[3].y, s_UVScratch[0].x, s_UVScratch[2].y);
}
else if (x == 2 && m_HorizontalMirror)
{
uv = new Vector4(s_UVScratch[1].x, s_UVScratch[y].y, s_UVScratch[0].x, s_UVScratch[y2].y);
}
else if (y == 0 && m_VerticalMirror)
{
uv = new Vector4(s_UVScratch[x].x, s_UVScratch[3].y, s_UVScratch[x2].x, s_UVScratch[2].y);
}
else
{
uv = new Vector4(s_UVScratch[x].x, s_UVScratch[y].y, s_UVScratch[x2].x, s_UVScratch[y2].y);
}
AddMirror(toFill,
new Vector4(s_VertScratch[x].x, s_VertScratch[y].y,s_VertScratch[x2].x, s_VertScratch[y2].y),
color,
uv,
m_HorizontalMirror && x == 1, m_VerticalMirror && y == 1);
}
}
}
static void AddMirror(VertexHelper vh, Vector4 v, Color32 color32, Vector4 uv, bool hMirror, bool vMirror)
{
if (v.x >= v.z || v.y >= v.w)
{
return;
}
int si = vh.currentVertCount;
if (hMirror && vMirror)
{
float d = (v.z - v.x) / 2f;
v.z -= d;
float d2 = (v.w - v.y) / 2f;
v.y += d2;
vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
vh.AddVert(new Vector3(v.z + d, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z + d, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.y - d2), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.y - d2), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z + d, v.y - d2), color32, new Vector2(uv.x, uv.w));
vh.AddTriangle(si, si + 1, si + 2);
vh.AddTriangle(si + 2, si + 3, si);
vh.AddTriangle(si + 3, si + 2, si + 5);
vh.AddTriangle(si + 5, si + 2, si + 4);
vh.AddTriangle(si, si + 3, si + 7);
vh.AddTriangle(si, si + 7, si + 6);
vh.AddTriangle(si + 3, si + 5, si + 7);
vh.AddTriangle(si + 5, si + 8, si + 7);
}
else if (hMirror)
{
float d = (v.z - v.x) / 2f;
v.z -= d;
vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
vh.AddVert(new Vector3(v.z + d, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z + d, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddTriangle(si, si + 1, si + 2);
vh.AddTriangle(si + 2, si + 3, si);
vh.AddTriangle(si + 3, si + 2, si + 5);
vh.AddTriangle(si + 5, si + 2, si + 4);
}
else if (vMirror)
{
float d = (v.w - v.y) / 2f;
v.y += d;
vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
vh.AddVert(new Vector3(v.x, v.y - d), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.y - d), color32, new Vector2(uv.z, uv.w));
vh.AddTriangle(si, si + 1, si + 2);
vh.AddTriangle(si + 2, si + 3, si);
vh.AddTriangle(si, si + 3, si + 5);
vh.AddTriangle(si, si + 5, si + 4);
}
else
{
vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
vh.AddTriangle(si, si + 1, si + 2);
vh.AddTriangle(si + 2, si + 3, si);
}
}
static void AddBorders(VertexHelper vertexHelper, Vector4 pos, Vector4 border,Color32 color, Vector4 uv)
{
float w = pos.z - pos.x;
float h = pos.w - pos.y;
float uvW = uv.z - uv.x;
float uvH = uv.w - uv.y;
Vector4 inner = new Vector4(pos.x + w * border.x,
pos.y + h * border.y,
pos.z - w * border.z,
pos.w - h * border.w);
Vector4 innerUv = new Vector4(uv.x + uvW * border.x,
uv.y + uvH * border.y,
uv.z - uvW * border.z,
uv.w - uvH * border.w);
if (border.y > 0)
AddQuad(vertexHelper, new Vector4(pos.x, pos.y, pos.z, inner.y), color, new Vector4(uv.x, uv.y, uv.z, innerUv.y));
if (border.w > 0)
AddQuad(vertexHelper, new Vector4(pos.x, inner.w, pos.z, pos.w), color, new Vector4(uv.x, innerUv.w, uv.z, uv.w));
if (border.x > 0)
AddQuad(vertexHelper, new Vector4(pos.x, inner.y, inner.x, inner.w), color, new Vector4(uv.x, innerUv.y, innerUv.x, innerUv.w));
if (border.z > 0)
AddQuad(vertexHelper, new Vector4(inner.z, inner.y, pos.z, inner.w), color, new Vector4(innerUv.z, innerUv.y, uv.z, innerUv.w));
}
static void AddQuad(VertexHelper vertexHelper, Vector4 pos, Color32 color, Vector4 uv)
{
int startIndex = vertexHelper.currentVertCount;
