优化侧边栏菜单 UI细节

This commit is contained in:
ALIENJACK 2024-12-04 23:15:05 +08:00
parent 4722473896
commit c421466b84
81 changed files with 6544 additions and 5445 deletions

View File

@ -1,5 +1,4 @@
using AxibugEmuOnline.Client;
using System;
using UnityEditor;
using UnityEngine;
namespace AxibugEmuOnline.Editors

View File

@ -1,6 +1,4 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
namespace AxiReplay
{

View File

@ -4,7 +4,7 @@ using System.Text;
namespace AxiReplay
{
[StructLayout(LayoutKind.Explicit,Size = 44)]
[StructLayout(LayoutKind.Explicit, Size = 44)]
public struct ReplayHandler
{
[FieldOffset(0)]
@ -51,7 +51,7 @@ namespace AxiReplay
FM32IP32,
FM32IP64,
}
public static void GetStringByteData(string str,out byte[] data,out int lenghtWithEnd,Encoding encoding)
public static void GetStringByteData(string str, out byte[] data, out int lenghtWithEnd, Encoding encoding)
{
data = encoding.GetBytes(str);
lenghtWithEnd = data.Length + 1;

View File

@ -79,7 +79,7 @@ namespace AxiReplay
}
}
void UpdateNextFrame(int targetFrame)
{
//如果已经超过
@ -128,14 +128,14 @@ namespace AxiReplay
/// </summary>
public bool NextFrame(out ReplayStep data)
{
return TakeFrame(1,out data);
return TakeFrame(1, out data);
}
/// <summary>
/// 往前推进指定帧数量的Input (返回是否变化)
/// </summary>
/// <param name="addFrame"></param>
public bool TakeFrame(int addFrame,out ReplayStep data)
public bool TakeFrame(int addFrame, out ReplayStep data)
{
bool Changed = false;
mCurrFrame += addFrame;

View File

@ -57,7 +57,7 @@ namespace AxiReplay
/// 往前推进帧的,指定帧下标
/// </summary>
/// <param name="frameInput"></param>
public void NextFramebyFrameIdx(int FrameID,UInt64 frameInput)
public void NextFramebyFrameIdx(int FrameID, UInt64 frameInput)
{
TakeFrame(FrameID - byFrameIdx, frameInput);
byFrameIdx = FrameID;
@ -80,7 +80,7 @@ namespace AxiReplay
{
if (addFrame < 0)
{
}
mCurrFrame += addFrame;
if (mCurrInput == frameInput)
@ -140,7 +140,7 @@ namespace AxiReplay
temp.Add($"CreateTime => {handler.CreateTime}");
temp.Add($"AllFrame => {handler.AllFrame}");
temp.Add($"SingleLenght => {handler.SingleLenght}");
dbgList.InsertRange(0,temp);
dbgList.InsertRange(0, temp);
File.WriteAllLines(dumppath, dbgList);
}
}

View File

@ -14,23 +14,23 @@ using System.Linq;
namespace Coffee.UIExtensions
{
/// <summary>
/// Base class for effects that modify the generated Mesh.
/// It works well not only for standard Graphic components (Image, RawImage, Text, etc.) but also for TextMeshPro and TextMeshProUGUI.
/// </summary>
[ExecuteInEditMode]
public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// Base class for effects that modify the generated Mesh.
/// It works well not only for standard Graphic components (Image, RawImage, Text, etc.) but also for TextMeshPro and TextMeshProUGUI.
/// </summary>
[ExecuteInEditMode]
public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier
{
//################################
// Constant or Static Members.
//################################
#if TMP_PRESENT
static readonly List<Vector2> s_Uv0 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv1 = new List<Vector2> (4096);
#if UNITY_2017_1_OR_NEWER
#if UNITY_2017_1_OR_NEWER
static readonly List<Vector2> s_Uv2 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv3 = new List<Vector2> (4096);
#endif
#endif
static readonly List<Vector3> s_Vertices = new List<Vector3> (4096);
static readonly List<int> s_Indices = new List<int> (4096);
static readonly List<Vector3> s_Normals = new List<Vector3> (4096);
@ -42,21 +42,21 @@ namespace Coffee.UIExtensions
static readonly List<UIVertex> s_UIVertices = new List<UIVertex> (4096);
static readonly List<BaseMeshEffect> s_TmpEffects = new List<BaseMeshEffect>(4);
#endif
static readonly Material [] s_EmptyMaterials = new Material [0];
static readonly Material[] s_EmptyMaterials = new Material[0];
//################################
// Public Members.
//################################
/// <summary>
/// The Graphic attached to this GameObject.
/// </summary>
public Graphic graphic { get { Initialize (); return _graphic; } }
//################################
// Public Members.
//################################
/// <summary>
/// The Graphic attached to this GameObject.
/// </summary>
public Graphic graphic { get { Initialize(); return _graphic; } }
/// <summary>
/// The CanvasRenderer attached to this GameObject.
/// </summary>
public CanvasRenderer canvasRenderer { get { Initialize (); return _canvasRenderer; } }
/// <summary>
/// The CanvasRenderer attached to this GameObject.
/// </summary>
public CanvasRenderer canvasRenderer { get { Initialize(); return _canvasRenderer; } }
#if TMP_PRESENT
/// <summary>
@ -65,40 +65,40 @@ namespace Coffee.UIExtensions
public TMP_Text textMeshPro { get { Initialize (); return _textMeshPro; } }
#endif
/// <summary>
/// The RectTransform attached to this GameObject.
/// </summary>
public RectTransform rectTransform { get { Initialize (); return _rectTransform; } }
/// <summary>
/// The RectTransform attached to this GameObject.
/// </summary>
public RectTransform rectTransform { get { Initialize(); return _rectTransform; } }
#if UNITY_5_6_OR_NEWER
/// <summary>
/// Additional canvas shader channels to use this component.
/// </summary>
public virtual AdditionalCanvasShaderChannels requiredChannels { get { return AdditionalCanvasShaderChannels.None; } }
/// <summary>
/// Additional canvas shader channels to use this component.
/// </summary>
public virtual AdditionalCanvasShaderChannels requiredChannels { get { return AdditionalCanvasShaderChannels.None; } }
#endif
/// <summary>
/// Is TextMeshPro or TextMeshProUGUI attached to this GameObject?
/// </summary>
public bool isTMPro
{
get
{
/// <summary>
/// Is TextMeshPro or TextMeshProUGUI attached to this GameObject?
/// </summary>
public bool isTMPro
{
get
{
#if TMP_PRESENT
return textMeshPro != null;
#else
return false;
return false;
#endif
}
}
}
}
/// <summary>
/// The material for rendering.
/// </summary>
public virtual Material material
{
get
{
/// <summary>
/// The material for rendering.
/// </summary>
public virtual Material material
{
get
{
#if TMP_PRESENT
if (textMeshPro)
@ -107,17 +107,17 @@ namespace Coffee.UIExtensions
}
else
#endif
if (graphic)
{
return graphic.material;
}
else
{
return null;
}
}
set
{
if (graphic)
{
return graphic.material;
}
else
{
return null;
}
}
set
{
#if TMP_PRESENT
if (textMeshPro)
{
@ -125,17 +125,17 @@ namespace Coffee.UIExtensions
}
else
#endif
if (graphic)
{
graphic.material = value;
}
}
}
if (graphic)
{
graphic.material = value;
}
}
}
public virtual Material[] materials
{
get
{
public virtual Material[] materials
{
get
{
#if TMP_PRESENT
if (textMeshPro)
@ -144,39 +144,39 @@ namespace Coffee.UIExtensions
}
else
#endif
if (graphic)
{
_materials [0] = graphic.material;
return _materials;
}
else
{
return s_EmptyMaterials;
}
}
}
if (graphic)
{
_materials[0] = graphic.material;
return _materials;
}
else
{
return s_EmptyMaterials;
}
}
}
/// <summary>
/// Call used to modify mesh. (legacy)
/// </summary>
/// <param name="mesh">Mesh.</param>
public virtual void ModifyMesh (Mesh mesh)
{
}
/// <summary>
/// Call used to modify mesh. (legacy)
/// </summary>
/// <param name="mesh">Mesh.</param>
public virtual void ModifyMesh(Mesh mesh)
{
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public virtual void ModifyMesh (VertexHelper vh)
{
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public virtual void ModifyMesh(VertexHelper vh)
{
}
/// <summary>
/// Mark the vertices as dirty.
/// </summary>
public virtual void SetVerticesDirty ()
{
/// <summary>
/// Mark the vertices as dirty.
/// </summary>
public virtual void SetVerticesDirty()
{
#if TMP_PRESENT
if (textMeshPro)
{
@ -211,14 +211,14 @@ namespace Coffee.UIExtensions
}
else
#endif
if (graphic)
{
graphic.SetVerticesDirty ();
}
}
if (graphic)
{
graphic.SetVerticesDirty();
}
}
public void ShowTMProWarning (Shader shader, Shader mobileShader, Shader spriteShader, System.Action<Material> onCreatedMaterial)
{
public void ShowTMProWarning(Shader shader, Shader mobileShader, Shader spriteShader, System.Action<Material> onCreatedMaterial)
{
#if UNITY_EDITOR && TMP_PRESENT
if(!textMeshPro || !textMeshPro.fontSharedMaterial)
{
@ -312,39 +312,39 @@ namespace Coffee.UIExtensions
EditorUtility.SetDirty (spriteAsset);
return spriteAsset;
#endif
}
}
//################################
// Protected Members.
//################################
/// <summary>
/// Should the effect modify the mesh directly for TMPro?
/// </summary>
protected virtual bool isLegacyMeshModifier { get { return false; } }
//################################
// Protected Members.
//################################
/// <summary>
/// Should the effect modify the mesh directly for TMPro?
/// </summary>
protected virtual bool isLegacyMeshModifier { get { return false; } }
protected virtual void Initialize ()
{
if (!_initialized)
{
_initialized = true;
_graphic = _graphic ?? GetComponent<Graphic> ();
_canvasRenderer = _canvasRenderer ?? GetComponent<CanvasRenderer> ();
_rectTransform = _rectTransform ?? GetComponent<RectTransform> ();
protected virtual void Initialize()
{
if (!_initialized)
{
_initialized = true;
_graphic = _graphic ?? GetComponent<Graphic>();
_canvasRenderer = _canvasRenderer ?? GetComponent<CanvasRenderer>();
_rectTransform = _rectTransform ?? GetComponent<RectTransform>();
#if TMP_PRESENT
_textMeshPro = _textMeshPro ?? GetComponent<TMP_Text> ();
#endif
}
}
}
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable ()
{
_initialized = false;
SetVerticesDirty ();
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
_initialized = false;
SetVerticesDirty();
#if TMP_PRESENT
if (textMeshPro)
{
@ -360,27 +360,27 @@ namespace Coffee.UIExtensions
#endif
#if UNITY_5_6_OR_NEWER
if (graphic)
{
AdditionalCanvasShaderChannels channels = requiredChannels;
var canvas = graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
Debug.LogWarningFormat (this, "Enable {1} of Canvas.additionalShaderChannels to use {0}.", GetType ().Name, channels);
}
}
if (graphic)
{
AdditionalCanvasShaderChannels channels = requiredChannels;
var canvas = graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
Debug.LogWarningFormat(this, "Enable {1} of Canvas.additionalShaderChannels to use {0}.", GetType().Name, channels);
}
}
#endif
}
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable ()
{
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
#if TMP_PRESENT
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove (OnTextChanged);
#endif
SetVerticesDirty ();
SetVerticesDirty();
#if UNITY_EDITOR && TMP_PRESENT
if (graphic && textMeshPro)
@ -388,14 +388,14 @@ namespace Coffee.UIExtensions
GraphicRebuildTracker.UnTrackGraphic (graphic);
}
#endif
}
}
/// <summary>
/// LateUpdate is called every frame, if the Behaviour is enabled.
/// </summary>
protected virtual void LateUpdate ()
{
/// <summary>
/// LateUpdate is called every frame, if the Behaviour is enabled.
/// </summary>
protected virtual void LateUpdate()
{
#if TMP_PRESENT
if (textMeshPro)
{
@ -406,35 +406,35 @@ namespace Coffee.UIExtensions
_isTextMeshProActive = textMeshPro.isActiveAndEnabled;
}
#endif
}
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties ()
{
SetVerticesDirty ();
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties()
{
SetVerticesDirty();
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
protected override void OnValidate ()
{
SetVerticesDirty ();
}
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
protected override void OnValidate()
{
SetVerticesDirty();
}
#endif
//################################
// Private Members.
//################################
bool _initialized;
CanvasRenderer _canvasRenderer;
RectTransform _rectTransform;
Graphic _graphic;
Material [] _materials = new Material [1];
//################################
// Private Members.
//################################
bool _initialized;
CanvasRenderer _canvasRenderer;
RectTransform _rectTransform;
Graphic _graphic;
Material[] _materials = new Material[1];
#if TMP_PRESENT
bool _isTextMeshProActive;
@ -532,12 +532,12 @@ namespace Coffee.UIExtensions
mesh.GetTangents (s_Tangents);
mesh.GetIndices (s_Indices, 0);
#if UNITY_2017_1_OR_NEWER
#if UNITY_2017_1_OR_NEWER
mesh.GetUVs (2, s_Uv2);
mesh.GetUVs (3, s_Uv3);
bool useUv2 = 0 < s_Uv2.Count;
bool useUv3 = 0 < s_Uv3.Count;
#endif
#endif
s_UIVertices.Clear();
UIVertex v = default(UIVertex);
@ -547,12 +547,12 @@ namespace Coffee.UIExtensions
v.color = s_Colors[i];
v.uv0 = s_Uv0[i];
v.uv1 = s_Uv1[i];
#if UNITY_2017_1_OR_NEWER
#if UNITY_2017_1_OR_NEWER
if (useUv2 && i < s_Uv2.Count)
v.uv2 = s_Uv2[i];
if (useUv3 && i < s_Uv3.Count)
v.uv3 = s_Uv3[i];
#endif
#endif
v.normal = s_Normals[i];
v.tangent = s_Tangents[i];
@ -561,5 +561,5 @@ namespace Coffee.UIExtensions
s_VertexHelper.AddUIVertexStream(s_UIVertices, s_Indices);
}
#endif
}
}
}

View File

@ -1,13 +1,13 @@
namespace Coffee.UIExtensions
{
/// <summary>
/// Blur effect mode.
/// </summary>
public enum BlurMode
{
None = 0,
FastBlur = 1,
MediumBlur = 2,
DetailBlur = 3,
}
/// <summary>
/// Blur effect mode.
/// </summary>
public enum BlurMode
{
None = 0,
FastBlur = 1,
MediumBlur = 2,
DetailBlur = 3,
}
}

View File

@ -1,13 +1,13 @@
namespace Coffee.UIExtensions
{
/// <summary>
/// Color effect mode.
/// </summary>
public enum ColorMode
{
Multiply = 0,
Fill = 1,
Add = 2,
Subtract = 3,
}
/// <summary>
/// Color effect mode.
/// </summary>
public enum ColorMode
{
Multiply = 0,
Fill = 1,
Add = 2,
Subtract = 3,
}
}

View File

@ -3,110 +3,110 @@ using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Area for effect.
/// </summary>
public enum EffectArea
{
RectTransform,
Fit,
Character,
}
/// <summary>
/// Area for effect.
/// </summary>
public enum EffectArea
{
RectTransform,
Fit,
Character,
}
public static class EffectAreaExtensions
{
static readonly Rect rectForCharacter = new Rect(0, 0, 1, 1);
static readonly Vector2 [] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
public static class EffectAreaExtensions
{
static readonly Rect rectForCharacter = new Rect(0, 0, 1, 1);
static readonly Vector2[] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
/// <summary>
/// Gets effect for area.
/// </summary>
public static Rect GetEffectArea (this EffectArea area, VertexHelper vh, Rect rectangle, float aspectRatio = -1)
{
Rect rect = default(Rect);
switch (area)
{
case EffectArea.RectTransform:
rect = rectangle;
break;
case EffectArea.Character:
rect = rectForCharacter;
break;
case EffectArea.Fit:
// Fit to contents.
UIVertex vertex = default (UIVertex);
float xMin = float.MaxValue;
float yMin = float.MaxValue;
float xMax = float.MinValue;
float yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
float x = vertex.position.x;
float y = vertex.position.y;
xMin = Mathf.Min(xMin, x);
yMin = Mathf.Min(yMin, y);
xMax = Mathf.Max(xMax, x);
yMax = Mathf.Max(yMax, y);
}
rect.Set (xMin, yMin, xMax - xMin, yMax - yMin);
break;
default:
rect = rectangle;
break;
}
/// <summary>
/// Gets effect for area.
/// </summary>
public static Rect GetEffectArea(this EffectArea area, VertexHelper vh, Rect rectangle, float aspectRatio = -1)
{
Rect rect = default(Rect);
switch (area)
{
case EffectArea.RectTransform:
rect = rectangle;
break;
case EffectArea.Character:
rect = rectForCharacter;
break;
case EffectArea.Fit:
// Fit to contents.
UIVertex vertex = default(UIVertex);
float xMin = float.MaxValue;
float yMin = float.MaxValue;
float xMax = float.MinValue;
float yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
float x = vertex.position.x;
float y = vertex.position.y;
xMin = Mathf.Min(xMin, x);
yMin = Mathf.Min(yMin, y);
xMax = Mathf.Max(xMax, x);
yMax = Mathf.Max(yMax, y);
}
rect.Set(xMin, yMin, xMax - xMin, yMax - yMin);
break;
default:
rect = rectangle;
break;
}
if(0 < aspectRatio)
{
if (rect.width < rect.height)
{
rect.width = rect.height * aspectRatio;
}
else
{
rect.height = rect.width / aspectRatio;
}
}
return rect;
}
if (0 < aspectRatio)
{
if (rect.width < rect.height)
{
rect.width = rect.height * aspectRatio;
}
else
{
rect.height = rect.width / aspectRatio;
}
}
return rect;
}
/// <summary>
/// Gets position factor for area.
/// </summary>
public static void GetPositionFactor (this EffectArea area, int index, Rect rect, Vector2 position, bool isText, bool isTMPro, out float x, out float y)
{
if (isText && area == EffectArea.Character)
{
index = isTMPro ? (index + 3) % 4 : index % 4;
x = splitedCharacterPosition [index].x;
y = splitedCharacterPosition [index].y;
}
else if (area == EffectArea.Fit)
{
x = Mathf.Clamp01 ((position.x - rect.xMin) / rect.width);
y = Mathf.Clamp01 ((position.y - rect.yMin) / rect.height);
}
else
{
x = Mathf.Clamp01 (position.x / rect.width + 0.5f);
y = Mathf.Clamp01 (position.y / rect.height + 0.5f);
}
}
/// <summary>
/// Gets position factor for area.
/// </summary>
public static void GetPositionFactor(this EffectArea area, int index, Rect rect, Vector2 position, bool isText, bool isTMPro, out float x, out float y)
{
if (isText && area == EffectArea.Character)
{
index = isTMPro ? (index + 3) % 4 : index % 4;
x = splitedCharacterPosition[index].x;
y = splitedCharacterPosition[index].y;
}
else if (area == EffectArea.Fit)
{
x = Mathf.Clamp01((position.x - rect.xMin) / rect.width);
y = Mathf.Clamp01((position.y - rect.yMin) / rect.height);
}
else
{
x = Mathf.Clamp01(position.x / rect.width + 0.5f);
y = Mathf.Clamp01(position.y / rect.height + 0.5f);
}
}
/// <summary>
/// Normalize vertex position by local matrix.
/// </summary>
public static void GetNormalizedFactor (this EffectArea area, int index, Matrix2x3 matrix, Vector2 position, bool isText, out Vector2 nomalizedPos)
{
if (isText && area == EffectArea.Character)
{
nomalizedPos = matrix * splitedCharacterPosition [(index + 3) % 4];
}
else
{
nomalizedPos = matrix * position;
}
}
}
/// <summary>
/// Normalize vertex position by local matrix.
/// </summary>
public static void GetNormalizedFactor(this EffectArea area, int index, Matrix2x3 matrix, Vector2 position, bool isText, out Vector2 nomalizedPos)
{
if (isText && area == EffectArea.Character)
{
nomalizedPos = matrix * splitedCharacterPosition[(index + 3) % 4];
}
else
{
nomalizedPos = matrix * position;
}
}
}
}

View File

@ -1,156 +1,156 @@
using UnityEngine;
using System;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Coffee.UIExtensions
{
/// <summary>
/// Effect player.
/// </summary>
[Serializable]
public class EffectPlayer
{
//################################
// Public Members.
//################################
/// <summary>
/// Gets or sets a value indicating whether is playing.
/// </summary>
[Header("Effect Player")]
[Tooltip("Playing.")]
public bool play = false;
/// <summary>
/// Effect player.
/// </summary>
[Serializable]
public class EffectPlayer
{
//################################
// Public Members.
//################################
/// <summary>
/// Gets or sets a value indicating whether is playing.
/// </summary>
[Header("Effect Player")]
[Tooltip("Playing.")]
public bool play = false;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Initial play delay.")]
[Range(0f, 10f)]
public float initialPlayDelay = 0;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Initial play delay.")]
[Range(0f, 10f)]
public float initialPlayDelay = 0;
/// <summary>
/// Gets or sets the duration.
/// </summary>
[Tooltip("Duration.")]
[Range(0.01f,10f)]
public float duration = 1;
/// <summary>
/// Gets or sets the duration.
/// </summary>
[Tooltip("Duration.")]
[Range(0.01f, 10f)]
public float duration = 1;
/// <summary>
/// Gets or sets a value indicating whether can loop.
/// </summary>
[Tooltip("Loop.")]
public bool loop = false;
/// <summary>
/// Gets or sets a value indicating whether can loop.
/// </summary>
[Tooltip("Loop.")]
public bool loop = false;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Delay before looping.")]
[Range(0f,10f)]
public float loopDelay = 0;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Delay before looping.")]
[Range(0f, 10f)]
public float loopDelay = 0;
/// <summary>
/// Gets or sets the update mode.
/// </summary>
[Tooltip("Update mode")]
public AnimatorUpdateMode updateMode = AnimatorUpdateMode.Normal;
/// <summary>
/// Gets or sets the update mode.
/// </summary>
[Tooltip("Update mode")]
public AnimatorUpdateMode updateMode = AnimatorUpdateMode.Normal;
static List<Action> s_UpdateActions;
static List<Action> s_UpdateActions;
/// <summary>
/// Register player.
/// </summary>
public void OnEnable(Action<float> callback = null)
{
/// <summary>
/// Register player.
/// </summary>
public void OnEnable(Action<float> callback = null)
{
if (s_UpdateActions == null)
{
s_UpdateActions = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = s_UpdateActions.Count;
for (int i = 0; i < count; i++)
{
s_UpdateActions[i].Invoke();
}
};
}
s_UpdateActions.Add(OnWillRenderCanvases);
if (s_UpdateActions == null)
{
s_UpdateActions = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = s_UpdateActions.Count;
for (int i = 0; i < count; i++)
{
s_UpdateActions[i].Invoke();
}
};
}
s_UpdateActions.Add(OnWillRenderCanvases);
if (play)
{
_time = -initialPlayDelay;
}
else
{
_time = 0;
}
_callback = callback;
}
if (play)
{
_time = -initialPlayDelay;
}
else
{
_time = 0;
}
_callback = callback;
}
/// <summary>
/// Unregister player.
/// </summary>
public void OnDisable()
{
_callback = null;
s_UpdateActions.Remove(OnWillRenderCanvases);
}
/// <summary>
/// Unregister player.
/// </summary>
public void OnDisable()
{
_callback = null;
s_UpdateActions.Remove(OnWillRenderCanvases);
}
/// <summary>
/// Start playing.
/// </summary>
public void Play(bool reset, Action<float> callback = null)
{
if (reset)
{
_time = 0;
}
play = true;
if (callback != null)
{
_callback = callback;
}
}
/// <summary>
/// Start playing.
/// </summary>
public void Play(bool reset, Action<float> callback = null)
{
if (reset)
{
_time = 0;
}
play = true;
if (callback != null)
{
_callback = callback;
}
}
/// <summary>
/// Stop playing.
/// </summary>
public void Stop(bool reset)
{
if (reset)
{
_time = 0;
if (_callback != null)
{
_callback(_time);
}
}
play = false;
}
/// <summary>
/// Stop playing.
/// </summary>
public void Stop(bool reset)
{
if (reset)
{
_time = 0;
if (_callback != null)
{
_callback(_time);
}
}
play = false;
}
//################################
// Private Members.
//################################
float _time = 0;
Action<float> _callback;
//################################
// Private Members.
//################################
float _time = 0;
Action<float> _callback;
void OnWillRenderCanvases()
{
if (!play || !Application.isPlaying || _callback == null)
{
return;
}
void OnWillRenderCanvases()
{
if (!play || !Application.isPlaying || _callback == null)
{
return;
}
_time += updateMode == AnimatorUpdateMode.UnscaledTime
? Time.unscaledDeltaTime
: Time.deltaTime;
var current = _time / duration;
_time += updateMode == AnimatorUpdateMode.UnscaledTime
? Time.unscaledDeltaTime
: Time.deltaTime;
var current = _time / duration;
if (duration <= _time)
{
play = loop;
_time = loop ? -loopDelay : 0;
}
_callback(current);
}
}
if (duration <= _time)
{
play = loop;
_time = loop ? -loopDelay : 0;
}
_callback(current);
}
}
}

View File

@ -4,92 +4,92 @@ using UnityEngine;
namespace Coffee.UIExtensions
{
public class MaterialCache
{
public ulong hash { get; private set; }
public class MaterialCache
{
public ulong hash { get; private set; }
public int referenceCount { get; private set; }
public int referenceCount { get; private set; }
public Texture texture { get; private set; }
public Texture texture { get; private set; }
public Material material { get; private set; }
public Material material { get; private set; }
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void ClearCache()
{
foreach (var cache in materialCaches)
{
cache.material = null;
}
materialCaches.Clear();
}
[UnityEditor.InitializeOnLoadMethod]
static void ClearCache()
{
foreach (var cache in materialCaches)
{
cache.material = null;
}
materialCaches.Clear();
}
#endif
public static List<MaterialCache> materialCaches = new List<MaterialCache>();
public static List<MaterialCache> materialCaches = new List<MaterialCache>();
public static MaterialCache Register(ulong hash, Texture texture, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null && cache.material)
{
if (cache.material)
{
cache.referenceCount++;
}
else
{
materialCaches.Remove(cache);
cache = null;
}
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
public static MaterialCache Register(ulong hash, Texture texture, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null && cache.material)
{
if (cache.material)
{
cache.referenceCount++;
}
else
{
public static MaterialCache Register(ulong hash, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null)
{
cache.referenceCount++;
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
materialCaches.Remove(cache);
cache = null;
}
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
public static void Unregister(MaterialCache cache)
{
if (cache == null)
{
return;
}
public static MaterialCache Register(ulong hash, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null)
{
cache.referenceCount++;
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
cache.referenceCount--;
if (cache.referenceCount <= 0)
{
MaterialCache.materialCaches.Remove(cache);
cache.material = null;
}
}
}
public static void Unregister(MaterialCache cache)
{
if (cache == null)
{
return;
}
cache.referenceCount--;
if (cache.referenceCount <= 0)
{
MaterialCache.materialCaches.Remove(cache);
cache.material = null;
}
}
}
}

View File

@ -1,6 +1,6 @@
#if UNITY_EDITOR
using System.IO;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
@ -8,119 +8,119 @@ using UnityEngine;
namespace Coffee.UIExtensions
{
public class MaterialResolver
{
static readonly StringBuilder s_StringBuilder = new StringBuilder();
public class MaterialResolver
{
static readonly StringBuilder s_StringBuilder = new StringBuilder();
static readonly Dictionary<string, Material> s_MaterialMap = new Dictionary<string, Material>();
static readonly Dictionary<string, Material> s_MaterialMap = new Dictionary<string, Material>();
public static Material GetOrGenerateMaterialVariant(Shader shader, params object[] append)
{
if (!shader)
{
return null;
}
public static Material GetOrGenerateMaterialVariant(Shader shader, params object[] append)
{
if (!shader)
{
return null;
}
Material mat = null;
string variantName = GetVariantName(shader, append);
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
Material mat = null;
string variantName = GetVariantName(shader, append);
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
string[] keywords = append.Where(x => 0 < (int)x)
.Select(x => x.ToString().ToUpper())
.ToArray();
mat = GetMaterial(shader, append);
if (mat)
{
if (!mat.shaderKeywords.OrderBy(x => x).SequenceEqual(keywords.OrderBy(x => x)))
{
mat.shaderKeywords = keywords;
EditorUtility.SetDirty(mat);
if (!Application.isPlaying)
{
EditorApplication.delayCall += AssetDatabase.SaveAssets;
}
}
return mat;
}
string[] keywords = append.Where(x => 0 < (int)x)
.Select(x => x.ToString().ToUpper())
.ToArray();
mat = GetMaterial(shader, append);
if (mat)
{
if (!mat.shaderKeywords.OrderBy(x => x).SequenceEqual(keywords.OrderBy(x => x)))
{
mat.shaderKeywords = keywords;
EditorUtility.SetDirty(mat);
if (!Application.isPlaying)
{
EditorApplication.delayCall += AssetDatabase.SaveAssets;
}
}
return mat;
}
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
Debug.Log("Generate material : " + variantName);
mat = new Material(shader);
mat.shaderKeywords = keywords;
Debug.Log("Generate material : " + variantName);
mat = new Material(shader);
mat.shaderKeywords = keywords;
mat.name = variantName;
mat.hideFlags |= HideFlags.NotEditable;
s_MaterialMap[variantName] = mat;
mat.name = variantName;
mat.hideFlags |= HideFlags.NotEditable;
s_MaterialMap[variantName] = mat;
bool isMainAsset = append.Cast<int>().All(x => x == 0);
EditorApplication.delayCall += () => SaveMaterial(mat, shader, isMainAsset);
return mat;
}
bool isMainAsset = append.Cast<int>().All(x => x == 0);
EditorApplication.delayCall += () => SaveMaterial(mat, shader, isMainAsset);
return mat;
}
static void SaveMaterial(Material mat, Shader shader, bool isMainAsset)
{
string materialPath = GetDefaultMaterialPath(shader);
static void SaveMaterial(Material mat, Shader shader, bool isMainAsset)
{
string materialPath = GetDefaultMaterialPath(shader);
#if UIEFFECT_SEPARATE
string dir = Path.GetDirectoryName(materialPath);
materialPath = Path.Combine(Path.Combine(dir, "Separated"), mat.name + ".mat");
isMainAsset = true;
#endif
if (isMainAsset)
{
Directory.CreateDirectory(Path.GetDirectoryName(materialPath));
AssetDatabase.CreateAsset(mat, materialPath);
}
else
{
GetOrGenerateMaterialVariant(shader);
mat.hideFlags |= HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(mat, materialPath);
}
AssetDatabase.SaveAssets();
}
if (isMainAsset)
{
Directory.CreateDirectory(Path.GetDirectoryName(materialPath));
AssetDatabase.CreateAsset(mat, materialPath);
}
else
{
GetOrGenerateMaterialVariant(shader);
mat.hideFlags |= HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(mat, materialPath);
}
AssetDatabase.SaveAssets();
}
public static Material GetMaterial(Shader shader, params object[] append)
{
string variantName = GetVariantName(shader, append);
return AssetDatabase.FindAssets("t:Material " + Path.GetFileName(shader.name))
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.SelectMany(x => AssetDatabase.LoadAllAssetsAtPath(x))
.OfType<Material>()
.FirstOrDefault(x => x.name == variantName);
}
public static Material GetMaterial(Shader shader, params object[] append)
{
string variantName = GetVariantName(shader, append);
return AssetDatabase.FindAssets("t:Material " + Path.GetFileName(shader.name))
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.SelectMany(x => AssetDatabase.LoadAllAssetsAtPath(x))
.OfType<Material>()
.FirstOrDefault(x => x.name == variantName);
}
public static string GetDefaultMaterialPath(Shader shader)
{
var name = Path.GetFileName(shader.name);
return AssetDatabase.FindAssets("t:Material " + name)
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.FirstOrDefault(x => Path.GetFileNameWithoutExtension(x) == name)
?? ("Assets/" + name + ".mat");
}
public static string GetDefaultMaterialPath(Shader shader)
{
var name = Path.GetFileName(shader.name);
return AssetDatabase.FindAssets("t:Material " + name)
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.FirstOrDefault(x => Path.GetFileNameWithoutExtension(x) == name)
?? ("Assets/" + name + ".mat");
}
public static string GetVariantName(Shader shader, params object[] append)
{
s_StringBuilder.Length = 0;
public static string GetVariantName(Shader shader, params object[] append)
{
s_StringBuilder.Length = 0;
#if UIEFFECT_SEPARATE
s_StringBuilder.Append("[Separated] ");
#endif
s_StringBuilder.Append(Path.GetFileName(shader.name));
foreach (object mode in append.Where(x=>0<(int)x))
{
s_StringBuilder.Append("-");
s_StringBuilder.Append(mode.ToString());
}
return s_StringBuilder.ToString();
}
}
s_StringBuilder.Append(Path.GetFileName(shader.name));
foreach (object mode in append.Where(x => 0 < (int)x))
{
s_StringBuilder.Append("-");
s_StringBuilder.Append(mode.ToString());
}
return s_StringBuilder.ToString();
}
}
}
#endif

View File

@ -2,32 +2,32 @@
namespace Coffee.UIExtensions
{
/// <summary>
/// Matrix2x3.
/// </summary>
public struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
/// <summary>
/// Matrix2x3.
/// </summary>
public struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public static Vector2 operator*(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
public static Vector2 operator *(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
}

View File

@ -1,60 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public static class Packer
{
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z, float w)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
w = w < 0 ? 0 : 1 < w ? 1 : w;
const int PRECISION = (1 << 6) - 1;
return (Mathf.FloorToInt(w * PRECISION) << 18)
+ (Mathf.FloorToInt(z * PRECISION) << 12)
+ (Mathf.FloorToInt(y * PRECISION) << 6)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z, float w)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
w = w < 0 ? 0 : 1 < w ? 1 : w;
const int PRECISION = (1 << 6) - 1;
return (Mathf.FloorToInt(w * PRECISION) << 18)
+ (Mathf.FloorToInt(z * PRECISION) << 12)
+ (Mathf.FloorToInt(y * PRECISION) << 6)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(Vector4 factor)
{
return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z), Mathf.Clamp01(factor.w));
}
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(Vector4 factor)
{
return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z), Mathf.Clamp01(factor.w));
}
/// <summary>
/// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float.
/// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
const int PRECISION = (1 << 8) - 1;
return (Mathf.FloorToInt(z * PRECISION) << 16)
+ (Mathf.FloorToInt(y * PRECISION) << 8)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float.
/// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
const int PRECISION = (1 << 8) - 1;
return (Mathf.FloorToInt(z * PRECISION) << 16)
+ (Mathf.FloorToInt(y * PRECISION) << 8)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 2 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 4096 steps(12 bits).
/// </summary>
public static float ToFloat(float x, float y)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
const int PRECISION = (1 << 12) - 1;
return (Mathf.FloorToInt(y * PRECISION) << 12)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 2 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 4096 steps(12 bits).
/// </summary>
public static float ToFloat(float x, float y)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
const int PRECISION = (1 << 12) - 1;
return (Mathf.FloorToInt(y * PRECISION) << 12)
+ Mathf.FloorToInt(x * PRECISION);
}
}

View File

@ -1,190 +1,188 @@
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using System;
namespace Coffee.UIExtensions
{
public interface IParameterTexture
{
int parameterIndex { get; set; }
public interface IParameterTexture
{
int parameterIndex { get; set; }
ParameterTexture ptex { get; }
}
ParameterTexture ptex { get; }
}
/// <summary>
/// Parameter texture.
/// </summary>
[System.Serializable]
public class ParameterTexture
{
/// <summary>
/// Parameter texture.
/// </summary>
[System.Serializable]
public class ParameterTexture
{
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
/// <summary>
/// Initializes a new instance of the <see cref="Coffee.UIExtensions.ParameterTexture"/> class.
/// </summary>
/// <param name="channels">Channels.</param>
/// <param name="instanceLimit">Instance limit.</param>
/// <param name="propertyName">Property name.</param>
public ParameterTexture(int channels, int instanceLimit, string propertyName)
{
_propertyName = propertyName;
_channels = ((channels - 1) / 4 + 1) * 4;
_instanceLimit = ((instanceLimit - 1) / 2 + 1) * 2;
_data = new byte[_channels * _instanceLimit];
/// <summary>
/// Initializes a new instance of the <see cref="Coffee.UIExtensions.ParameterTexture"/> class.
/// </summary>
/// <param name="channels">Channels.</param>
/// <param name="instanceLimit">Instance limit.</param>
/// <param name="propertyName">Property name.</param>
public ParameterTexture(int channels, int instanceLimit, string propertyName)
{
_propertyName = propertyName;
_channels = ((channels - 1) / 4 + 1) * 4;
_instanceLimit = ((instanceLimit - 1) / 2 + 1) * 2;
_data = new byte[_channels * _instanceLimit];
_stack = new Stack<int>(_instanceLimit);
for (int i = 1; i < _instanceLimit + 1; i++)
{
_stack.Push(i);
}
}
_stack = new Stack<int>(_instanceLimit);
for (int i = 1; i < _instanceLimit + 1; i++)
{
_stack.Push(i);
}
}
/// <summary>
/// Register the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Register(IParameterTexture target)
{
Initialize();
if (target.parameterIndex <= 0 && 0 < _stack.Count)
{
target.parameterIndex = _stack.Pop();
// Debug.LogFormat("<color=green>@@@ Register {0} : {1}</color>", target, target.parameterIndex);
}
}
/// <summary>
/// Register the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Register(IParameterTexture target)
{
Initialize();
if (target.parameterIndex <= 0 && 0 < _stack.Count)
{
target.parameterIndex = _stack.Pop();
// Debug.LogFormat("<color=green>@@@ Register {0} : {1}</color>", target, target.parameterIndex);
}
}
/// <summary>
/// Unregister the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Unregister(IParameterTexture target)
{
if (0 < target.parameterIndex)
{
// Debug.LogFormat("<color=red>@@@ Unregister {0} : {1}</color>", target, target.parameterIndex);
_stack.Push(target.parameterIndex);
target.parameterIndex = 0;
}
}
/// <summary>
/// Unregister the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Unregister(IParameterTexture target)
{
if (0 < target.parameterIndex)
{
// Debug.LogFormat("<color=red>@@@ Unregister {0} : {1}</color>", target, target.parameterIndex);
_stack.Push(target.parameterIndex);
target.parameterIndex = 0;
}
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, byte value)
{
int index = (target.parameterIndex - 1) * _channels + channelId;
if (0 < target.parameterIndex && _data[index] != value)
{
_data[index] = value;
_needUpload = true;
}
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, byte value)
{
int index = (target.parameterIndex - 1) * _channels + channelId;
if (0 < target.parameterIndex && _data[index] != value)
{
_data[index] = value;
_needUpload = true;
}
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, float value)
{
SetData(target, channelId, (byte)(Mathf.Clamp01(value) * 255));
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, float value)
{
SetData(target, channelId, (byte)(Mathf.Clamp01(value) * 255));
}
/// <summary>
/// Registers the material.
/// </summary>
/// <param name="mat">Mat.</param>
public void RegisterMaterial(Material mat)
{
if (_propertyId == 0)
{
_propertyId = Shader.PropertyToID(_propertyName);
}
if (mat)
{
mat.SetTexture(_propertyId, _texture);
}
}
/// <summary>
/// Registers the material.
/// </summary>
/// <param name="mat">Mat.</param>
public void RegisterMaterial(Material mat)
{
if (_propertyId == 0)
{
_propertyId = Shader.PropertyToID(_propertyName);
}
if (mat)
{
mat.SetTexture(_propertyId, _texture);
}
}
/// <summary>
/// Gets the index of the normalized.
/// </summary>
/// <returns>The normalized index.</returns>
/// <param name="target">Target.</param>
public float GetNormalizedIndex(IParameterTexture target)
{
return ((float)target.parameterIndex - 0.5f) / _instanceLimit;
}
/// <summary>
/// Gets the index of the normalized.
/// </summary>
/// <returns>The normalized index.</returns>
/// <param name="target">Target.</param>
public float GetNormalizedIndex(IParameterTexture target)
{
return ((float)target.parameterIndex - 0.5f) / _instanceLimit;
}
//################################
// Private Members.
//################################
//################################
// Private Members.
//################################
Texture2D _texture;
bool _needUpload;
int _propertyId;
readonly string _propertyName;
readonly int _channels;
readonly int _instanceLimit;
readonly byte[] _data;
readonly Stack<int> _stack;
static List<Action> updates;
Texture2D _texture;
bool _needUpload;
int _propertyId;
readonly string _propertyName;
readonly int _channels;
readonly int _instanceLimit;
readonly byte[] _data;
readonly Stack<int> _stack;
static List<Action> updates;
/// <summary>
/// Initialize this instance.
/// </summary>
void Initialize()
{
/// <summary>
/// Initialize this instance.
/// </summary>
void Initialize()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
#endif
if (updates == null)
{
updates = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = updates.Count;
for (int i = 0; i < count; i++)
{
updates[i].Invoke();
}
};
}
if (updates == null)
{
updates = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = updates.Count;
for (int i = 0; i < count; i++)
{
updates[i].Invoke();
}
};
}
if (!_texture)
{
bool isLinear = QualitySettings.activeColorSpace == ColorSpace.Linear;
_texture = new Texture2D(_channels / 4, _instanceLimit, TextureFormat.RGBA32, false, isLinear);
_texture.filterMode = FilterMode.Point;
_texture.wrapMode = TextureWrapMode.Clamp;
if (!_texture)
{
bool isLinear = QualitySettings.activeColorSpace == ColorSpace.Linear;
_texture = new Texture2D(_channels / 4, _instanceLimit, TextureFormat.RGBA32, false, isLinear);
_texture.filterMode = FilterMode.Point;
_texture.wrapMode = TextureWrapMode.Clamp;
updates.Add(UpdateParameterTexture);
_needUpload = true;
}
}
updates.Add(UpdateParameterTexture);
_needUpload = true;
}
}
void UpdateParameterTexture()
{
if (_needUpload && _texture)
{
_needUpload = false;
_texture.LoadRawTextureData(_data);
_texture.Apply(false, false);
}
}
}
void UpdateParameterTexture()
{
if (_needUpload && _texture)
{
_needUpload = false;
_texture.LoadRawTextureData(_data);
_texture.Apply(false, false);
}
}
}
}