vertexHelper.AddVert(new Vector3(pos.x, pos.y, 0), color, new Vector2(uv.x, uv.y));
vertexHelper.AddVert(new Vector3(pos.x, pos.w, 0), color, new Vector2(uv.x, uv.w));
vertexHelper.AddVert(new Vector3(pos.z, pos.w, 0), color, new Vector2(uv.z, uv.w));
vertexHelper.AddVert(new Vector3(pos.z, pos.y, 0), color, new Vector2(uv.z, uv.y));
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
}
Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
{
for (int axis = 0; axis <= 1; axis++)
{
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
float combinedBorders = border[axis] + border[axis + 2];
if (rect.size[axis] < combinedBorders && combinedBorders != 0)
{
float borderScaleRatio = rect.size[axis] / combinedBorders;
border[axis] *= borderScaleRatio;
border[axis + 2] *= borderScaleRatio;
}
}
return border;
}
/// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
{
Rect r = GetPixelAdjustedRect();
var size = overrideSprite == null ? Vector2.zero : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
var padding = overrideSprite == null ? Vector4.zero : UnityEngine.Sprites.DataUtility.GetPadding(overrideSprite);
int spriteW = Mathf.RoundToInt(size.x);
int spriteH = Mathf.RoundToInt(size.y);
Vector4 v = new Vector4(
padding.x / spriteW,
padding.y / spriteH,
(spriteW - padding.z) / spriteW,
(spriteH - padding.w) / spriteH);
if (shouldPreserveAspect)
{
PreserveAspect(ref r, size);
}
v = new Vector4(
r.x + r.width * v.x,
r.y + r.height * v.y,
r.x + r.width * v.z,
r.y + r.height * v.w
);
return v;
}
private void PreserveAspect(ref Rect r,Vector2 size)
{
if (size.sqrMagnitude == 0.0f)
return;
var spriteRatio = size.x / size.y;
var rectRatio = r.width / r.height;
if (spriteRatio > rectRatio)
{
var oldHeight = r.height;
r.height = r.width * (1.0f / spriteRatio);
r.y += (oldHeight - r.height) * rectTransform.pivot.y;
}
else
{
var oldWidth = r.width;
r.width = r.height * spriteRatio;
r.x += (oldWidth - r.width) * rectTransform.pivot.x;
}
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
UpdateVisible();
}
private readonly static Vector3[] fourCorners = new Vector3[4];
private void OnDrawGizmosSelected()
{
if (this.raycastTarget)
{
Gizmos.color = Color.green;
if (this.useSpriteHitArea)
{
Rect r = GetPixelAdjustedRect();
var size = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
Bounds bounds = overrideSprite.bounds;
if (preserveAspect)
{
PreserveAspect(ref r, size);
}
float w = r.width / bounds.size.x;
float h = r.height / bounds.size.y;
Vector4 v = new Vector4(-w * bounds.center.x,
-h * bounds.center.y,
w,
h);
int count = overrideSprite.triangles.Length;
var vertices = overrideSprite.vertices;
var triangles = overrideSprite.triangles;
Vector2 center = transform.position;
for (int i = 0; i < count; i += 3)
{
Vector2 v1 = vertices[triangles[i]];
Vector2 v2 = vertices[triangles[i + 1]];
Vector2 v3 = vertices[triangles[i + 2]];
v1 = transform.TransformPoint(new Vector2(v.x + v1.x * v.z, v.y + v1.y * v.w));
v2 = transform.TransformPoint(new Vector2(v.x + v2.x * v.z, v.y + v2.y * v.w));
v3 = transform.TransformPoint(new Vector2(v.x + v3.x * v.z, v.y + v3.y * v.w));
v1 = transform.position + Vector3.Scale(v1 - center, hitScale);
v2 = transform.position + Vector3.Scale(v2 - center, hitScale);
v3 = transform.position + Vector3.Scale(v3 - center, hitScale);
Gizmos.DrawLine(v1, v2);
Gizmos.DrawLine(v2, v3);
Gizmos.DrawLine(v3, v1);
}
}
else
{
rectTransform.GetWorldCorners(fourCorners);
for (int i = 0; i < 4; i++)
{
fourCorners[i] = transform.position + Vector3.Scale(fourCorners[i] - transform.position,hitScale);
}
for (int i = 0; i < 4; i++)
{
Gizmos.DrawLine(fourCorners[i], fourCorners[(i + 1) % 4]);
}
}
}
}
#endif
}
}