View File

@ -1,14 +1,14 @@
namespace Coffee.UIExtensions
{
/// <summary>
/// Shadow effect style.
/// </summary>
public enum ShadowStyle
{
None = 0,
Shadow,
Outline,
Outline8,
Shadow3,
}
/// <summary>
/// Shadow effect style.
/// </summary>
public enum ShadowStyle
{
None = 0,
Shadow,
Outline,
Outline8,
Shadow3,
}
}

View File

@ -1,14 +1,14 @@
namespace Coffee.UIExtensions
{
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
None = 0,
Grayscale = 1,
Sepia = 2,
Nega = 3,
Pixel = 4,
}
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
None = 0,
Grayscale = 1,
Sepia = 2,
Nega = 3,
Pixel = 4,
}
}

View File

@ -4,162 +4,162 @@ using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Abstract effect base for UI.
/// </summary>
[DisallowMultipleComponent]
public abstract class UIEffectBase : BaseMeshEffect, IParameterTexture
/// <summary>
/// Abstract effect base for UI.
/// </summary>
[DisallowMultipleComponent]
public abstract class UIEffectBase : BaseMeshEffect, IParameterTexture
#if UNITY_EDITOR
, ISerializationCallbackReceiver
, ISerializationCallbackReceiver
#endif
{
protected static readonly Vector2[] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
protected static readonly List<UIVertex> tempVerts = new List<UIVertex>();
{
protected static readonly Vector2[] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
protected static readonly List<UIVertex> tempVerts = new List<UIVertex>();
[HideInInspector]
[SerializeField] int m_Version;
[SerializeField] protected Material m_EffectMaterial;
[HideInInspector]
[SerializeField] int m_Version;
[SerializeField] protected Material m_EffectMaterial;
/// <summary>
/// Gets or sets the parameter index.
/// </summary>
public int parameterIndex { get; set; }
/// <summary>
/// Gets or sets the parameter index.
/// </summary>
public int parameterIndex { get; set; }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public virtual ParameterTexture ptex { get { return null; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public virtual ParameterTexture ptex { get { return null; } }
/// <summary>
/// Gets target graphic for effect.
/// </summary>
public Graphic targetGraphic { get { return graphic; } }
/// <summary>
/// Gets target graphic for effect.
/// </summary>
public Graphic targetGraphic { get { return graphic; } }
/// <summary>
/// Gets material for effect.
/// </summary>
public Material effectMaterial { get { return m_EffectMaterial; } }
/// <summary>
/// Gets material for effect.
/// </summary>
public Material effectMaterial { get { return m_EffectMaterial; } }
#if UNITY_EDITOR
protected override void Reset()
{
m_Version = 300;
OnValidate();
}
protected override void Reset()
{
m_Version = 300;
OnValidate();
}
/// <summary>
/// Raises the validate event.
/// </summary>
protected override void OnValidate()
{
base.OnValidate ();
/// <summary>
/// Raises the validate event.
/// </summary>
protected override void OnValidate()
{
base.OnValidate();
var mat = GetMaterial();
if (m_EffectMaterial != mat)
{
m_EffectMaterial = mat;
UnityEditor.EditorUtility.SetDirty(this);
}
var mat = GetMaterial();
if (m_EffectMaterial != mat)
{
m_EffectMaterial = mat;
UnityEditor.EditorUtility.SetDirty(this);
}
ModifyMaterial();
SetVerticesDirty ();
SetDirty ();
}
ModifyMaterial();
SetVerticesDirty();
SetDirty();
}
public void OnBeforeSerialize()
{
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
UnityEditor.EditorApplication.delayCall += UpgradeIfNeeded;
}
public void OnAfterDeserialize()
{
UnityEditor.EditorApplication.delayCall += UpgradeIfNeeded;
}
protected bool IsShouldUpgrade(int expectedVersion)
{
if (m_Version < expectedVersion)
{
Debug.LogFormat(gameObject, "<b>{0}({1})</b> has been upgraded: <i>version {2} -> {3}</i>", name, GetType().Name, m_Version, expectedVersion);
m_Version = expectedVersion;
protected bool IsShouldUpgrade(int expectedVersion)
{
if (m_Version < expectedVersion)
{
Debug.LogFormat(gameObject, "<b>{0}({1})</b> has been upgraded: <i>version {2} -> {3}</i>", name, GetType().Name, m_Version, expectedVersion);
m_Version = expectedVersion;
//UnityEditor.EditorApplication.delayCall += () =>
{
UnityEditor.EditorUtility.SetDirty(this);
if (!Application.isPlaying && gameObject && gameObject.scene.IsValid())
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene);
}
}
;
return true;
}
return false;
}
//UnityEditor.EditorApplication.delayCall += () =>
{
UnityEditor.EditorUtility.SetDirty(this);
if (!Application.isPlaying && gameObject && gameObject.scene.IsValid())
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene);
}
}
;
return true;
}
return false;
}
protected virtual void UpgradeIfNeeded()
{
}
protected virtual void UpgradeIfNeeded()
{
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected virtual Material GetMaterial()
{
return null;
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected virtual Material GetMaterial()
{
return null;
}
#endif
/// <summary>
/// Modifies the material.
/// </summary>
public virtual void ModifyMaterial()
{
targetGraphic.material = isActiveAndEnabled ? m_EffectMaterial : null;
}
/// <summary>
/// Modifies the material.
/// </summary>
public virtual void ModifyMaterial()
{
targetGraphic.material = isActiveAndEnabled ? m_EffectMaterial : null;
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (ptex != null)
{
ptex.Register(this);
}
ModifyMaterial();
SetVerticesDirty();
SetDirty();
}
if (ptex != null)
{
ptex.Register(this);
}
ModifyMaterial();
SetVerticesDirty();
SetDirty();
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable ();
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
ModifyMaterial ();
SetVerticesDirty();
if (ptex != null)
{
ptex.Unregister(this);
}
}
ModifyMaterial();
SetVerticesDirty();
if (ptex != null)
{
ptex.Unregister(this);
}
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
protected virtual void SetDirty()
{
SetVerticesDirty();
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
protected virtual void SetDirty()
{
SetVerticesDirty();
}
protected override void OnDidApplyAnimationProperties()
{
SetDirty();
}
}
protected override void OnDidApplyAnimationProperties()
{
SetDirty();
}
}
}

View File

@ -1,86 +1,85 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
public class BaseMeshEffectEditor : Editor
{
List<MaterialEditor> _materialEditors = new List<MaterialEditor> ();
public class BaseMeshEffectEditor : Editor
{
List<MaterialEditor> _materialEditors = new List<MaterialEditor>();
protected virtual void OnEnable ()
{
ClearMaterialEditors ();
}
protected virtual void OnEnable()
{
ClearMaterialEditors();
}
protected virtual void OnDisable ()
{
ClearMaterialEditors ();
}
protected virtual void OnDisable()
{
ClearMaterialEditors();
}
void ClearMaterialEditors ()
{
foreach (var e in _materialEditors)
{
if (e)
{
DestroyImmediate (e);
}
}
_materialEditors.Clear ();
}
void ClearMaterialEditors()
{
foreach (var e in _materialEditors)
{
if (e)
{
DestroyImmediate(e);
}
}
_materialEditors.Clear();
}
protected void ShowMaterialEditors (Material [] materials, int startIndex, int count)
{
for (int i = 0; i < count; i++)
{
if (_materialEditors.Count == i)
{
_materialEditors.Add (null);
}
protected void ShowMaterialEditors(Material[] materials, int startIndex, int count)
{
for (int i = 0; i < count; i++)
{
if (_materialEditors.Count == i)
{
_materialEditors.Add(null);
}
var mat = materials [startIndex + i];
var editor = _materialEditors [i];
if (editor && editor.target != mat)
{
DestroyImmediate (editor);
editor = null;
}
var mat = materials[startIndex + i];
var editor = _materialEditors[i];
if (editor && editor.target != mat)
{
DestroyImmediate(editor);
editor = null;
}
if (!editor)
{
editor = _materialEditors [i] = Editor.CreateEditor (mat) as MaterialEditor;
}
if (!editor)
{
editor = _materialEditors[i] = Editor.CreateEditor(mat) as MaterialEditor;
}
editor.DrawHeader ();
editor.OnInspectorGUI ();
}
}
editor.DrawHeader();
editor.OnInspectorGUI();
}
}
protected void ShowCanvasChannelsWarning ()
{
BaseMeshEffect effect = target as BaseMeshEffect;
if (!effect || !effect.graphic)
{
return;
}
protected void ShowCanvasChannelsWarning()
{
BaseMeshEffect effect = target as BaseMeshEffect;
if (!effect || !effect.graphic)
{
return;
}
#if UNITY_5_6_OR_NEWER
AdditionalCanvasShaderChannels channels = effect.requiredChannels;
var canvas = effect.graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format ("Enable {1} of Canvas.additionalShaderChannels to use {0}.", effect.GetType ().Name, channels), MessageType.Warning);
if (GUILayout.Button ("Fix"))
{
canvas.additionalShaderChannels |= channels;
}
EditorGUILayout.EndHorizontal ();
}
AdditionalCanvasShaderChannels channels = effect.requiredChannels;
var canvas = effect.graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.HelpBox(string.Format("Enable {1} of Canvas.additionalShaderChannels to use {0}.", effect.GetType().Name, channels), MessageType.Warning);
if (GUILayout.Button("Fix"))
{
canvas.additionalShaderChannels |= channels;
}
EditorGUILayout.EndHorizontal();
}
#endif
}
}
}
}
}

View File

@ -1,53 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// Remove deprecated files in old .unitypackage, after compiling.
/// </summary>
public class DeprecatedRemover
{
/// <summary>
/// GUIDs of deprecated files.
/// </summary>
static readonly List<string> DeprecatedFiles = new List<string>()
{
"156b57fee6ef941958e66a129ce387e2", // UICustomEffect.cs
/// <summary>
/// Remove deprecated files in old .unitypackage, after compiling.
/// </summary>
public class DeprecatedRemover
{
/// <summary>
/// GUIDs of deprecated files.
/// </summary>
static readonly List<string> DeprecatedFiles = new List<string>()
{
"156b57fee6ef941958e66a129ce387e2", // UICustomEffect.cs
"a4961e148a8cd4fe0b84dddc2741894a", // UICustomEffectEditor.cs
"7b1ed09bdf5e54042b5cd1fbe69361bf", // MaterialBundle.cs
};
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void RemoveFiles()
{
// The deprecated file path that exists.
var files = DeprecatedFiles.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Where(x => File.Exists(x))
.ToArray();
if (files.Any())
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("<b><color=orange>[{0}]</color></b> {1} files have been removed.\n", typeof(DeprecatedRemover).Name, files.Length);
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void RemoveFiles()
{
// The deprecated file path that exists.
var files = DeprecatedFiles.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Where(x => File.Exists(x))
.ToArray();
foreach (var path in files)
{
AssetDatabase.DeleteAsset(path);
sb.AppendFormat(" - {0}\n", path);
}
if (files.Any())
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("<b><color=orange>[{0}]</color></b> {1} files have been removed.\n", typeof(DeprecatedRemover).Name, files.Length);
AssetDatabase.Refresh();
UnityEngine.Debug.Log(sb);
}
}
#endif
}
foreach (var path in files)
{
AssetDatabase.DeleteAsset(path);
sb.AppendFormat(" - {0}\n", path);
}
AssetDatabase.Refresh();
UnityEngine.Debug.Log(sb);
}
}
#endif
}
}

View File

@ -1,181 +1,179 @@
using UnityEditor;
using UnityEditorInternal;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIDissolve))]
[CanEditMultipleObjects]
public class UIDissolveEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIDissolve))]
[CanEditMultipleObjects]
public class UIDissolveEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spWidth = serializedObject.FindProperty("m_Width");
_spColor = serializedObject.FindProperty("m_Color");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spColorMode = serializedObject.FindProperty("m_ColorMode");
_spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spReverse = serializedObject.FindProperty("m_Reverse");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spWidth = serializedObject.FindProperty("m_Width");
_spColor = serializedObject.FindProperty("m_Color");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spColorMode = serializedObject.FindProperty("m_ColorMode");
_spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spReverse = serializedObject.FindProperty("m_Reverse");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
s_NoiseTexId = Shader.PropertyToID ("_NoiseTex");
s_NoiseTexId = Shader.PropertyToID("_NoiseTex");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIDissolve)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIDissolve)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIDissolve)");
}
_shader = Shader.Find("TextMeshPro/Distance Field (UIDissolve)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UIDissolve)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UIDissolve)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIDissolve> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
ColorMode colorMode =
mat.IsKeywordEnabled ("ADD") ? ColorMode.Add
: mat.IsKeywordEnabled ("SUBTRACT") ? ColorMode.Subtract
: mat.IsKeywordEnabled ("FILL") ? ColorMode.Fill
: ColorMode.Multiply;
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIDissolve>())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
ColorMode colorMode =
mat.IsKeywordEnabled("ADD") ? ColorMode.Add
: mat.IsKeywordEnabled("SUBTRACT") ? ColorMode.Subtract
: mat.IsKeywordEnabled("FILL") ? ColorMode.Fill
: ColorMode.Multiply;
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
if (d.colorMode != colorMode || d.noiseTexture != noiseTexture)
{
var so = new SerializedObject (d);
so.FindProperty ("m_ColorMode").intValue = (int)colorMode;
so.FindProperty ("m_NoiseTexture").objectReferenceValue = noiseTexture;
so.ApplyModifiedProperties ();
}
}
}
if (d.colorMode != colorMode || d.noiseTexture != noiseTexture)
{
var so = new SerializedObject(d);
so.FindProperty("m_ColorMode").intValue = (int)colorMode;
so.FindProperty("m_NoiseTexture").objectReferenceValue = noiseTexture;
so.ApplyModifiedProperties();
}
}
}
serializedObject.Update();
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spColor);
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spColor);
bool isAnyTMPro = targets.Cast<UIDissolve>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope (isAnyTMPro))
{
EditorGUILayout.PropertyField (_spColorMode);
EditorGUILayout.PropertyField (_spNoiseTexture);
}
bool isAnyTMPro = targets.Cast<UIDissolve>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
{
EditorGUILayout.PropertyField(_spColorMode);
EditorGUILayout.PropertyField(_spNoiseTexture);
}
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
EditorGUILayout.PropertyField(_spReverse);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
EditorGUILayout.PropertyField(_spReverse);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIDissolve).Play();
}
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIDissolve).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIDissolve).Stop();
}
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIDissolve).Stop();
}
}
var c = target as UIDissolve;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {
if(mat.shader == _spriteShader)
{
mat.shaderKeywords = c.material.shaderKeywords;
mat.SetTexture ("_NoiseTex", c.material.GetTexture ("_NoiseTex"));
}
});
ShowCanvasChannelsWarning ();
var c = target as UIDissolve;
c.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat =>
{
if (mat.shader == _spriteShader)
{
mat.shaderKeywords = c.material.shaderKeywords;
mat.SetTexture("_NoiseTex", c.material.GetTexture("_NoiseTex"));
}
});
ShowCanvasChannelsWarning();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
ShowMaterialEditors(c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
serializedObject.ApplyModifiedProperties();
}
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spColor;
SerializedProperty _spSoftness;
SerializedProperty _spColorMode;
SerializedProperty _spNoiseTexture;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spReverse;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spColor;
SerializedProperty _spSoftness;
SerializedProperty _spColorMode;
SerializedProperty _spNoiseTexture;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spReverse;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}

View File

@ -5,184 +5,184 @@ using DesamplingRate = Coffee.UIExtensions.UIEffectCapturedImage.DesamplingRate;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffectCapturedImage editor.
/// </summary>
[CustomEditor(typeof(UIEffectCapturedImage))]
[CanEditMultipleObjects]
public class UIEffectCapturedImageEditor : RawImageEditor
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// UIEffectCapturedImage editor.
/// </summary>
[CustomEditor(typeof(UIEffectCapturedImage))]
[CanEditMultipleObjects]
public class UIEffectCapturedImageEditor : RawImageEditor
{
//################################
// Constant or Static Members.
//################################
public enum QualityMode : int
{
Fast = (DesamplingRate.x2 << 0) + (DesamplingRate.x2 << 4) + (FilterMode.Bilinear << 8) + (2 << 10),
Medium = (DesamplingRate.x1 << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (3 << 10),
Detail = (DesamplingRate.None << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (5 << 10),
Custom = -1,
}
public enum QualityMode : int
{
Fast = (DesamplingRate.x2 << 0) + (DesamplingRate.x2 << 4) + (FilterMode.Bilinear << 8) + (2 << 10),
Medium = (DesamplingRate.x1 << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (3 << 10),
Detail = (DesamplingRate.None << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (5 << 10),
Custom = -1,
}
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spTexture = serializedObject.FindProperty("m_Texture");
_spColor = serializedObject.FindProperty("m_Color");
_spRaycastTarget = serializedObject.FindProperty("m_RaycastTarget");
_spDesamplingRate = serializedObject.FindProperty("m_DesamplingRate");
_spReductionRate = serializedObject.FindProperty("m_ReductionRate");
_spFilterMode = serializedObject.FindProperty("m_FilterMode");
_spIterations = serializedObject.FindProperty("m_BlurIterations");
_spKeepSizeToRootCanvas = serializedObject.FindProperty("m_FitToScreen");
_spBlurMode = serializedObject.FindProperty("m_BlurMode");
_spCaptureOnEnable = serializedObject.FindProperty("m_CaptureOnEnable");
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spTexture = serializedObject.FindProperty("m_Texture");
_spColor = serializedObject.FindProperty("m_Color");
_spRaycastTarget = serializedObject.FindProperty("m_RaycastTarget");
_spDesamplingRate = serializedObject.FindProperty("m_DesamplingRate");
_spReductionRate = serializedObject.FindProperty("m_ReductionRate");
_spFilterMode = serializedObject.FindProperty("m_FilterMode");
_spIterations = serializedObject.FindProperty("m_BlurIterations");
_spKeepSizeToRootCanvas = serializedObject.FindProperty("m_FitToScreen");
_spBlurMode = serializedObject.FindProperty("m_BlurMode");
_spCaptureOnEnable = serializedObject.FindProperty("m_CaptureOnEnable");
_customAdvancedOption = (qualityMode == QualityMode.Custom);
}
_customAdvancedOption = (qualityMode == QualityMode.Custom);
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
var graphic = (target as UIEffectCapturedImage);
serializedObject.Update();
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
var graphic = (target as UIEffectCapturedImage);
serializedObject.Update();
//================
// Basic properties.
//================
EditorGUILayout.PropertyField(_spTexture);
EditorGUILayout.PropertyField(_spColor);
EditorGUILayout.PropertyField(_spRaycastTarget);
//================
// Basic properties.
//================
EditorGUILayout.PropertyField(_spTexture);
EditorGUILayout.PropertyField(_spColor);
EditorGUILayout.PropertyField(_spRaycastTarget);
//================
// Capture effect.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Capture Effect", EditorStyles.boldLabel);
UIEffectEditor.DrawEffectProperties(serializedObject, "m_EffectColor");
//================
// Capture effect.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Capture Effect", EditorStyles.boldLabel);
UIEffectEditor.DrawEffectProperties(serializedObject, "m_EffectColor");
//================
// Advanced option.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Advanced Option", EditorStyles.boldLabel);
//================
// Advanced option.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Advanced Option", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_spCaptureOnEnable);// CaptureOnEnable.
EditorGUILayout.PropertyField(_spKeepSizeToRootCanvas);// Keep Graphic Size To RootCanvas.
EditorGUILayout.PropertyField(_spCaptureOnEnable);// CaptureOnEnable.
EditorGUILayout.PropertyField(_spKeepSizeToRootCanvas);// Keep Graphic Size To RootCanvas.
EditorGUI.BeginChangeCheck();
QualityMode quality = qualityMode;
quality = (QualityMode)EditorGUILayout.EnumPopup("Quality Mode", quality);
if (EditorGUI.EndChangeCheck())
{
_customAdvancedOption = (quality == QualityMode.Custom);
qualityMode = quality;
}
EditorGUI.BeginChangeCheck();
QualityMode quality = qualityMode;
quality = (QualityMode)EditorGUILayout.EnumPopup("Quality Mode", quality);
if (EditorGUI.EndChangeCheck())
{
_customAdvancedOption = (quality == QualityMode.Custom);
qualityMode = quality;
}
// When qualityMode is `Custom`, show advanced option.
if (_customAdvancedOption)
{
if (_spBlurMode.intValue != 0)
{
EditorGUILayout.PropertyField(_spIterations);// Iterations.
}
DrawDesamplingRate(_spReductionRate);// Reduction rate.
// When qualityMode is `Custom`, show advanced option.
if (_customAdvancedOption)
{
if (_spBlurMode.intValue != 0)
{
EditorGUILayout.PropertyField(_spIterations);// Iterations.
}
DrawDesamplingRate(_spReductionRate);// Reduction rate.
EditorGUILayout.Space();
EditorGUILayout.LabelField("Result Texture Setting", EditorStyles.boldLabel);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Result Texture Setting", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_spFilterMode);// Filter Mode.
DrawDesamplingRate(_spDesamplingRate);// Desampling rate.
}
EditorGUILayout.PropertyField(_spFilterMode);// Filter Mode.
DrawDesamplingRate(_spDesamplingRate);// Desampling rate.
}
serializedObject.ApplyModifiedProperties();
serializedObject.ApplyModifiedProperties();
// Debug.
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
// Debug.
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Capture", "ButtonLeft"))
{
graphic.Release();
EditorApplication.delayCall += graphic.Capture;
}
if (GUILayout.Button("Capture", "ButtonLeft"))
{
graphic.Release();
EditorApplication.delayCall += graphic.Capture;
}
EditorGUI.BeginDisabledGroup(!(target as UIEffectCapturedImage).capturedTexture);
if (GUILayout.Button("Release", "ButtonRight"))
{
graphic.Release();
}
EditorGUI.EndDisabledGroup();
}
}
EditorGUI.BeginDisabledGroup(!(target as UIEffectCapturedImage).capturedTexture);
if (GUILayout.Button("Release", "ButtonRight"))
{
graphic.Release();
}
EditorGUI.EndDisabledGroup();
}
}
//################################
// Private Members.
//################################
const int Bits4 = (1 << 4) - 1;
const int Bits2 = (1 << 2) - 1;
bool _customAdvancedOption = false;
SerializedProperty _spTexture;
SerializedProperty _spColor;
SerializedProperty _spRaycastTarget;
SerializedProperty _spDesamplingRate;
SerializedProperty _spReductionRate;
SerializedProperty _spFilterMode;
SerializedProperty _spBlurMode;
SerializedProperty _spIterations;
SerializedProperty _spKeepSizeToRootCanvas;
SerializedProperty _spCaptureOnEnable;
//################################
// Private Members.
//################################
const int Bits4 = (1 << 4) - 1;
const int Bits2 = (1 << 2) - 1;
bool _customAdvancedOption = false;
SerializedProperty _spTexture;
SerializedProperty _spColor;
SerializedProperty _spRaycastTarget;
SerializedProperty _spDesamplingRate;
SerializedProperty _spReductionRate;
SerializedProperty _spFilterMode;
SerializedProperty _spBlurMode;
SerializedProperty _spIterations;
SerializedProperty _spKeepSizeToRootCanvas;
SerializedProperty _spCaptureOnEnable;
QualityMode qualityMode
{
get
{
if (_customAdvancedOption)
return QualityMode.Custom;
QualityMode qualityMode
{
get
{
if (_customAdvancedOption)
return QualityMode.Custom;
int qualityValue = (_spDesamplingRate.intValue << 0)
+ (_spReductionRate.intValue << 4)
+ (_spFilterMode.intValue << 8)
+ (_spIterations.intValue << 10);
int qualityValue = (_spDesamplingRate.intValue << 0)
+ (_spReductionRate.intValue << 4)
+ (_spFilterMode.intValue << 8)
+ (_spIterations.intValue << 10);
return System.Enum.IsDefined(typeof(QualityMode), qualityValue) ? (QualityMode)qualityValue : QualityMode.Custom;
}
set
{
if (value != QualityMode.Custom)
{
int qualityValue = (int)value;
_spDesamplingRate.intValue = (qualityValue >> 0) & Bits4;
_spReductionRate.intValue = (qualityValue >> 4) & Bits4;
_spFilterMode.intValue = (qualityValue >> 8) & Bits2;
_spIterations.intValue = (qualityValue >> 10) & Bits4;
}
}
}
return System.Enum.IsDefined(typeof(QualityMode), qualityValue) ? (QualityMode)qualityValue : QualityMode.Custom;
}
set
{
if (value != QualityMode.Custom)
{
int qualityValue = (int)value;
_spDesamplingRate.intValue = (qualityValue >> 0) & Bits4;
_spReductionRate.intValue = (qualityValue >> 4) & Bits4;
_spFilterMode.intValue = (qualityValue >> 8) & Bits2;
_spIterations.intValue = (qualityValue >> 10) & Bits4;
}
}
}
/// <summary>
/// Draws the desampling rate.
/// </summary>
void DrawDesamplingRate(SerializedProperty sp)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(sp);
int w, h;
(target as UIEffectCapturedImage).GetDesamplingSize((UIEffectCapturedImage.DesamplingRate)sp.intValue, out w, out h);
GUILayout.Label(string.Format("{0}x{1}", w, h), EditorStyles.miniLabel);
}
}
}
/// <summary>
/// Draws the desampling rate.
/// </summary>
void DrawDesamplingRate(SerializedProperty sp)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(sp);
int w, h;
(target as UIEffectCapturedImage).GetDesamplingSize((UIEffectCapturedImage.DesamplingRate)sp.intValue, out w, out h);
GUILayout.Label(string.Format("{0}x{1}", w, h), EditorStyles.miniLabel);
}
}
}
}

View File

@ -1,253 +1,256 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System;
using System.Linq;
using System;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIEffect))]
[CanEditMultipleObjects]
public class UIEffectEditor : BaseMeshEffectEditor
{
static readonly GUIContent contentEffectColor = new GUIContent ("Effect Color");
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIEffect))]
[CanEditMultipleObjects]
public class UIEffectEditor : BaseMeshEffectEditor
{
static readonly GUIContent contentEffectColor = new GUIContent("Effect Color");
//################################
// Public/Protected Members.
//################################
//################################
// Public/Protected Members.
//################################
/// <summary>
/// Draw effect properties.
/// </summary>
public static void DrawEffectProperties(SerializedObject serializedObject, string colorProperty = "m_Color")
{
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
/// <summary>
/// Draw effect properties.
/// </summary>
public static void DrawEffectProperties(SerializedObject serializedObject, string colorProperty = "m_Color")
{
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
EditorGUILayout.PropertyField(spToneMode);
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
EditorGUILayout.PropertyField(spToneMode);
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
EditorGUILayout.PropertyField(spColorMode);
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
EditorGUILayout.PropertyField(spColorMode);
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
SerializedProperty spColor = serializedObject.FindProperty(colorProperty);
if (spColor == null && serializedObject.targetObject is UIEffect) {
spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(colorProperty);
}
SerializedProperty spColor = serializedObject.FindProperty(colorProperty);
if (spColor == null && serializedObject.targetObject is UIEffect)
{
spColor = new SerializedObject(serializedObject.targetObjects.Select(x => (x as UIEffect).targetGraphic).ToArray()).FindProperty(colorProperty);
}
EditorGUI.BeginChangeCheck ();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
#if UNITY_2018_1_OR_NEWER
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false);
spColor.colorValue = EditorGUILayout.ColorField(contentEffectColor, spColor.colorValue, true, false, false);
#else
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null);
#endif
if (EditorGUI.EndChangeCheck ()) {
spColor.serializedObject.ApplyModifiedProperties ();
}
if (EditorGUI.EndChangeCheck())
{
spColor.serializedObject.ApplyModifiedProperties();
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
EditorGUILayout.PropertyField(spBlurMode);
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
EditorGUILayout.PropertyField(spBlurMode);
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
if (spAdvancedBlur != null)
{
EditorGUILayout.PropertyField(spAdvancedBlur);
}
EditorGUI.indentLevel--;
}
}
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
if (spAdvancedBlur != null)
{
EditorGUILayout.PropertyField(spAdvancedBlur);
}
EditorGUI.indentLevel--;
}
}
int GetEnum<T>(Material mat)
{
Type type = typeof(T);
string[] names = System.Enum.GetNames (type);
int[] values = System.Enum.GetValues (type) as int[];
int GetEnum<T>(Material mat)
{
Type type = typeof(T);
string[] names = System.Enum.GetNames(type);
int[] values = System.Enum.GetValues(type) as int[];
int mode = 0;
for(int i=0;i<names.Length;i++)
{
if (mat.IsKeywordEnabled (names [i].ToUpper()))
mode = values [i];
}
return mode;
}
int mode = 0;
for (int i = 0; i < names.Length; i++)
{
if (mat.IsKeywordEnabled(names[i].ToUpper()))
mode = values[i];
}
return mode;
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIEffect> ())
{
var mat = d.material;
if (d.isTMPro && mat)
{
var so = new SerializedObject (d);
EffectMode eMode = (EffectMode)GetEnum<EffectMode> (mat);
ColorMode cMode = (ColorMode)GetEnum<ColorMode> (mat);
BlurMode bMode = (BlurMode)GetEnum<BlurMode> (mat);
bool aBlur = mat.IsKeywordEnabled("EX");
if (d.effectMode != eMode || d.colorMode != cMode || d.blurMode != bMode || so.FindProperty ("m_AdvancedBlur").boolValue != aBlur)
{
so.FindProperty ("m_EffectMode").intValue = (int)eMode;
so.FindProperty ("m_ColorMode").intValue = (int)cMode;
so.FindProperty ("m_BlurMode").intValue = (int)bMode;
so.FindProperty ("m_AdvancedBlur").boolValue = aBlur;
so.ApplyModifiedProperties ();
}
}
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIEffect>())
{
var mat = d.material;
if (d.isTMPro && mat)
{
var so = new SerializedObject(d);
EffectMode eMode = (EffectMode)GetEnum<EffectMode>(mat);
ColorMode cMode = (ColorMode)GetEnum<ColorMode>(mat);
BlurMode bMode = (BlurMode)GetEnum<BlurMode>(mat);
bool aBlur = mat.IsKeywordEnabled("EX");
if (d.effectMode != eMode || d.colorMode != cMode || d.blurMode != bMode || so.FindProperty("m_AdvancedBlur").boolValue != aBlur)
{
so.FindProperty("m_EffectMode").intValue = (int)eMode;
so.FindProperty("m_ColorMode").intValue = (int)cMode;
so.FindProperty("m_BlurMode").intValue = (int)bMode;
so.FindProperty("m_AdvancedBlur").boolValue = aBlur;
so.ApplyModifiedProperties();
}
}
}
serializedObject.Update();
bool isAnyTMPro = targets.Cast<UIEffect>().Any(x => x.isTMPro);
var c = target as UIEffect;
serializedObject.Update();
bool isAnyTMPro = targets.Cast<UIEffect>().Any(x => x.isTMPro);
var c = target as UIEffect;
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spToneMode);
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spToneMode);
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spColorMode);
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spColorMode);
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
SerializedProperty spColor = serializedObject.FindProperty("m_Color");
if (spColor == null && serializedObject.targetObject is UIEffect) {
spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(!isAnyTMPro ? "m_Color" : "m_fontColor");
}
SerializedProperty spColor = serializedObject.FindProperty("m_Color");
if (spColor == null && serializedObject.targetObject is UIEffect)
{
spColor = new SerializedObject(serializedObject.targetObjects.Select(x => (x as UIEffect).targetGraphic).ToArray()).FindProperty(!isAnyTMPro ? "m_Color" : "m_fontColor");
}
EditorGUI.BeginChangeCheck ();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
#if UNITY_2018_1_OR_NEWER
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false);
#else
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
#if UNITY_2018_1_OR_NEWER
spColor.colorValue = EditorGUILayout.ColorField(contentEffectColor, spColor.colorValue, true, false, false);
#else
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null);
#endif
if (EditorGUI.EndChangeCheck ()) {
spColor.serializedObject.ApplyModifiedProperties ();
}
#endif
if (EditorGUI.EndChangeCheck())
{
spColor.serializedObject.ApplyModifiedProperties();
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spBlurMode);
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spBlurMode);
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spAdvancedBlur);
EditorGUI.indentLevel--;
}
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spAdvancedBlur);
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
serializedObject.ApplyModifiedProperties();
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
c.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat => { });
ShowCanvasChannelsWarning();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
ShowMaterialEditors(c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_shader = Shader.Find ("TextMeshPro/Distance Field (UIEffect)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIEffect)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIEffect)");
}
_shader = Shader.Find("TextMeshPro/Distance Field (UIEffect)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UIEffect)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UIEffect)");
}
//################################
// Private Members.
//################################
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
//################################
// Private Members.
//################################
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
}

View File

@ -1,102 +1,101 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIGradient))]
[CanEditMultipleObjects]
public class UIGradientEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIGradient))]
[CanEditMultipleObjects]
public class UIGradientEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Direction.
//================
var spDirection = serializedObject.FindProperty("m_Direction");
EditorGUILayout.PropertyField(spDirection);
//================
// Direction.
//================
var spDirection = serializedObject.FindProperty("m_Direction");
EditorGUILayout.PropertyField(spDirection);
//================
// Color.
//================
var spColor1 = serializedObject.FindProperty("m_Color1");
var spColor2 = serializedObject.FindProperty("m_Color2");
var spColor3 = serializedObject.FindProperty("m_Color3");
var spColor4 = serializedObject.FindProperty("m_Color4");
switch ((UIGradient.Direction)spDirection.intValue)
{
case UIGradient.Direction.Horizontal:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Left"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Right"));
break;
case UIGradient.Direction.Vertical:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Top"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Bottom"));
break;
case UIGradient.Direction.Angle:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Color 1"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Color 2"));
break;
case UIGradient.Direction.Diagonal:
Rect r = EditorGUILayout.GetControlRect(false, 34);
//================
// Color.
//================
var spColor1 = serializedObject.FindProperty("m_Color1");
var spColor2 = serializedObject.FindProperty("m_Color2");
var spColor3 = serializedObject.FindProperty("m_Color3");
var spColor4 = serializedObject.FindProperty("m_Color4");
switch ((UIGradient.Direction)spDirection.intValue)
{
case UIGradient.Direction.Horizontal:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Left"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Right"));
break;
case UIGradient.Direction.Vertical:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Top"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Bottom"));
break;
case UIGradient.Direction.Angle:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Color 1"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Color 2"));
break;
case UIGradient.Direction.Diagonal:
Rect r = EditorGUILayout.GetControlRect(false, 34);
r = EditorGUI.PrefixLabel(r, new GUIContent("Diagonal Color"));
float w = r.width / 2;
r = EditorGUI.PrefixLabel(r, new GUIContent("Diagonal Color"));
float w = r.width / 2;
EditorGUI.PropertyField(new Rect(r.x, r.y, w, 16), spColor3, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y, w, 16), spColor4, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x, r.y + 18, w, 16), spColor1, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y + 18, w, 16), spColor2, GUIContent.none);
break;
}
EditorGUI.PropertyField(new Rect(r.x, r.y, w, 16), spColor3, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y, w, 16), spColor4, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x, r.y + 18, w, 16), spColor1, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y + 18, w, 16), spColor2, GUIContent.none);
break;
}
//================
// Angle.
//================
if ((int)UIGradient.Direction.Angle <= spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Rotation"));
}
//================
// Angle.
//================
if ((int)UIGradient.Direction.Angle <= spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Rotation"));
}
//================
// Offset.
//================
if ((int)UIGradient.Direction.Diagonal == spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Vertical Offset"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset2"), new GUIContent("Horizontal Offset"));
}
else
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Offset"));
}
//================
// Offset.
//================
if ((int)UIGradient.Direction.Diagonal == spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Vertical Offset"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset2"), new GUIContent("Horizontal Offset"));
}
else
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Offset"));
}
//================
// Advanced options.
//================
EditorGUILayout.Space();
EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
{
//if ((target as UIGradient).targetGraphic is Text)
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_GradientStyle"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorSpace"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_IgnoreAspectRatio"));
}
EditorGUI.indentLevel--;
//================
// Advanced options.
//================
EditorGUILayout.Space();
EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
{
//if ((target as UIGradient).targetGraphic is Text)
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_GradientStyle"));
serializedObject.ApplyModifiedProperties();
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorSpace"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_IgnoreAspectRatio"));
}
EditorGUI.indentLevel--;
}
}
serializedObject.ApplyModifiedProperties();
}
}
}

View File

@ -1,84 +1,82 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIHsvModifier))]
[CanEditMultipleObjects]
public class UIHsvModifierEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIHsvModifier))]
[CanEditMultipleObjects]
public class UIHsvModifierEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spTargetColor = serializedObject.FindProperty("m_TargetColor");
_spRange = serializedObject.FindProperty("m_Range");
_spHue = serializedObject.FindProperty("m_Hue");
_spSaturation = serializedObject.FindProperty("m_Saturation");
_spValue = serializedObject.FindProperty("m_Value");
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spTargetColor = serializedObject.FindProperty("m_TargetColor");
_spRange = serializedObject.FindProperty("m_Range");
_spHue = serializedObject.FindProperty("m_Hue");
_spSaturation = serializedObject.FindProperty("m_Saturation");
_spValue = serializedObject.FindProperty("m_Value");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIHsvModifier)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIHsvModifier)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIHsvModifier)");
}
_shader = Shader.Find("TextMeshPro/Distance Field (UIHsvModifier)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UIHsvModifier)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UIHsvModifier)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spTargetColor);
EditorGUILayout.PropertyField(_spRange);
EditorGUILayout.PropertyField(_spHue);
EditorGUILayout.PropertyField(_spSaturation);
EditorGUILayout.PropertyField(_spValue);
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spTargetColor);
EditorGUILayout.PropertyField(_spRange);
EditorGUILayout.PropertyField(_spHue);
EditorGUILayout.PropertyField(_spSaturation);
EditorGUILayout.PropertyField(_spValue);
var c = target as UIHsvModifier;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
var c = target as UIHsvModifier;
c.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat => { });
ShowCanvasChannelsWarning();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
ShowMaterialEditors(c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spTargetColor;
SerializedProperty _spRange;
SerializedProperty _spHue;
SerializedProperty _spSaturation;
SerializedProperty _spValue;
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spTargetColor;
SerializedProperty _spRange;
SerializedProperty _spHue;
SerializedProperty _spSaturation;
SerializedProperty _spValue;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}

View File

@ -1,54 +1,52 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIShadow editor.
/// </summary>
[CustomEditor(typeof(UIShadow))]
[CanEditMultipleObjects]
public class UIShadowEditor : Editor
{
UIEffect uiEffect;
/// <summary>
/// UIShadow editor.
/// </summary>
[CustomEditor(typeof(UIShadow))]
[CanEditMultipleObjects]
public class UIShadowEditor : Editor
{
UIEffect uiEffect;
void OnEnable()
{
uiEffect = (target as UIShadow).GetComponent<UIEffect>();
void OnEnable()
{
uiEffect = (target as UIShadow).GetComponent<UIEffect>();
}
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Shadow setting.
//================
var spShadowMode = serializedObject.FindProperty("m_Style");
EditorGUILayout.PropertyField(spShadowMode);
//================
// Shadow setting.
//================
var spShadowMode = serializedObject.FindProperty("m_Style");
EditorGUILayout.PropertyField(spShadowMode);
// When shadow is enable, show parameters.
if (spShadowMode.intValue != (int)ShadowStyle.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectDistance"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectColor"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_UseGraphicAlpha"));
// When shadow is enable, show parameters.
if (spShadowMode.intValue != (int)ShadowStyle.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectDistance"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectColor"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_UseGraphicAlpha"));
if (uiEffect && uiEffect.blurMode != BlurMode.None)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
}
EditorGUI.indentLevel--;
}
if (uiEffect && uiEffect.blurMode != BlurMode.None)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
}
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
serializedObject.ApplyModifiedProperties();
}
}
}

View File

@ -1,135 +1,133 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIShiny))]
[CanEditMultipleObjects]
public class UIShinyEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIShiny))]
[CanEditMultipleObjects]
public class UIShinyEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spWidth = serializedObject.FindProperty("m_Width");
_spRotation = serializedObject.FindProperty("m_Rotation");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spBrightness = serializedObject.FindProperty("m_Brightness");
_spGloss = serializedObject.FindProperty("m_Gloss");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spWidth = serializedObject.FindProperty("m_Width");
_spRotation = serializedObject.FindProperty("m_Rotation");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spBrightness = serializedObject.FindProperty("m_Brightness");
_spGloss = serializedObject.FindProperty("m_Gloss");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIShiny)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIShiny)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIShiny)");
}
_shader = Shader.Find("TextMeshPro/Distance Field (UIShiny)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UIShiny)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UIShiny)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spRotation);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spBrightness);
EditorGUILayout.PropertyField(_spGloss);
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spRotation);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spBrightness);
EditorGUILayout.PropertyField(_spGloss);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIShiny).Play();
}
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIShiny).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIShiny).Stop();
}
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIShiny).Stop();
}
}
var c = target as UIShiny;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
var c = target as UIShiny;
c.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat => { });
ShowCanvasChannelsWarning();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
ShowMaterialEditors(c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spRotation;
SerializedProperty _spSoftness;
SerializedProperty _spBrightness;
SerializedProperty _spGloss;
SerializedProperty _spEffectArea;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spRotation;
SerializedProperty _spSoftness;
SerializedProperty _spBrightness;
SerializedProperty _spGloss;
SerializedProperty _spEffectArea;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}

View File

@ -1,190 +1,189 @@
using UnityEditor;
using UnityEditorInternal;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.Linq;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UITransitionEffect))]
[CanEditMultipleObjects]
public class UITransitionEffectEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UITransitionEffect))]
[CanEditMultipleObjects]
public class UITransitionEffectEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectMode = serializedObject.FindProperty("m_EffectMode");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth");
_spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness");
_spDissolveColor = serializedObject.FindProperty("m_DissolveColor");
_spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden");
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectMode = serializedObject.FindProperty("m_EffectMode");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth");
_spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness");
_spDissolveColor = serializedObject.FindProperty("m_DissolveColor");
_spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden");
s_NoiseTexId = Shader.PropertyToID("_NoiseTex");
s_NoiseTexId = Shader.PropertyToID("_NoiseTex");
_shader = Shader.Find("TextMeshPro/Distance Field (UITransition)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UITransition)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UITransition)");
}
_shader = Shader.Find("TextMeshPro/Distance Field (UITransition)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UITransition)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UITransition)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UITransitionEffect> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty (s_NoiseTexId))
{
Texture noiseTexture = mat.GetTexture (s_NoiseTexId);
UITransitionEffect.EffectMode mode =
mat.IsKeywordEnabled ("CUTOFF") ? UITransitionEffect.EffectMode.Cutoff
: mat.IsKeywordEnabled ("FADE") ? UITransitionEffect.EffectMode.Fade
: mat.IsKeywordEnabled ("DISSOLVE") ? UITransitionEffect.EffectMode.Dissolve
: (UITransitionEffect.EffectMode)0;
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UITransitionEffect>())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
UITransitionEffect.EffectMode mode =
mat.IsKeywordEnabled("CUTOFF") ? UITransitionEffect.EffectMode.Cutoff
: mat.IsKeywordEnabled("FADE") ? UITransitionEffect.EffectMode.Fade
: mat.IsKeywordEnabled("DISSOLVE") ? UITransitionEffect.EffectMode.Dissolve
: (UITransitionEffect.EffectMode)0;
if (mode == (UITransitionEffect.EffectMode)0)
{
mode = UITransitionEffect.EffectMode.Cutoff;
mat.EnableKeyword ("CUTOFF");
}
if (mode == (UITransitionEffect.EffectMode)0)
{
mode = UITransitionEffect.EffectMode.Cutoff;
mat.EnableKeyword("CUTOFF");
}
bool hasChanged = d.transitionTexture != noiseTexture || d.effectMode != mode;
bool hasChanged = d.transitionTexture != noiseTexture || d.effectMode != mode;
if (hasChanged)
{
var so = new SerializedObject (d);
so.FindProperty ("m_TransitionTexture").objectReferenceValue = noiseTexture;
so.FindProperty ("m_EffectMode").intValue = (int)mode;
so.ApplyModifiedProperties ();
}
}
}
if (hasChanged)
{
var so = new SerializedObject(d);
so.FindProperty("m_TransitionTexture").objectReferenceValue = noiseTexture;
so.FindProperty("m_EffectMode").intValue = (int)mode;
so.ApplyModifiedProperties();
}
}
}
serializedObject.Update();
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
bool isAnyTMPro = targets.Cast<UITransitionEffect>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spEffectMode);
//================
// Effect setting.
//================
bool isAnyTMPro = targets.Cast<UITransitionEffect>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spEffectMode);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_spEffectFactor);
if (_spEffectMode.intValue == (int)UITransitionEffect.EffectMode.Dissolve)
{
EditorGUILayout.PropertyField(_spDissolveWidth);
EditorGUILayout.PropertyField(_spDissolveSoftness);
EditorGUILayout.PropertyField(_spDissolveColor);
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_spEffectFactor);
if (_spEffectMode.intValue == (int)UITransitionEffect.EffectMode.Dissolve)
{
EditorGUILayout.PropertyField(_spDissolveWidth);
EditorGUILayout.PropertyField(_spDissolveSoftness);
EditorGUILayout.PropertyField(_spDissolveColor);
}
EditorGUI.indentLevel--;
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spTransitionTexture);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
EditorGUILayout.PropertyField(_spPassRayOnHidden);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spTransitionTexture);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
EditorGUILayout.PropertyField(_spPassRayOnHidden);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Show", "ButtonLeft"))
{
(target as UITransitionEffect).Show();
}
if (GUILayout.Button("Show", "ButtonLeft"))
{
(target as UITransitionEffect).Show();
}
if (GUILayout.Button("Hide", "ButtonRight"))
{
(target as UITransitionEffect).Hide();
}
}
if (GUILayout.Button("Hide", "ButtonRight"))
{
(target as UITransitionEffect).Hide();
}
}
var current = target as UITransitionEffect;
current.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat =>
{
if (mat.shader == _spriteShader)
{
mat.shaderKeywords = current.material.shaderKeywords;
mat.SetTexture(s_NoiseTexId, current.material.GetTexture(s_NoiseTexId));
}
});
ShowCanvasChannelsWarning();
var current = target as UITransitionEffect;
current.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat =>
{
if (mat.shader == _spriteShader)
{
mat.shaderKeywords = current.material.shaderKeywords;
mat.SetTexture(s_NoiseTexId, current.material.GetTexture(s_NoiseTexId));
}
});
ShowCanvasChannelsWarning();
ShowMaterialEditors(current.materials, 1, current.materials.Length - 1);
ShowMaterialEditors(current.materials, 1, current.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectMode;
SerializedProperty _spEffectFactor;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spDissolveWidth;
SerializedProperty _spDissolveSoftness;
SerializedProperty _spDissolveColor;
SerializedProperty _spTransitionTexture;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
SerializedProperty _spPassRayOnHidden;
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectMode;
SerializedProperty _spEffectFactor;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spDissolveWidth;
SerializedProperty _spDissolveSoftness;
SerializedProperty _spDissolveColor;
SerializedProperty _spTransitionTexture;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
SerializedProperty _spPassRayOnHidden;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}

View File

@ -1,432 +1,434 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Dissolve effect for uGUI.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIDissolve", 3)]
public class UIDissolve : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Dissolve";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
/// <summary>
/// Dissolve effect for uGUI.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIDissolve", 3)]
public class UIDissolve : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Dissolve";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
//################################
// Serialize Members.
//################################
[Tooltip("Current location[0-1] for dissolve effect. 0 is not dissolved, 1 is completely dissolved.")]
[FormerlySerializedAs("m_Location")]
[SerializeField] [Range(0, 1)] float m_EffectFactor = 0.5f;
//################################
// Serialize Members.
//################################
[Tooltip("Current location[0-1] for dissolve effect. 0 is not dissolved, 1 is completely dissolved.")]
[FormerlySerializedAs("m_Location")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 0.5f;
[Tooltip("Edge width.")]
[SerializeField] [Range(0, 1)] float m_Width = 0.5f;
[Tooltip("Edge width.")]
[SerializeField][Range(0, 1)] float m_Width = 0.5f;
[Tooltip("Edge softness.")]
[SerializeField] [Range(0, 1)] float m_Softness = 0.5f;
[Tooltip("Edge softness.")]
[SerializeField][Range(0, 1)] float m_Softness = 0.5f;
[Tooltip("Edge color.")]
[SerializeField] [ColorUsage(false)] Color m_Color = new Color(0.0f, 0.25f, 1.0f);
[Tooltip("Edge color.")]
[SerializeField][ColorUsage(false)] Color m_Color = new Color(0.0f, 0.25f, 1.0f);
[Tooltip("Edge color effect mode.")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Add;
[Tooltip("Edge color effect mode.")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Add;
[Tooltip("Noise texture for dissolving (single channel texture).")]
[SerializeField] Texture m_NoiseTexture;
[Tooltip("Noise texture for dissolving (single channel texture).")]
[SerializeField] Texture m_NoiseTexture;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] protected EffectArea m_EffectArea;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] protected EffectArea m_EffectArea;
[Tooltip("Keep effect aspect ratio.")]
[SerializeField] bool m_KeepAspectRatio;
[Tooltip("Keep effect aspect ratio.")]
[SerializeField] bool m_KeepAspectRatio;
[Header("Effect Player")]
[SerializeField] EffectPlayer m_Player;
[Header("Effect Player")]
[SerializeField] EffectPlayer m_Player;
[Tooltip("Reverse the dissolve effect.")]
[FormerlySerializedAs("m_ReverseAnimation")]
[SerializeField] bool m_Reverse = false;
[Tooltip("Reverse the dissolve effect.")]
[FormerlySerializedAs("m_ReverseAnimation")]
[SerializeField] bool m_Reverse = false;
#pragma warning disable 0414
[Obsolete][HideInInspector]
[SerializeField][Range(0.1f, 10)] float m_Duration = 1;
[Obsolete][HideInInspector]
[SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal;
#pragma warning restore 0414
#pragma warning disable 0414
[Obsolete]
[HideInInspector]
[SerializeField][Range(0.1f, 10)] float m_Duration = 1;
[Obsolete]
[HideInInspector]
[SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal;
#pragma warning restore 0414
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float location
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float location
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Edge width.
/// </summary>
public float width
{
get { return m_Width; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Width, value))
{
m_Width = value;
SetDirty();
}
}
}
/// <summary>
/// Edge width.
/// </summary>
public float width
{
get { return m_Width; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Width, value))
{
m_Width = value;
SetDirty();
}
}
}
/// <summary>
/// Edge softness.
/// </summary>
public float softness
{
get { return m_Softness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Softness, value))
{
m_Softness = value;
SetDirty();
}
}
}
/// <summary>
/// Edge softness.
/// </summary>
public float softness
{
get { return m_Softness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Softness, value))
{
m_Softness = value;
SetDirty();
}
}
}
/// <summary>
/// Edge color.
/// </summary>
public Color color
{
get { return m_Color; }
set
{
if (m_Color != value)
{
m_Color = value;
SetDirty();
}
}
}
/// <summary>
/// Edge color.
/// </summary>
public Color color
{
get { return m_Color; }
set
{
if (m_Color != value)
{
m_Color = value;
SetDirty();
}
}
}
/// <summary>
/// Noise texture.
/// </summary>
public Texture noiseTexture
{
get { return m_NoiseTexture ?? material.GetTexture("_NoiseTex"); }
set
{
if (m_NoiseTexture != value)
{
m_NoiseTexture = value;
if (graphic)
{
ModifyMaterial();
}
}
}
}
/// <summary>
/// Noise texture.
/// </summary>
public Texture noiseTexture
{
get { return m_NoiseTexture ?? material.GetTexture("_NoiseTex"); }
set
{
if (m_NoiseTexture != value)
{
m_NoiseTexture = value;
if (graphic)
{
ModifyMaterial();
}
}
}
}
/// <summary>
/// The area for effect.
/// </summary>
public EffectArea effectArea
{
get { return m_EffectArea; }
set
{
if (m_EffectArea != value)
{
m_EffectArea = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// The area for effect.
/// </summary>
public EffectArea effectArea
{
get { return m_EffectArea; }
set
{
if (m_EffectArea != value)
{
m_EffectArea = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Keep aspect ratio.
/// </summary>
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio != value)
{
m_KeepAspectRatio = value;
SetVerticesDirty ();
}
}
}
/// <summary>
/// Keep aspect ratio.
/// </summary>
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio != value)
{
m_KeepAspectRatio = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color effect mode.
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Color effect mode.
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Play effect on enable.
/// </summary>
[System.Obsolete("Use Play/Stop method instead")]
public bool play { get { return _player.play; } set { _player.play = value; } }
/// <summary>
/// Play effect on enable.
/// </summary>
[System.Obsolete("Use Play/Stop method instead")]
public bool play { get { return _player.play; } set { _player.play = value; } }
/// <summary>
/// Play effect loop.
/// </summary>
[System.Obsolete]
public bool loop { get { return _player.loop; } set { _player.loop = value; } }
/// <summary>
/// Play effect loop.
/// </summary>
[System.Obsolete]
public bool loop { get { return _player.loop; } set { _player.loop = value; } }
/// <summary>
/// The duration for playing effect.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// The duration for playing effect.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Delay on loop effect.
/// </summary>
[System.Obsolete]
public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } }
/// <summary>
/// Delay on loop effect.
/// </summary>
[System.Obsolete]
public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } }
/// <summary>
/// Update mode for playing effect.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Update mode for playing effect.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Reverse the dissolve effect.
/// </summary>
public bool reverse { get { return m_Reverse; } set { m_Reverse = value; } }
/// <summary>
/// Reverse the dissolve effect.
/// </summary>
public bool reverse { get { return m_Reverse; } set { m_Reverse = value; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Modifies the material.
/// </summary>
public override void ModifyMaterial()
{
if (isTMPro)
{
return;
}
/// <summary>
/// Modifies the material.
/// </summary>
public override void ModifyMaterial()
{
if (isTMPro)
{
return;
}
ulong hash = (m_NoiseTexture ? (uint)m_NoiseTexture.GetInstanceID() : 0) + ((ulong)1 << 32) + ((ulong)m_ColorMode << 36);
if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial))
{
MaterialCache.Unregister(_materialCache);
_materialCache = null;
}
ulong hash = (m_NoiseTexture ? (uint)m_NoiseTexture.GetInstanceID() : 0) + ((ulong)1 << 32) + ((ulong)m_ColorMode << 36);
if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial))
{
MaterialCache.Unregister(_materialCache);
_materialCache = null;
}
if (!isActiveAndEnabled || !m_EffectMaterial)
{
material = null;
}
else if (!m_NoiseTexture)
{
material = m_EffectMaterial;
}
else if (_materialCache != null && _materialCache.hash == hash)
{
material = _materialCache.material;
}
else
{
_materialCache = MaterialCache.Register(hash, m_NoiseTexture, () =>
{
var mat = new Material(m_EffectMaterial);
mat.name += "_" + m_NoiseTexture.name;
mat.SetTexture("_NoiseTex", m_NoiseTexture);
return mat;
});
material = _materialCache.material;
}
}
if (!isActiveAndEnabled || !m_EffectMaterial)
{
material = null;
}
else if (!m_NoiseTexture)
{
material = m_EffectMaterial;
}
else if (_materialCache != null && _materialCache.hash == hash)
{
material = _materialCache.material;
}
else
{
_materialCache = MaterialCache.Register(hash, m_NoiseTexture, () =>
{
var mat = new Material(m_EffectMaterial);
mat.name += "_" + m_NoiseTexture.name;
mat.SetTexture("_NoiseTex", m_NoiseTexture);
return mat;
});
material = _materialCache.material;
}
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex(this);
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex(this);
// rect.
var tex = noiseTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1;
Rect rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio);
// rect.
var tex = noiseTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1;
Rect rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio);
// Calculate vertex position.
UIVertex vertex = default(UIVertex);
float x, y;
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetPositionFactor (i, rect, vertex.position, isText, isTMPro, out x, out y);
// Calculate vertex position.
UIVertex vertex = default(UIVertex);
float x, y;
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetPositionFactor(i, rect, vertex.position, isText, isTMPro, out x, out y);
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat(x, y, normalizedIndex)
);
// if(!isTMPro)
// {
// vertex.uv0 = new Vector2(
// Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
// Packer.ToFloat(x, y, normalizedIndex)
// );
// }
// #if UNITY_5_6_OR_NEWER
// else
// {
// vertex.uv2 = new Vector2 (
// Packer.ToFloat (x, y, normalizedIndex),
// 0
// );
// }
// #endif
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat(x, y, normalizedIndex)
);
// if(!isTMPro)
// {
// vertex.uv0 = new Vector2(
// Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
// Packer.ToFloat(x, y, normalizedIndex)
// );
// }
// #if UNITY_5_6_OR_NEWER
// else
// {
// vertex.uv2 = new Vector2 (
// Packer.ToFloat (x, y, normalizedIndex),
// 0
// );
// }
// #endif
vh.SetUIVertex(vertex, i);
}
}
vh.SetUIVertex(vertex, i);
}
}
protected override void SetDirty()
{
foreach(var m in materials)
{
ptex.RegisterMaterial (m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : location
ptex.SetData(this, 1, m_Width); // param1.y : width
ptex.SetData(this, 2, m_Softness); // param1.z : softness
ptex.SetData(this, 4, m_Color.r); // param2.x : red
ptex.SetData(this, 5, m_Color.g); // param2.y : green
ptex.SetData(this, 6, m_Color.b); // param2.z : blue
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial(m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : location
ptex.SetData(this, 1, m_Width); // param1.y : width
ptex.SetData(this, 2, m_Softness); // param1.z : softness
ptex.SetData(this, 4, m_Color.r); // param2.x : red
ptex.SetData(this, 5, m_Color.g); // param2.y : green
ptex.SetData(this, 6, m_Color.b); // param2.z : blue
}
/// <summary>
/// Play effect.
/// </summary>
public void Play(bool reset = true)
{
_player.Play(reset);
}
/// <summary>
/// Play effect.
/// </summary>
public void Play(bool reset = true)
{
_player.Play(reset);
}
/// <summary>
/// Stop effect.
/// </summary>
public void Stop(bool reset = true)
{
_player.Stop(reset);
}
/// <summary>
/// Stop effect.
/// </summary>
public void Stop(bool reset = true)
{
_player.Stop(reset);
}
//################################
// Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
//################################
// Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable((f) =>
{
effectFactor = m_Reverse ? 1f - f : f;
});
}
_player.OnEnable((f) =>
{
effectFactor = m_Reverse ? 1f - f : f;
});
}
protected override void OnDisable()
{
base.OnDisable ();
MaterialCache.Unregister(_materialCache);
_materialCache = null;
_player.OnDisable();
}
protected override void OnDisable()
{
base.OnDisable();
MaterialCache.Unregister(_materialCache);
_materialCache = null;
_player.OnDisable();
}
#if UNITY_EDITOR
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_ColorMode);
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_ColorMode);
}
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
_player.play = false;
_player.duration = m_Duration;
_player.loop = false;
_player.loopDelay = 1;
_player.updateMode = m_UpdateMode;
}
}
#pragma warning restore 0612
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
_player.play = false;
_player.duration = m_Duration;
_player.loop = false;
_player.loopDelay = 1;
_player.updateMode = m_UpdateMode;
}
}
#pragma warning restore 0612
#endif
//################################
// Private Members.
//################################
MaterialCache _materialCache = null;
//################################
// Private Members.
//################################
MaterialCache _materialCache = null;
EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
EffectPlayer _player { get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
}

View File

@ -5,484 +5,490 @@ using UnityEngine.UI;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using System.IO;
using System.Linq;
using UnityEditor;
#endif
namespace Coffee.UIExtensions
{
/// <summary>
/// UIEffect.
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/UIEffect/UIEffect", 1)]
public class UIEffect : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect";
static readonly ParameterTexture _ptex = new ParameterTexture(4, 1024, "_ParamTex");
/// <summary>
/// UIEffect.
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/UIEffect/UIEffect", 1)]
public class UIEffect : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect";
static readonly ParameterTexture _ptex = new ParameterTexture(4, 1024, "_ParamTex");
//################################
// Serialize Members.
//################################
[FormerlySerializedAs("m_ToneLevel")]
[Tooltip("Effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
//################################
// Serialize Members.
//################################
[FormerlySerializedAs("m_ToneLevel")]
[Tooltip("Effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
[Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_ColorFactor = 1;
[Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_ColorFactor = 1;
[FormerlySerializedAs("m_Blur")]
[Tooltip("How far is the blurring from the graphic.")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
[FormerlySerializedAs("m_Blur")]
[Tooltip("How far is the blurring from the graphic.")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
[FormerlySerializedAs("m_ToneMode")]
[Tooltip("Effect mode")]
[SerializeField] EffectMode m_EffectMode = EffectMode.None;
[FormerlySerializedAs("m_ToneMode")]
[Tooltip("Effect mode")]
[SerializeField] EffectMode m_EffectMode = EffectMode.None;
[Tooltip("Color effect mode")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Multiply;
[Tooltip("Color effect mode")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Multiply;
[Tooltip("Blur effect mode")]
[SerializeField] BlurMode m_BlurMode = BlurMode.None;
[Tooltip("Blur effect mode")]
[SerializeField] BlurMode m_BlurMode = BlurMode.None;
[Tooltip("Advanced blurring remove common artifacts in the blur effect for uGUI.")]
[SerializeField] bool m_AdvancedBlur = false;
[Tooltip("Advanced blurring remove common artifacts in the blur effect for uGUI.")]
[SerializeField] bool m_AdvancedBlur = false;
#pragma warning disable 0414
[Obsolete][HideInInspector]
[SerializeField][Range(0, 1)] float m_ShadowBlur = 1;
[Obsolete][HideInInspector]
[SerializeField] ShadowStyle m_ShadowStyle;
[Obsolete][HideInInspector]
[SerializeField] Color m_ShadowColor = Color.black;
[Obsolete][HideInInspector]
[SerializeField] Vector2 m_EffectDistance = new Vector2(1f, -1f);
[Obsolete][HideInInspector]
[SerializeField] bool m_UseGraphicAlpha = true;
[Obsolete][HideInInspector]
[SerializeField] Color m_EffectColor = Color.white;
[Obsolete][HideInInspector]
[SerializeField] List<UIShadow.AdditionalShadow> m_AdditionalShadows = new List<UIShadow.AdditionalShadow>();
#pragma warning restore 0414
#pragma warning disable 0414
[Obsolete]
[HideInInspector]
[SerializeField][Range(0, 1)] float m_ShadowBlur = 1;
[Obsolete]
[HideInInspector]
[SerializeField] ShadowStyle m_ShadowStyle;
[Obsolete]
[HideInInspector]
[SerializeField] Color m_ShadowColor = Color.black;
[Obsolete]
[HideInInspector]
[SerializeField] Vector2 m_EffectDistance = new Vector2(1f, -1f);
[Obsolete]
[HideInInspector]
[SerializeField] bool m_UseGraphicAlpha = true;
[Obsolete]
[HideInInspector]
[SerializeField] Color m_EffectColor = Color.white;
[Obsolete]
[HideInInspector]
[SerializeField] List<UIShadow.AdditionalShadow> m_AdditionalShadows = new List<UIShadow.AdditionalShadow>();
#pragma warning restore 0414
public enum BlurEx
{
None = 0,
Ex = 1,
}
public enum BlurEx
{
None = 0,
Ex = 1,
}
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
#if UNITY_2017_1_OR_NEWER
public override AdditionalCanvasShaderChannels requiredChannels
{
get
{
if (advancedBlur)
{
return isTMPro
? AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.TexCoord2
: AdditionalCanvasShaderChannels.TexCoord1;
}
return AdditionalCanvasShaderChannels.None;
}
}
public override AdditionalCanvasShaderChannels requiredChannels
{
get
{
if (advancedBlur)
{
return isTMPro
? AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.TexCoord2
: AdditionalCanvasShaderChannels.TexCoord1;
}
return AdditionalCanvasShaderChannels.None;
}
}
#endif
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float toneLevel
{
get { return m_EffectFactor; }
set
{
m_EffectFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float toneLevel
{
get { return m_EffectFactor; }
set
{
m_EffectFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
m_EffectFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
m_EffectFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Color effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float colorFactor
{
get { return m_ColorFactor; }
set
{
m_ColorFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Color effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float colorFactor
{
get { return m_ColorFactor; }
set
{
m_ColorFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float blurFactor
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float blurFactor
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 1);
SetDirty();
}
}
/// <summary>
/// Effect mode(readonly).
/// </summary>
[System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")]
public EffectMode toneMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode(readonly).
/// </summary>
[System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")]
public EffectMode toneMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode(readonly).
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode(readonly).
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Color effect mode(readonly).
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Color effect mode(readonly).
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Blur effect mode(readonly).
/// </summary>
public BlurMode blurMode { get { return m_BlurMode; } }
/// <summary>
/// Blur effect mode(readonly).
/// </summary>
public BlurMode blurMode { get { return m_BlurMode; } }
/// <summary>
/// Color for the color effect.
/// </summary>
public Color effectColor
{
get { return graphic.color; }
set
{
graphic.color = value;
SetDirty();
}
}
/// <summary>
/// Color for the color effect.
/// </summary>
public Color effectColor
{
get { return graphic.color; }
set
{
graphic.color = value;
SetDirty();
}
}
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Advanced blurring remove common artifacts in the blur effect for uGUI.
/// </summary>
public bool advancedBlur { get { return isTMPro ? (material && material.IsKeywordEnabled("EX")) : m_AdvancedBlur; } }
/// <summary>
/// Advanced blurring remove common artifacts in the blur effect for uGUI.
/// </summary>
public bool advancedBlur { get { return isTMPro ? (material && material.IsKeywordEnabled("EX")) : m_AdvancedBlur; } }
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
{
return;
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
{
return;
}
float normalizedIndex = ptex.GetNormalizedIndex(this);
float normalizedIndex = ptex.GetNormalizedIndex(this);
if (m_BlurMode != BlurMode.None && advancedBlur)
{
vh.GetUIVertexStream(tempVerts);
vh.Clear();
var count = tempVerts.Count;
if (m_BlurMode != BlurMode.None && advancedBlur)
{
vh.GetUIVertexStream(tempVerts);
vh.Clear();
var count = tempVerts.Count;
// Bundle
int bundleSize = (targetGraphic is Text || isTMPro) ? 6 : count;
Rect posBounds = default(Rect);
Rect uvBounds = default(Rect);
Vector3 size = default(Vector3);
Vector3 tPos = default(Vector3);
Vector3 tUV = default(Vector3);
float expand = (float)blurMode * 6 * 2;
// Bundle
int bundleSize = (targetGraphic is Text || isTMPro) ? 6 : count;
Rect posBounds = default(Rect);
Rect uvBounds = default(Rect);
Vector3 size = default(Vector3);
Vector3 tPos = default(Vector3);
Vector3 tUV = default(Vector3);
float expand = (float)blurMode * 6 * 2;
for (int i = 0; i < count; i += bundleSize)
{
// min/max for bundled-quad
GetBounds(tempVerts, i, bundleSize, ref posBounds, ref uvBounds, true);
for (int i = 0; i < count; i += bundleSize)
{
// min/max for bundled-quad
GetBounds(tempVerts, i, bundleSize, ref posBounds, ref uvBounds, true);
// Pack uv mask.
Vector2 uvMask = new Vector2(Packer.ToFloat(uvBounds.xMin, uvBounds.yMin), Packer.ToFloat(uvBounds.xMax, uvBounds.yMax));
// Pack uv mask.
Vector2 uvMask = new Vector2(Packer.ToFloat(uvBounds.xMin, uvBounds.yMin), Packer.ToFloat(uvBounds.xMax, uvBounds.yMax));
// Quad
for (int j = 0; j < bundleSize; j += 6)
{
Vector3 cornerPos1 = tempVerts[i + j + 1].position;
Vector3 cornerPos2 = tempVerts[i + j + 4].position;
// Quad
for (int j = 0; j < bundleSize; j += 6)
{
Vector3 cornerPos1 = tempVerts[i + j + 1].position;
Vector3 cornerPos2 = tempVerts[i + j + 4].position;
// Is outer quad?
bool hasOuterEdge = (bundleSize == 6)
|| !posBounds.Contains(cornerPos1)
|| !posBounds.Contains(cornerPos2);
if (hasOuterEdge)
{
Vector3 cornerUv1 = tempVerts[i + j + 1].uv0;
Vector3 cornerUv2 = tempVerts[i + j + 4].uv0;
// Is outer quad?
bool hasOuterEdge = (bundleSize == 6)
|| !posBounds.Contains(cornerPos1)
|| !posBounds.Contains(cornerPos2);
if (hasOuterEdge)
{
Vector3 cornerUv1 = tempVerts[i + j + 1].uv0;
Vector3 cornerUv2 = tempVerts[i + j + 4].uv0;
Vector3 centerPos = (cornerPos1 + cornerPos2) / 2;
Vector3 centerUV = (cornerUv1 + cornerUv2) / 2;
size = (cornerPos1 - cornerPos2);
Vector3 centerPos = (cornerPos1 + cornerPos2) / 2;
Vector3 centerUV = (cornerUv1 + cornerUv2) / 2;
size = (cornerPos1 - cornerPos2);
size.x = 1 + expand / Mathf.Abs(size.x);
size.y = 1 + expand / Mathf.Abs(size.y);
size.z = 1 + expand / Mathf.Abs(size.z);
size.x = 1 + expand / Mathf.Abs(size.x);
size.y = 1 + expand / Mathf.Abs(size.y);
size.z = 1 + expand / Mathf.Abs(size.z);
tPos = centerPos - Vector3.Scale(size, centerPos);
tUV = centerUV - Vector3.Scale(size, centerUV);
}
tPos = centerPos - Vector3.Scale(size, centerPos);
tUV = centerUV - Vector3.Scale(size, centerUV);
}
// Vertex
for (int k = 0; k < 6; k++)
{
UIVertex vt = tempVerts[i + j + k];
// Vertex
for (int k = 0; k < 6; k++)
{
UIVertex vt = tempVerts[i + j + k];
Vector3 pos = vt.position;
Vector2 uv0 = vt.uv0;
Vector3 pos = vt.position;
Vector2 uv0 = vt.uv0;
if (hasOuterEdge && (pos.x < posBounds.xMin || posBounds.xMax < pos.x))
{
pos.x = pos.x * size.x + tPos.x;
uv0.x = uv0.x * size.x + tUV.x;
}
if (hasOuterEdge && (pos.y < posBounds.yMin || posBounds.yMax < pos.y))
{
pos.y = pos.y * size.y + tPos.y;
uv0.y = uv0.y * size.y + tUV.y;
}
if (hasOuterEdge && (pos.x < posBounds.xMin || posBounds.xMax < pos.x))
{
pos.x = pos.x * size.x + tPos.x;
uv0.x = uv0.x * size.x + tUV.x;
}
if (hasOuterEdge && (pos.y < posBounds.yMin || posBounds.yMax < pos.y))
{
pos.y = pos.y * size.y + tPos.y;
uv0.y = uv0.y * size.y + tUV.y;
}
vt.uv0 = new Vector2(Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f), normalizedIndex);
vt.position = pos;
vt.uv0 = new Vector2(Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f), normalizedIndex);
vt.position = pos;
if (isTMPro)
{
#if UNITY_2017_1_OR_NEWER
vt.uv2 = uvMask;
#endif
}
else
{
vt.uv1 = uvMask;
}
if (isTMPro)
{
#if UNITY_2017_1_OR_NEWER
vt.uv2 = uvMask;
#endif
}
else
{
vt.uv1 = uvMask;
}
tempVerts[i + j + k] = vt;
}
}
}
tempVerts[i + j + k] = vt;
}
}
}
vh.AddUIVertexTriangleStream(tempVerts);
tempVerts.Clear();
}
else
{
int count = vh.currentVertCount;
UIVertex vt = default(UIVertex);
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vt, i);
Vector2 uv0 = vt.uv0;
vt.uv0 = new Vector2(
Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f),
normalizedIndex
);
vh.SetUIVertex(vt, i);
}
}
}
vh.AddUIVertexTriangleStream(tempVerts);
tempVerts.Clear();
}
else
{
int count = vh.currentVertCount;
UIVertex vt = default(UIVertex);
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vt, i);
Vector2 uv0 = vt.uv0;
vt.uv0 = new Vector2(
Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f),
normalizedIndex
);
vh.SetUIVertex(vt, i);
}
}
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial (m);
}
ptex.SetData(this, 0, m_EffectFactor); // param.x : effect factor
ptex.SetData(this, 1, m_ColorFactor); // param.y : color factor
ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial(m);
}
ptex.SetData(this, 0, m_EffectFactor); // param.x : effect factor
ptex.SetData(this, 1, m_ColorFactor); // param.y : color factor
ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor
}
#if UNITY_EDITOR
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode, m_AdvancedBlur ? BlurEx.Ex : BlurEx.None);
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode, m_AdvancedBlur ? BlurEx.Ex : BlurEx.None);
}
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
if (m_ColorMode != ColorMode.Multiply)
{
Color col = targetGraphic.color;
col.r = m_EffectColor.r;
col.g = m_EffectColor.g;
col.b = m_EffectColor.b;
targetGraphic.color = col;
m_ColorFactor = m_EffectColor.a;
}
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
if (m_ColorMode != ColorMode.Multiply)
{
Color col = targetGraphic.color;
col.r = m_EffectColor.r;
col.g = m_EffectColor.g;
col.b = m_EffectColor.b;
targetGraphic.color = col;
m_ColorFactor = m_EffectColor.a;
}
if (m_ShadowStyle != ShadowStyle.None || m_AdditionalShadows.Any(x => x.style != ShadowStyle.None))
{
if (m_ShadowStyle != ShadowStyle.None)
{
var shadow = gameObject.GetComponent<UIShadow>() ?? gameObject.AddComponent<UIShadow>();
shadow.style = m_ShadowStyle;
shadow.effectDistance = m_EffectDistance;
shadow.effectColor = m_ShadowColor;
shadow.useGraphicAlpha = m_UseGraphicAlpha;
shadow.blurFactor = m_ShadowBlur;
}
if (m_ShadowStyle != ShadowStyle.None || m_AdditionalShadows.Any(x => x.style != ShadowStyle.None))
{
if (m_ShadowStyle != ShadowStyle.None)
{
var shadow = gameObject.GetComponent<UIShadow>() ?? gameObject.AddComponent<UIShadow>();
shadow.style = m_ShadowStyle;
shadow.effectDistance = m_EffectDistance;
shadow.effectColor = m_ShadowColor;
shadow.useGraphicAlpha = m_UseGraphicAlpha;
shadow.blurFactor = m_ShadowBlur;
}
foreach (var s in m_AdditionalShadows)
{
if (s.style == ShadowStyle.None)
{
continue;
}
foreach (var s in m_AdditionalShadows)
{
if (s.style == ShadowStyle.None)
{
continue;
}
var shadow = gameObject.AddComponent<UIShadow>();
shadow.style = s.style;
shadow.effectDistance = s.effectDistance;
shadow.effectColor = s.effectColor;
shadow.useGraphicAlpha = s.useGraphicAlpha;
shadow.blurFactor = s.blur;
}
var shadow = gameObject.AddComponent<UIShadow>();
shadow.style = s.style;
shadow.effectDistance = s.effectDistance;
shadow.effectColor = s.effectColor;
shadow.useGraphicAlpha = s.useGraphicAlpha;
shadow.blurFactor = s.blur;
}
m_ShadowStyle = ShadowStyle.None;
m_AdditionalShadows = null;
m_ShadowStyle = ShadowStyle.None;
m_AdditionalShadows = null;
if (m_EffectMode == EffectMode.None && m_ColorMode == ColorMode.Multiply && m_BlurMode == BlurMode.None)
{
DestroyImmediate(this, true);
}
}
if (m_EffectMode == EffectMode.None && m_ColorMode == ColorMode.Multiply && m_BlurMode == BlurMode.None)
{
DestroyImmediate(this, true);
}
}
int tone = (int)m_EffectMode;
const int Mono = 5;
const int Cutoff = 6;
const int Hue = 7;
if (tone == Hue)
{
var go = gameObject;
var hue = m_EffectFactor;
DestroyImmediate(this, true);
var hsv = go.GetComponent<UIHsvModifier>() ?? go.AddComponent<UIHsvModifier>();
hsv.hue = hue;
hsv.range = 1;
}
int tone = (int)m_EffectMode;
const int Mono = 5;
const int Cutoff = 6;
const int Hue = 7;
if (tone == Hue)
{
var go = gameObject;
var hue = m_EffectFactor;
DestroyImmediate(this, true);
var hsv = go.GetComponent<UIHsvModifier>() ?? go.AddComponent<UIHsvModifier>();
hsv.hue = hue;
hsv.range = 1;
}
// Cutoff/Mono
if (tone == Cutoff || tone == Mono)
{
var go = gameObject;
var factor = m_EffectFactor;
var transitionMode = tone == Cutoff
? UITransitionEffect.EffectMode.Cutoff
: UITransitionEffect.EffectMode.Fade;
DestroyImmediate(this, true);
var trans = go.GetComponent<UITransitionEffect>() ?? go.AddComponent<UITransitionEffect>();
trans.effectFactor = factor;
// Cutoff/Mono
if (tone == Cutoff || tone == Mono)
{
var go = gameObject;
var factor = m_EffectFactor;
var transitionMode = tone == Cutoff
? UITransitionEffect.EffectMode.Cutoff
: UITransitionEffect.EffectMode.Fade;
DestroyImmediate(this, true);
var trans = go.GetComponent<UITransitionEffect>() ?? go.AddComponent<UITransitionEffect>();
trans.effectFactor = factor;
var sp = new SerializedObject(trans).FindProperty("m_EffectMode");
sp.intValue = (int)transitionMode;
sp.serializedObject.ApplyModifiedProperties();
}
}
}
#pragma warning restore 0612
var sp = new SerializedObject(trans).FindProperty("m_EffectMode");
sp.intValue = (int)transitionMode;
sp.serializedObject.ApplyModifiedProperties();
}
}
}
#pragma warning restore 0612
#endif
//################################
// Private Members.
//################################
static void GetBounds(List<UIVertex> verts, int start, int count, ref Rect posBounds, ref Rect uvBounds, bool global)
{
Vector2 minPos = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxPos = new Vector2(float.MinValue, float.MinValue);
Vector2 minUV = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxUV = new Vector2(float.MinValue, float.MinValue);
for (int i = start; i < start + count; i++)
{
UIVertex vt = verts[i];
//################################
// Private Members.
//################################
static void GetBounds(List<UIVertex> verts, int start, int count, ref Rect posBounds, ref Rect uvBounds, bool global)
{
Vector2 minPos = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxPos = new Vector2(float.MinValue, float.MinValue);
Vector2 minUV = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxUV = new Vector2(float.MinValue, float.MinValue);
for (int i = start; i < start + count; i++)
{
UIVertex vt = verts[i];
Vector2 uv = vt.uv0;
Vector3 pos = vt.position;
Vector2 uv = vt.uv0;
Vector3 pos = vt.position;
// Left-Bottom
if (minPos.x >= pos.x && minPos.y >= pos.y)
{
minPos = pos;
}
// Right-Top
else if (maxPos.x <= pos.x && maxPos.y <= pos.y)
{
maxPos = pos;
}
// Left-Bottom
if (minPos.x >= pos.x && minPos.y >= pos.y)
{
minPos = pos;
}
// Right-Top
else if (maxPos.x <= pos.x && maxPos.y <= pos.y)
{
maxPos = pos;
}
// Left-Bottom
if (minUV.x >= uv.x && minUV.y >= uv.y)
{
minUV = uv;
}
// Right-Top
else if (maxUV.x <= uv.x && maxUV.y <= uv.y)
{
maxUV = uv;
}
}
// Left-Bottom
if (minUV.x >= uv.x && minUV.y >= uv.y)
{
minUV = uv;
}
// Right-Top
else if (maxUV.x <= uv.x && maxUV.y <= uv.y)
{
maxUV = uv;
}
}
// Shrink coordinate for detect edge
posBounds.Set(minPos.x + 0.001f, minPos.y + 0.001f, maxPos.x - minPos.x - 0.002f, maxPos.y - minPos.y - 0.002f);
uvBounds.Set(minUV.x, minUV.y, maxUV.x - minUV.x, maxUV.y - minUV.y);
}
}
// Shrink coordinate for detect edge
posBounds.Set(minPos.x + 0.001f, minPos.y + 0.001f, maxPos.x - minPos.x - 0.002f, maxPos.y - minPos.y - 0.002f);
uvBounds.Set(minUV.x, minUV.y, maxUV.x - minUV.x, maxUV.y - minUV.y);
}
}
}

View File

@ -1,552 +1,552 @@
using System.Collections;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// UIEffectCapturedImage
/// </summary>
[AddComponentMenu("UI/UIEffect/UIEffectCapturedImage", 200)]
public class UIEffectCapturedImage : RawImage
/// <summary>
/// UIEffectCapturedImage
/// </summary>
[AddComponentMenu("UI/UIEffect/UIEffectCapturedImage", 200)]
public class UIEffectCapturedImage : RawImage
#if UNITY_EDITOR
, ISerializationCallbackReceiver
, ISerializationCallbackReceiver
#endif
{
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-EffectCapture";
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-EffectCapture";
/// <summary>
/// Desampling rate.
/// </summary>
public enum DesamplingRate
{
None = 0,
x1 = 1,
x2 = 2,
x4 = 4,
x8 = 8,
}
/// <summary>
/// Desampling rate.
/// </summary>
public enum DesamplingRate
{
None = 0,
x1 = 1,
x2 = 2,
x4 = 4,
x8 = 8,
}
//################################
// Serialize Members.
//################################
[Tooltip("Effect factor between 0(no effect) and 1(complete effect).")]
[FormerlySerializedAs("m_ToneLevel")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
//################################
// Serialize Members.
//################################
[Tooltip("Effect factor between 0(no effect) and 1(complete effect).")]
[FormerlySerializedAs("m_ToneLevel")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
[Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_ColorFactor = 1;
[Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")]
[SerializeField][Range(0, 1)] float m_ColorFactor = 1;
[Tooltip("How far is the blurring from the graphic.")]
[FormerlySerializedAs("m_Blur")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
[Tooltip("How far is the blurring from the graphic.")]
[FormerlySerializedAs("m_Blur")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
[Tooltip("Effect mode.")]
[FormerlySerializedAs("m_ToneMode")]
[SerializeField] EffectMode m_EffectMode = EffectMode.None;
[Tooltip("Effect mode.")]
[FormerlySerializedAs("m_ToneMode")]
[SerializeField] EffectMode m_EffectMode = EffectMode.None;
[Tooltip("Color effect mode.")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Multiply;
[Tooltip("Color effect mode.")]
[SerializeField] ColorMode m_ColorMode = ColorMode.Multiply;
[Tooltip("Blur effect mode.")]
[SerializeField] BlurMode m_BlurMode = BlurMode.DetailBlur;
[Tooltip("Blur effect mode.")]
[SerializeField] BlurMode m_BlurMode = BlurMode.DetailBlur;
[Tooltip("Color for the color effect.")]
[SerializeField] Color m_EffectColor = Color.white;
[Tooltip("Color for the color effect.")]
[SerializeField] Color m_EffectColor = Color.white;
[Tooltip("Desampling rate of the generated RenderTexture.")]
[SerializeField] DesamplingRate m_DesamplingRate = DesamplingRate.x1;
[Tooltip("Desampling rate of the generated RenderTexture.")]
[SerializeField] DesamplingRate m_DesamplingRate = DesamplingRate.x1;
[Tooltip("Desampling rate of reduction buffer to apply effect.")]
[SerializeField] DesamplingRate m_ReductionRate = DesamplingRate.x1;
[Tooltip("Desampling rate of reduction buffer to apply effect.")]
[SerializeField] DesamplingRate m_ReductionRate = DesamplingRate.x1;
[Tooltip("FilterMode for capturing.")]
[SerializeField] FilterMode m_FilterMode = FilterMode.Bilinear;
[Tooltip("FilterMode for capturing.")]
[SerializeField] FilterMode m_FilterMode = FilterMode.Bilinear;
[Tooltip("Effect material.")]
[SerializeField] Material m_EffectMaterial = null;
[Tooltip("Effect material.")]
[SerializeField] Material m_EffectMaterial = null;
[Tooltip("Blur iterations.")]
[FormerlySerializedAs("m_Iterations")]
[SerializeField][Range(1, 8)] int m_BlurIterations = 3;
[Tooltip("Blur iterations.")]
[FormerlySerializedAs("m_Iterations")]
[SerializeField][Range(1, 8)] int m_BlurIterations = 3;
[Tooltip("Fits graphic size to screen on captured.")]
[FormerlySerializedAs("m_KeepCanvasSize")]
[SerializeField] bool m_FitToScreen = true;
[Tooltip("Fits graphic size to screen on captured.")]
[FormerlySerializedAs("m_KeepCanvasSize")]
[SerializeField] bool m_FitToScreen = true;
[Tooltip("Capture automatically on enable.")]
[SerializeField] bool m_CaptureOnEnable = false;
[Tooltip("Capture automatically on enable.")]
[SerializeField] bool m_CaptureOnEnable = false;
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float toneLevel { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } }
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float toneLevel { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } }
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } }
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } }
/// <summary>
/// Color effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float colorFactor { get { return m_ColorFactor; } set { m_ColorFactor = Mathf.Clamp(value, 0, 1); } }
/// <summary>
/// Color effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float colorFactor { get { return m_ColorFactor; } set { m_ColorFactor = Mathf.Clamp(value, 0, 1); } }
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } }
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } }
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
public float blurFactor { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } }
/// <summary>
/// How far is the blurring from the graphic.
/// </summary>
public float blurFactor { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } }
/// <summary>
/// Tone effect mode.
/// </summary>
[System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")]
public EffectMode toneMode { get { return m_EffectMode; } }
/// <summary>
/// Tone effect mode.
/// </summary>
[System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")]
public EffectMode toneMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode.
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode.
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Color effect mode.
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Color effect mode.
/// </summary>
public ColorMode colorMode { get { return m_ColorMode; } }
/// <summary>
/// Blur effect mode.
/// </summary>
public BlurMode blurMode { get { return m_BlurMode; } }
/// <summary>
/// Blur effect mode.
/// </summary>
public BlurMode blurMode { get { return m_BlurMode; } }
/// <summary>
/// Color for the color effect.
/// </summary>
public Color effectColor { get { return m_EffectColor; } set { m_EffectColor = value; } }
/// <summary>
/// Color for the color effect.
/// </summary>
public Color effectColor { get { return m_EffectColor; } set { m_EffectColor = value; } }
/// <summary>
/// Effect material.
/// </summary>
public virtual Material effectMaterial { get { return m_EffectMaterial; } }
/// <summary>
/// Effect material.
/// </summary>
public virtual Material effectMaterial { get { return m_EffectMaterial; } }
/// <summary>
/// Desampling rate of the generated RenderTexture.
/// </summary>
public DesamplingRate desamplingRate { get { return m_DesamplingRate; } set { m_DesamplingRate = value; } }
/// <summary>
/// Desampling rate of the generated RenderTexture.
/// </summary>
public DesamplingRate desamplingRate { get { return m_DesamplingRate; } set { m_DesamplingRate = value; } }
/// <summary>
/// Desampling rate of reduction buffer to apply effect.
/// </summary>
public DesamplingRate reductionRate { get { return m_ReductionRate; } set { m_ReductionRate = value; } }
/// <summary>
/// Desampling rate of reduction buffer to apply effect.
/// </summary>
public DesamplingRate reductionRate { get { return m_ReductionRate; } set { m_ReductionRate = value; } }
/// <summary>
/// FilterMode for capturing.
/// </summary>
public FilterMode filterMode { get { return m_FilterMode; } set { m_FilterMode = value; } }
/// <summary>
/// FilterMode for capturing.
/// </summary>
public FilterMode filterMode { get { return m_FilterMode; } set { m_FilterMode = value; } }
/// <summary>
/// Captured texture.
/// </summary>
public RenderTexture capturedTexture { get { return _rt; } }
/// <summary>
/// Captured texture.
/// </summary>
public RenderTexture capturedTexture { get { return _rt; } }
/// <summary>
/// Blur iterations.
/// </summary>
[System.Obsolete("Use blurIterations instead (UnityUpgradable) -> blurIterations")]
public int iterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } }
/// <summary>
/// Blur iterations.
/// </summary>
[System.Obsolete("Use blurIterations instead (UnityUpgradable) -> blurIterations")]
public int iterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } }
/// <summary>
/// Blur iterations.
/// </summary>
public int blurIterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } }
/// <summary>
/// Blur iterations.
/// </summary>
public int blurIterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } }
/// <summary>
/// Fits graphic size to screen.
/// </summary>
[System.Obsolete("Use fitToScreen instead (UnityUpgradable) -> fitToScreen")]
public bool keepCanvasSize { get { return m_FitToScreen; } set { m_FitToScreen = value; } }
/// <summary>
/// Fits graphic size to screen.
/// </summary>
[System.Obsolete("Use fitToScreen instead (UnityUpgradable) -> fitToScreen")]
public bool keepCanvasSize { get { return m_FitToScreen; } set { m_FitToScreen = value; } }
/// <summary>
/// Fits graphic size to screen on captured.
/// </summary>
public bool fitToScreen { get { return m_FitToScreen; } set { m_FitToScreen = value; } }
/// <summary>
/// Fits graphic size to screen on captured.
/// </summary>
public bool fitToScreen { get { return m_FitToScreen; } set { m_FitToScreen = value; } }
/// <summary>
/// Target RenderTexture to capture.
/// </summary>
[System.Obsolete]
public RenderTexture targetTexture { get { return null; } set { } }
/// <summary>
/// Target RenderTexture to capture.
/// </summary>
[System.Obsolete]
public RenderTexture targetTexture { get { return null; } set { } }
/// <summary>
/// Capture automatically on enable.
/// </summary>
public bool captureOnEnable { get { return m_CaptureOnEnable; } set { m_CaptureOnEnable = value; } }
/// <summary>
/// Capture automatically on enable.
/// </summary>
public bool captureOnEnable { get { return m_CaptureOnEnable; } set { m_CaptureOnEnable = value; } }
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (m_CaptureOnEnable && Application.isPlaying)
{
Capture();
}
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (m_CaptureOnEnable && Application.isPlaying)
{
Capture();
}
}
protected override void OnDisable()
{
base.OnDisable();
if (m_CaptureOnEnable && Application.isPlaying)
{
_Release(false);
texture = null;
}
}
protected override void OnDisable()
{
base.OnDisable();
if (m_CaptureOnEnable && Application.isPlaying)
{
_Release(false);
texture = null;
}
}
/// <summary>
/// This function is called when the MonoBehaviour will be destroyed.
/// </summary>
protected override void OnDestroy()
{
Release();
base.OnDestroy();
}
/// <summary>
/// This function is called when the MonoBehaviour will be destroyed.
/// </summary>
protected override void OnDestroy()
{
Release();
base.OnDestroy();
}
/// <summary>
/// Callback function when a UI element needs to generate vertices.
/// </summary>
protected override void OnPopulateMesh(VertexHelper vh)
{
// When not displaying, clear vertex.
if (texture == null || color.a < 1 / 255f || canvasRenderer.GetAlpha() < 1 / 255f)
{
vh.Clear();
}
else
{
base.OnPopulateMesh(vh);
int count = vh.currentVertCount;
UIVertex vt = default(UIVertex);
Color c = color;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vt, i);
vt.color = c;
vh.SetUIVertex(vt, i);
}
}
}
/// <summary>
/// Callback function when a UI element needs to generate vertices.
/// </summary>
protected override void OnPopulateMesh(VertexHelper vh)
{
// When not displaying, clear vertex.
if (texture == null || color.a < 1 / 255f || canvasRenderer.GetAlpha() < 1 / 255f)
{
vh.Clear();
}
else
{
base.OnPopulateMesh(vh);
int count = vh.currentVertCount;
UIVertex vt = default(UIVertex);
Color c = color;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vt, i);
vt.color = c;
vh.SetUIVertex(vt, i);
}
}
}
/// <summary>
/// Gets the size of the desampling.
/// </summary>
public void GetDesamplingSize(DesamplingRate rate, out int w, out int h)
{
/// <summary>
/// Gets the size of the desampling.
/// </summary>
public void GetDesamplingSize(DesamplingRate rate, out int w, out int h)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
var res = UnityEditor.UnityStats.screenRes.Split('x');
w = int.Parse(res[0]);
h = int.Parse(res[1]);
}
else
if (!Application.isPlaying)
{
var res = UnityEditor.UnityStats.screenRes.Split('x');
w = int.Parse(res[0]);
h = int.Parse(res[1]);
}
else
#endif
{
w = Screen.width;
h = Screen.height;
}
{
w = Screen.width;
h = Screen.height;
}
if (rate == DesamplingRate.None)
return;
if (rate == DesamplingRate.None)
return;
float aspect = (float)w / h;
if (w < h)
{
h = Mathf.ClosestPowerOfTwo(h / (int)rate);
w = Mathf.CeilToInt(h * aspect);
}
else
{
w = Mathf.ClosestPowerOfTwo(w / (int)rate);
h = Mathf.CeilToInt(w / aspect);
}
}
float aspect = (float)w / h;
if (w < h)
{
h = Mathf.ClosestPowerOfTwo(h / (int)rate);
w = Mathf.CeilToInt(h * aspect);
}
else
{
w = Mathf.ClosestPowerOfTwo(w / (int)rate);
h = Mathf.CeilToInt(w / aspect);
}
}
/// <summary>
/// Capture rendering result.
/// </summary>
public void Capture()
{
// Fit to screen.
var rootCanvas = canvas.rootCanvas;
if (m_FitToScreen)
{
var rootTransform = rootCanvas.transform as RectTransform;
var size = rootTransform.rect.size;
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size.x);
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size.y);
rectTransform.position = rootTransform.position;
}
/// <summary>
/// Capture rendering result.
/// </summary>
public void Capture()
{
// Fit to screen.
var rootCanvas = canvas.rootCanvas;
if (m_FitToScreen)
{
var rootTransform = rootCanvas.transform as RectTransform;
var size = rootTransform.rect.size;
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size.x);
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size.y);
rectTransform.position = rootTransform.position;
}
// Cache some ids.
if (s_CopyId == 0)
{
s_CopyId = Shader.PropertyToID("_UIEffectCapturedImage_ScreenCopyId");
s_EffectId1 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId1");
s_EffectId2 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId2");
// Cache some ids.
if (s_CopyId == 0)
{
s_CopyId = Shader.PropertyToID("_UIEffectCapturedImage_ScreenCopyId");
s_EffectId1 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId1");
s_EffectId2 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId2");
s_EffectFactorId = Shader.PropertyToID("_EffectFactor");
s_ColorFactorId = Shader.PropertyToID("_ColorFactor");
s_CommandBuffer = new CommandBuffer();
}
s_EffectFactorId = Shader.PropertyToID("_EffectFactor");
s_ColorFactorId = Shader.PropertyToID("_ColorFactor");
s_CommandBuffer = new CommandBuffer();
}
// If size of result RT has changed, release it.
int w, h;
GetDesamplingSize(m_DesamplingRate, out w, out h);
if (_rt && (_rt.width != w || _rt.height != h))
{
_Release(ref _rt);
}
// If size of result RT has changed, release it.
int w, h;
GetDesamplingSize(m_DesamplingRate, out w, out h);
if (_rt && (_rt.width != w || _rt.height != h))
{
_Release(ref _rt);
}
// Generate RT for result.
if (_rt == null)
{
_rt = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
_rt.filterMode = m_FilterMode;
_rt.useMipMap = false;
_rt.wrapMode = TextureWrapMode.Clamp;
_rtId = new RenderTargetIdentifier(_rt);
}
SetupCommandBuffer();
}
// Generate RT for result.
if (_rt == null)
{
_rt = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
_rt.filterMode = m_FilterMode;
_rt.useMipMap = false;
_rt.wrapMode = TextureWrapMode.Clamp;
_rtId = new RenderTargetIdentifier(_rt);
}
SetupCommandBuffer();
}
void SetupCommandBuffer()
{
// Material for effect.
Material mat = m_EffectMaterial;
void SetupCommandBuffer()
{
// Material for effect.
Material mat = m_EffectMaterial;
if (s_CommandBuffer == null)
{
s_CommandBuffer = new CommandBuffer();
}
if (s_CommandBuffer == null)
{
s_CommandBuffer = new CommandBuffer();
}
// [1] Capture from back buffer (back buffer -> copied screen).
int w, h;
GetDesamplingSize(DesamplingRate.None, out w, out h);
s_CommandBuffer.GetTemporaryRT(s_CopyId, w, h, 0, m_FilterMode);
// [1] Capture from back buffer (back buffer -> copied screen).
int w, h;
GetDesamplingSize(DesamplingRate.None, out w, out h);
s_CommandBuffer.GetTemporaryRT(s_CopyId, w, h, 0, m_FilterMode);
#if UNITY_EDITOR
s_CommandBuffer.Blit(Resources.FindObjectsOfTypeAll<RenderTexture>().FirstOrDefault(x => x.name == "GameView RT"), s_CopyId);
s_CommandBuffer.Blit(Resources.FindObjectsOfTypeAll<RenderTexture>().FirstOrDefault(x => x.name == "GameView RT"), s_CopyId);
#else
s_CommandBuffer.Blit(BuiltinRenderTextureType.BindableTexture, s_CopyId);
#endif
// Set properties for effect.
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_EffectFactor, 0));
s_CommandBuffer.SetGlobalVector(s_ColorFactorId, new Vector4(m_EffectColor.r, m_EffectColor.g, m_EffectColor.b, m_EffectColor.a));
// Set properties for effect.
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_EffectFactor, 0));
s_CommandBuffer.SetGlobalVector(s_ColorFactorId, new Vector4(m_EffectColor.r, m_EffectColor.g, m_EffectColor.b, m_EffectColor.a));
// [2] Apply base effect with reduction buffer (copied screen -> effect1).
GetDesamplingSize(m_ReductionRate, out w, out h);
s_CommandBuffer.GetTemporaryRT(s_EffectId1, w, h, 0, m_FilterMode);
s_CommandBuffer.Blit(s_CopyId, s_EffectId1, mat, 0);
s_CommandBuffer.ReleaseTemporaryRT(s_CopyId);
// [2] Apply base effect with reduction buffer (copied screen -> effect1).
GetDesamplingSize(m_ReductionRate, out w, out h);
s_CommandBuffer.GetTemporaryRT(s_EffectId1, w, h, 0, m_FilterMode);
s_CommandBuffer.Blit(s_CopyId, s_EffectId1, mat, 0);
s_CommandBuffer.ReleaseTemporaryRT(s_CopyId);
// Iterate blurring operation.
if (m_BlurMode != BlurMode.None)
{
s_CommandBuffer.GetTemporaryRT(s_EffectId2, w, h, 0, m_FilterMode);
for (int i = 0; i < m_BlurIterations; i++)
{
// [3] Apply blurring with reduction buffer (effect1 -> effect2, or effect2 -> effect1).
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_BlurFactor, 0));
s_CommandBuffer.Blit(s_EffectId1, s_EffectId2, mat, 1);
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(0, m_BlurFactor));
s_CommandBuffer.Blit(s_EffectId2, s_EffectId1, mat, 1);
}
s_CommandBuffer.ReleaseTemporaryRT(s_EffectId2);
}
// Iterate blurring operation.
if (m_BlurMode != BlurMode.None)
{
s_CommandBuffer.GetTemporaryRT(s_EffectId2, w, h, 0, m_FilterMode);
for (int i = 0; i < m_BlurIterations; i++)
{
// [3] Apply blurring with reduction buffer (effect1 -> effect2, or effect2 -> effect1).
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_BlurFactor, 0));
s_CommandBuffer.Blit(s_EffectId1, s_EffectId2, mat, 1);
s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(0, m_BlurFactor));
s_CommandBuffer.Blit(s_EffectId2, s_EffectId1, mat, 1);
}
s_CommandBuffer.ReleaseTemporaryRT(s_EffectId2);
}
// [4] Copy to result RT.
s_CommandBuffer.Blit(s_EffectId1, _rtId);
s_CommandBuffer.ReleaseTemporaryRT(s_EffectId1);
// [4] Copy to result RT.
s_CommandBuffer.Blit(s_EffectId1, _rtId);
s_CommandBuffer.ReleaseTemporaryRT(s_EffectId1);
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Graphics.ExecuteCommandBuffer(s_CommandBuffer);
if (!Application.isPlaying)
{
Graphics.ExecuteCommandBuffer(s_CommandBuffer);
UpdateTexture();
return;
}
UpdateTexture();
return;
}
#endif
// Execute command buffer.
canvas.rootCanvas.GetComponent<CanvasScaler> ().StartCoroutine (_CoUpdateTextureOnNextFrame ());
}
// Execute command buffer.
canvas.rootCanvas.GetComponent<CanvasScaler>().StartCoroutine(_CoUpdateTextureOnNextFrame());
}
/// <summary>
/// Release captured image.
/// </summary>
public void Release()
{
_Release(true);
texture = null;
_SetDirty();
}
/// <summary>
/// Release captured image.
/// </summary>
public void Release()
{
_Release(true);
texture = null;
_SetDirty();
}
#if UNITY_EDITOR
protected override void Reset()
{
// Set parameters as 'Medium'.
m_BlurIterations = 3;
m_FilterMode = FilterMode.Bilinear;
m_DesamplingRate = DesamplingRate.x1;
m_ReductionRate = DesamplingRate.x1;
base.Reset();
}
protected override void Reset()
{
// Set parameters as 'Medium'.
m_BlurIterations = 3;
m_FilterMode = FilterMode.Bilinear;
m_DesamplingRate = DesamplingRate.x1;
m_ReductionRate = DesamplingRate.x1;
base.Reset();
}
/// <summary>
/// Raises the before serialize event.
/// </summary>
public void OnBeforeSerialize()
{
}
/// <summary>
/// Raises the before serialize event.
/// </summary>
public void OnBeforeSerialize()
{
}
/// <summary>
/// Raises the after deserialize event.
/// </summary>
public void OnAfterDeserialize()
{
UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(true);
}
/// <summary>
/// Raises the after deserialize event.
/// </summary>
public void OnAfterDeserialize()
{
UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(true);
}
/// <summary>
/// Raises the validate event.
/// </summary>
protected override void OnValidate()
{
base.OnValidate();
UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(false);
}
/// <summary>
/// Raises the validate event.
/// </summary>
protected override void OnValidate()
{
base.OnValidate();
UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(false);
}
/// <summary>
/// Updates the material.
/// </summary>
/// <param name="ignoreInPlayMode">If set to <c>true</c> ignore in play mode.</param>
protected void UpdateMaterial(bool ignoreInPlayMode)
{
if (!this || ignoreInPlayMode && Application.isPlaying)
{
return;
}
/// <summary>
/// Updates the material.
/// </summary>
/// <param name="ignoreInPlayMode">If set to <c>true</c> ignore in play mode.</param>
protected void UpdateMaterial(bool ignoreInPlayMode)
{
if (!this || ignoreInPlayMode && Application.isPlaying)
{
return;
}
var mat = MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode);
if (m_EffectMaterial != mat)
{
material = null;
m_EffectMaterial = mat;
_SetDirty();
}
}
var mat = MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode);
if (m_EffectMaterial != mat)
{
material = null;
m_EffectMaterial = mat;
_SetDirty();
}
}
#endif
//################################
// Private Members.
//################################
RenderTexture _rt;
RenderTargetIdentifier _rtId;
//################################
// Private Members.
//################################
RenderTexture _rt;
RenderTargetIdentifier _rtId;
static int s_CopyId;
static int s_EffectId1;
static int s_EffectId2;
static int s_EffectFactorId;
static int s_ColorFactorId;
static CommandBuffer s_CommandBuffer;
static int s_CopyId;
static int s_EffectId1;
static int s_EffectId2;
static int s_EffectFactorId;
static int s_ColorFactorId;
static CommandBuffer s_CommandBuffer;
/// <summary>
/// Release genarated objects.
/// </summary>
/// <param name="releaseRT">If set to <c>true</c> release cached RenderTexture.</param>
void _Release(bool releaseRT)
{
if (releaseRT)
{
texture = null;
_Release(ref _rt);
}
/// <summary>
/// Release genarated objects.
/// </summary>
/// <param name="releaseRT">If set to <c>true</c> release cached RenderTexture.</param>
void _Release(bool releaseRT)
{
if (releaseRT)
{
texture = null;
_Release(ref _rt);
}
if (s_CommandBuffer != null)
{
s_CommandBuffer.Clear();
if (s_CommandBuffer != null)
{
s_CommandBuffer.Clear();
if (releaseRT)
{
s_CommandBuffer.Release();
s_CommandBuffer = null;
}
}
}
if (releaseRT)
{
s_CommandBuffer.Release();
s_CommandBuffer = null;
}
}
}
[System.Diagnostics.Conditional("UNITY_EDITOR")]
void _SetDirty()
{
[System.Diagnostics.Conditional("UNITY_EDITOR")]
void _SetDirty()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
UnityEditor.EditorUtility.SetDirty(this);
}
if (!Application.isPlaying)
{
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
}
}
void _Release(ref RenderTexture obj)
{
if (obj)
{
obj.Release();
RenderTexture.ReleaseTemporary (obj);
obj = null;
}
}
void _Release(ref RenderTexture obj)
{
if (obj)
{
obj.Release();
RenderTexture.ReleaseTemporary(obj);
obj = null;
}
}
/// <summary>
/// Set texture on next frame.
/// </summary>
IEnumerator _CoUpdateTextureOnNextFrame()
{
yield return new WaitForEndOfFrame();
UpdateTexture();
}
/// <summary>
/// Set texture on next frame.
/// </summary>
IEnumerator _CoUpdateTextureOnNextFrame()
{
yield return new WaitForEndOfFrame();
UpdateTexture();
}
void UpdateTexture()
{
void UpdateTexture()
{
#if !UNITY_EDITOR
// Execute command buffer.
Graphics.ExecuteCommandBuffer (s_CommandBuffer);
#endif
_Release(false);
texture = capturedTexture;
_SetDirty();
}
_Release(false);
texture = capturedTexture;
_SetDirty();
}
}
}
}

View File

@ -1,61 +1,59 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
//[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/MeshEffectForTextMeshPro/UIFlip", 102)]
public class UIFlip : BaseMeshEffect
{
//################################
// Serialize Members.
//################################
//[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
[AddComponentMenu("UI/MeshEffectForTextMeshPro/UIFlip", 102)]
public class UIFlip : BaseMeshEffect
{
//################################
// Serialize Members.
//################################
[Tooltip("Flip horizontally.")]
[SerializeField] private bool m_Horizontal = false;
[Tooltip("Flip horizontally.")]
[SerializeField] private bool m_Horizontal = false;
[Tooltip("Flip vertically.")]
[SerializeField] private bool m_Veritical = false;
[Tooltip("Flip vertically.")]
[SerializeField] private bool m_Veritical = false;
//################################
// Public Members.
//################################
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIExtensions.UIFlip"/> should be flipped horizontally.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; SetVerticesDirty (); } }
//################################
// Public Members.
//################################
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIExtensions.UIFlip"/> should be flipped horizontally.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; SetVerticesDirty(); } }
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIExtensions.UIFlip"/> should be flipped vertically.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; SetVerticesDirty (); } }
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIExtensions.UIFlip"/> should be flipped vertically.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; SetVerticesDirty(); } }
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public override void ModifyMesh(VertexHelper vh)
{
RectTransform rt = graphic.rectTransform;
UIVertex vt = default(UIVertex);
Vector3 pos;
Vector2 center = rt.rect.center;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vt, i);
pos = vt.position;
vt.position = new Vector3(
m_Horizontal ? -pos.x : pos.x,
m_Veritical ? -pos.y : pos.y
);
vh.SetUIVertex(vt, i);
}
}
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public override void ModifyMesh(VertexHelper vh)
{
RectTransform rt = graphic.rectTransform;
UIVertex vt = default(UIVertex);
Vector3 pos;
Vector2 center = rt.rect.center;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vt, i);
pos = vt.position;
vt.position = new Vector3(
m_Horizontal ? -pos.x : pos.x,
m_Veritical ? -pos.y : pos.y
);
vh.SetUIVertex(vt, i);
}
}
}
}

View File

@ -3,384 +3,384 @@ using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// UIGradient.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("UI/MeshEffectForTextMeshPro/UIGradient", 101)]
public class UIGradient : BaseMeshEffect
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// UIGradient.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("UI/MeshEffectForTextMeshPro/UIGradient", 101)]
public class UIGradient : BaseMeshEffect
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// Gradient direction.
/// </summary>
public enum Direction
{
Horizontal,
Vertical,
Angle,
Diagonal,
}
/// <summary>
/// Gradient direction.
/// </summary>
public enum Direction
{
Horizontal,
Vertical,
Angle,
Diagonal,
}
/// <summary>
/// Gradient space for Text.
/// </summary>
public enum GradientStyle
{
Rect,
Fit,
Split,
}
/// <summary>
/// Gradient space for Text.
/// </summary>
public enum GradientStyle
{
Rect,
Fit,
Split,
}
//################################
// Serialize Members.
//################################
//################################
// Serialize Members.
//################################
[Tooltip("Gradient Direction.")]
[SerializeField] Direction m_Direction;
[Tooltip("Gradient Direction.")]
[SerializeField] Direction m_Direction;
[Tooltip("Color1: Top or Left.")]
[SerializeField] Color m_Color1 = Color.white;
[Tooltip("Color1: Top or Left.")]
[SerializeField] Color m_Color1 = Color.white;
[Tooltip("Color2: Bottom or Right.")]
[SerializeField] Color m_Color2 = Color.white;
[Tooltip("Color2: Bottom or Right.")]
[SerializeField] Color m_Color2 = Color.white;
[Tooltip("Color3: For diagonal.")]
[SerializeField] Color m_Color3 = Color.white;
[Tooltip("Color3: For diagonal.")]
[SerializeField] Color m_Color3 = Color.white;
[Tooltip("Color4: For diagonal.")]
[SerializeField] Color m_Color4 = Color.white;
[Tooltip("Color4: For diagonal.")]
[SerializeField] Color m_Color4 = Color.white;
[Tooltip("Gradient rotation.")]
[SerializeField][Range(-180, 180)] float m_Rotation;
[Tooltip("Gradient rotation.")]
[SerializeField][Range(-180, 180)] float m_Rotation;
[Tooltip("Gradient offset for Horizontal, Vertical or Angle.")]
[SerializeField][Range(-1, 1)] float m_Offset1;
[Tooltip("Gradient offset for Horizontal, Vertical or Angle.")]
[SerializeField][Range(-1, 1)] float m_Offset1;
[Tooltip("Gradient offset for Diagonal.")]
[SerializeField][Range(-1, 1)] float m_Offset2;
[Tooltip("Gradient offset for Diagonal.")]
[SerializeField][Range(-1, 1)] float m_Offset2;
[Tooltip("Gradient style for Text.")]
[SerializeField] GradientStyle m_GradientStyle;
[Tooltip("Gradient style for Text.")]
[SerializeField] GradientStyle m_GradientStyle;
[Tooltip("Color space to correct color.")]
[SerializeField] ColorSpace m_ColorSpace = ColorSpace.Uninitialized;
[Tooltip("Color space to correct color.")]
[SerializeField] ColorSpace m_ColorSpace = ColorSpace.Uninitialized;
[Tooltip("Ignore aspect ratio.")]
[SerializeField] bool m_IgnoreAspectRatio = true;
[Tooltip("Ignore aspect ratio.")]
[SerializeField] bool m_IgnoreAspectRatio = true;
//################################
// Public Members.
//################################
public Graphic targetGraphic { get { return base.graphic; } }
//################################
// Public Members.
//################################
public Graphic targetGraphic { get { return base.graphic; } }
/// <summary>
/// Gradient Direction.
/// </summary>
public Direction direction
{
get { return m_Direction; }
set
{
if (m_Direction != value)
{
m_Direction = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient Direction.
/// </summary>
public Direction direction
{
get { return m_Direction; }
set
{
if (m_Direction != value)
{
m_Direction = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color1: Top or Left.
/// </summary>
public Color color1
{
get { return m_Color1; }
set
{
if (m_Color1 != value)
{
m_Color1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color1: Top or Left.
/// </summary>
public Color color1
{
get { return m_Color1; }
set
{
if (m_Color1 != value)
{
m_Color1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color2: Bottom or Right.
/// </summary>
public Color color2
{
get { return m_Color2; }
set
{
if (m_Color2 != value)
{
m_Color2 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color2: Bottom or Right.
/// </summary>
public Color color2
{
get { return m_Color2; }
set
{
if (m_Color2 != value)
{
m_Color2 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color3: For diagonal.
/// </summary>
public Color color3
{
get { return m_Color3; }
set
{
if (m_Color3 != value)
{
m_Color3 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color3: For diagonal.
/// </summary>
public Color color3
{
get { return m_Color3; }
set
{
if (m_Color3 != value)
{
m_Color3 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color4: For diagonal.
/// </summary>
public Color color4
{
get { return m_Color4; }
set
{
if (m_Color4 != value)
{
m_Color4 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color4: For diagonal.
/// </summary>
public Color color4
{
get { return m_Color4; }
set
{
if (m_Color4 != value)
{
m_Color4 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient rotation.
/// </summary>
public float rotation
{
get
{
return m_Direction == Direction.Horizontal ? -90
: m_Direction == Direction.Vertical ? 0
: m_Rotation;
}
set
{
if (!Mathf.Approximately(m_Rotation, value))
{
m_Rotation = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient rotation.
/// </summary>
public float rotation
{
get
{
return m_Direction == Direction.Horizontal ? -90
: m_Direction == Direction.Vertical ? 0
: m_Rotation;
}
set
{
if (!Mathf.Approximately(m_Rotation, value))
{
m_Rotation = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Horizontal, Vertical or Angle.
/// </summary>
public float offset
{
get { return m_Offset1; }
set
{
if (m_Offset1 != value)
{
m_Offset1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Horizontal, Vertical or Angle.
/// </summary>
public float offset
{
get { return m_Offset1; }
set
{
if (m_Offset1 != value)
{
m_Offset1 = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Diagonal.
/// </summary>
public Vector2 offset2
{
get { return new Vector2(m_Offset2, m_Offset1); }
set
{
if (m_Offset1 != value.y || m_Offset2 != value.x)
{
m_Offset1 = value.y;
m_Offset2 = value.x;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient offset for Diagonal.
/// </summary>
public Vector2 offset2
{
get { return new Vector2(m_Offset2, m_Offset1); }
set
{
if (m_Offset1 != value.y || m_Offset2 != value.x)
{
m_Offset1 = value.y;
m_Offset2 = value.x;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient style for Text.
/// </summary>
public GradientStyle gradientStyle
{
get { return m_GradientStyle; }
set
{
if (m_GradientStyle != value)
{
m_GradientStyle = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Gradient style for Text.
/// </summary>
public GradientStyle gradientStyle
{
get { return m_GradientStyle; }
set
{
if (m_GradientStyle != value)
{
m_GradientStyle = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color space to correct color.
/// </summary>
public ColorSpace colorSpace
{
get { return m_ColorSpace; }
set
{
if (m_ColorSpace != value)
{
m_ColorSpace = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Color space to correct color.
/// </summary>
public ColorSpace colorSpace
{
get { return m_ColorSpace; }
set
{
if (m_ColorSpace != value)
{
m_ColorSpace = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Ignore aspect ratio.
/// </summary>
public bool ignoreAspectRatio
{
get { return m_IgnoreAspectRatio; }
set
{
if (m_IgnoreAspectRatio != value)
{
m_IgnoreAspectRatio = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Ignore aspect ratio.
/// </summary>
public bool ignoreAspectRatio
{
get { return m_IgnoreAspectRatio; }
set
{
if (m_IgnoreAspectRatio != value)
{
m_IgnoreAspectRatio = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
/// <summary>
/// Call used to modify mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
// Gradient space.
Rect rect = default(Rect);
UIVertex vertex = default(UIVertex);
if (m_GradientStyle == GradientStyle.Rect)
{
// RectTransform.
rect = graphic.rectTransform.rect;
}
else if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
rect.Set(0, 0, 1, 1);
}
else if (m_GradientStyle == GradientStyle.Fit)
{
// Fit to contents.
rect.xMin = rect.yMin = float.MaxValue;
rect.xMax = rect.yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
rect.xMin = Mathf.Min(rect.xMin, vertex.position.x);
rect.yMin = Mathf.Min(rect.yMin, vertex.position.y);
rect.xMax = Mathf.Max(rect.xMax, vertex.position.x);
rect.yMax = Mathf.Max(rect.yMax, vertex.position.y);
}
}
// Gradient space.
Rect rect = default(Rect);
UIVertex vertex = default(UIVertex);
if (m_GradientStyle == GradientStyle.Rect)
{
// RectTransform.
rect = graphic.rectTransform.rect;
}
else if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
rect.Set(0, 0, 1, 1);
}
else if (m_GradientStyle == GradientStyle.Fit)
{
// Fit to contents.
rect.xMin = rect.yMin = float.MaxValue;
rect.xMax = rect.yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
rect.xMin = Mathf.Min(rect.xMin, vertex.position.x);
rect.yMin = Mathf.Min(rect.yMin, vertex.position.y);
rect.xMax = Mathf.Max(rect.xMax, vertex.position.x);
rect.yMax = Mathf.Max(rect.yMax, vertex.position.y);
}
}
// Gradient rotation.
float rad = rotation * Mathf.Deg2Rad;
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
if (!m_IgnoreAspectRatio && Direction.Angle <= m_Direction)
{
dir.x *= rect.height / rect.width;
dir = dir.normalized;
}
// Gradient rotation.
float rad = rotation * Mathf.Deg2Rad;
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
if (!m_IgnoreAspectRatio && Direction.Angle <= m_Direction)
{
dir.x *= rect.height / rect.width;
dir = dir.normalized;
}
// Calculate vertex color.
Color color;
Vector2 nomalizedPos;
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
// Calculate vertex color.
Color color;
Vector2 nomalizedPos;
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
// Normalize vertex position by local matrix.
if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
nomalizedPos = localMatrix * s_SplitedCharacterPosition[i % 4] + offset2;
}
else
{
nomalizedPos = localMatrix * vertex.position + offset2;
}
// Normalize vertex position by local matrix.
if (m_GradientStyle == GradientStyle.Split)
{
// Each characters.
nomalizedPos = localMatrix * s_SplitedCharacterPosition[i % 4] + offset2;
}
else
{
nomalizedPos = localMatrix * vertex.position + offset2;
}
// Interpolate vertex color.
if (direction == Direction.Diagonal)
{
color = Color.LerpUnclamped(
Color.LerpUnclamped(m_Color1, m_Color2, nomalizedPos.x),
Color.LerpUnclamped(m_Color3, m_Color4, nomalizedPos.x),
nomalizedPos.y);
}
else
{
color = Color.LerpUnclamped(m_Color2, m_Color1, nomalizedPos.y);
}
// Interpolate vertex color.
if (direction == Direction.Diagonal)
{
color = Color.LerpUnclamped(
Color.LerpUnclamped(m_Color1, m_Color2, nomalizedPos.x),
Color.LerpUnclamped(m_Color3, m_Color4, nomalizedPos.x),
nomalizedPos.y);
}
else
{
color = Color.LerpUnclamped(m_Color2, m_Color1, nomalizedPos.y);
}
// Correct color.
vertex.color *= (m_ColorSpace == ColorSpace.Gamma) ? color.gamma
: (m_ColorSpace == ColorSpace.Linear) ? color.linear
: color;
// Correct color.
vertex.color *= (m_ColorSpace == ColorSpace.Gamma) ? color.gamma
: (m_ColorSpace == ColorSpace.Linear) ? color.linear
: color;
vh.SetUIVertex(vertex, i);
}
}
vh.SetUIVertex(vertex, i);
}
}
//################################
// Private Members.
//################################
static readonly Vector2[] s_SplitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
//################################
// Private Members.
//################################
static readonly Vector2[] s_SplitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
/// <summary>
/// Matrix2x3.
/// </summary>
struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
/// <summary>
/// Matrix2x3.
/// </summary>
struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public static Vector2 operator*(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
}
public static Vector2 operator *(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
}
}

View File

@ -1,194 +1,193 @@
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// HSV Modifier.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIHsvModifier", 4)]
public class UIHsvModifier : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-HSV";
static readonly ParameterTexture _ptex = new ParameterTexture(7, 128, "_ParamTex");
/// <summary>
/// HSV Modifier.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIHsvModifier", 4)]
public class UIHsvModifier : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-HSV";
static readonly ParameterTexture _ptex = new ParameterTexture(7, 128, "_ParamTex");
//################################
// Serialize Members.
//################################
[Header("Target")]
//################################
// Serialize Members.
//################################
[Header("Target")]
[Tooltip("Target color to affect hsv shift.")]
[SerializeField] [ColorUsage(false)] Color m_TargetColor = Color.red;
[Tooltip("Target color to affect hsv shift.")]
[SerializeField][ColorUsage(false)] Color m_TargetColor = Color.red;
[Tooltip("Color range to affect hsv shift [0 ~ 1].")]
[SerializeField] [Range(0, 1)] float m_Range = 0.1f;
[Tooltip("Color range to affect hsv shift [0 ~ 1].")]
[SerializeField][Range(0, 1)] float m_Range = 0.1f;
[Header("Adjustment")]
[Header("Adjustment")]
[Tooltip("Hue shift [-0.5 ~ 0.5].")]
[SerializeField] [Range(-0.5f, 0.5f)] float m_Hue;
[Tooltip("Hue shift [-0.5 ~ 0.5].")]
[SerializeField][Range(-0.5f, 0.5f)] float m_Hue;
[Tooltip("Saturation shift [-0.5 ~ 0.5].")]
[SerializeField] [Range(-0.5f, 0.5f)] float m_Saturation;
[Tooltip("Saturation shift [-0.5 ~ 0.5].")]
[SerializeField][Range(-0.5f, 0.5f)] float m_Saturation;
[Tooltip("Value shift [-0.5 ~ 0.5].")]
[SerializeField] [Range(-0.5f, 0.5f)] float m_Value;
[Tooltip("Value shift [-0.5 ~ 0.5].")]
[SerializeField][Range(-0.5f, 0.5f)] float m_Value;
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
/// <summary>
/// Target color to affect hsv shift.
/// </summary>
public Color targetColor
{
get { return m_TargetColor; }
set
{
if (m_TargetColor != value)
{
m_TargetColor = value;
SetDirty();
}
}
}
/// <summary>
/// Target color to affect hsv shift.
/// </summary>
public Color targetColor
{
get { return m_TargetColor; }
set
{
if (m_TargetColor != value)
{
m_TargetColor = value;
SetDirty();
}
}
}
/// <summary>
/// Color range to affect hsv shift [0 ~ 1].
/// </summary>
public float range
{
get { return m_Range; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Range, value))
{
m_Range = value;
SetDirty();
}
}
}
/// <summary>
/// Color range to affect hsv shift [0 ~ 1].
/// </summary>
public float range
{
get { return m_Range; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Range, value))
{
m_Range = value;
SetDirty();
}
}
}
/// <summary>
/// Saturation shift [-0.5 ~ 0.5].
/// </summary>
public float saturation
{
get { return m_Saturation; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Saturation, value))
{
m_Saturation = value;
SetDirty();
}
}
}
/// <summary>
/// Saturation shift [-0.5 ~ 0.5].
/// </summary>
public float saturation
{
get { return m_Saturation; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Saturation, value))
{
m_Saturation = value;
SetDirty();
}
}
}
/// <summary>
/// Value shift [-0.5 ~ 0.5].
/// </summary>
public float value
{
get { return m_Value; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Value, value))
{
m_Value = value;
SetDirty();
}
}
}
/// <summary>
/// Value shift [-0.5 ~ 0.5].
/// </summary>
public float value
{
get { return m_Value; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Value, value))
{
m_Value = value;
SetDirty();
}
}
}
/// <summary>
/// Hue shift [-0.5 ~ 0.5].
/// </summary>
public float hue
{
get { return m_Hue; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Hue, value))
{
m_Hue = value;
SetDirty();
}
}
}
/// <summary>
/// Hue shift [-0.5 ~ 0.5].
/// </summary>
public float hue
{
get { return m_Hue; }
set
{
value = Mathf.Clamp(value, -0.5f, 0.5f);
if (!Mathf.Approximately(m_Hue, value))
{
m_Hue = value;
SetDirty();
}
}
}
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
#if UNITY_EDITOR
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName));
}
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName));
}
#endif
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
float normalizedIndex = ptex.GetNormalizedIndex(this);
UIVertex vertex = default(UIVertex);
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
float normalizedIndex = ptex.GetNormalizedIndex(this);
UIVertex vertex = default(UIVertex);
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
normalizedIndex
);
vh.SetUIVertex(vertex, i);
}
}
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
normalizedIndex
);
vh.SetUIVertex(vertex, i);
}
}
protected override void SetDirty()
{
float h, s, v;
Color.RGBToHSV(m_TargetColor, out h, out s, out v);
protected override void SetDirty()
{
float h, s, v;
Color.RGBToHSV(m_TargetColor, out h, out s, out v);
foreach (var m in materials)
{
ptex.RegisterMaterial (m);
}
foreach (var m in materials)
{
ptex.RegisterMaterial(m);
}
ptex.SetData(this, 0, h); // param1.x : target hue
ptex.SetData(this, 1, s); // param1.y : target saturation
ptex.SetData(this, 2, v); // param1.z : target value
ptex.SetData(this, 3, m_Range); // param1.w : target range
ptex.SetData(this, 4, m_Hue + 0.5f); // param2.x : hue shift
ptex.SetData(this, 5, m_Saturation + 0.5f); // param2.y : saturation shift
ptex.SetData(this, 6, m_Value + 0.5f); // param2.z : value shift
}
ptex.SetData(this, 0, h); // param1.x : target hue
ptex.SetData(this, 1, s); // param1.y : target saturation
ptex.SetData(this, 2, v); // param1.z : target value
ptex.SetData(this, 3, m_Range); // param1.w : target range
ptex.SetData(this, 4, m_Hue + 0.5f); // param2.x : hue shift
ptex.SetData(this, 5, m_Saturation + 0.5f); // param2.y : saturation shift
ptex.SetData(this, 6, m_Value + 0.5f); // param2.z : value shift
}
//################################
// Private Members.
//################################
}
//################################
// Private Members.
//################################
}
}

View File

@ -5,230 +5,229 @@ using UnityEngine.Serialization;
using UnityEngine.UI;
#if UNITY_EDITOR
using System.IO;
using System.Linq;
using UnityEditor;
#endif
namespace Coffee.UIExtensions
{
/// <summary>
/// UIEffect.
/// </summary>
[RequireComponent(typeof(Graphic))]
[AddComponentMenu("UI/UIEffect/UIShadow", 100)]
public class UIShadow : BaseMeshEffect, IParameterTexture
/// <summary>
/// UIEffect.
/// </summary>
[RequireComponent(typeof(Graphic))]
[AddComponentMenu("UI/UIEffect/UIShadow", 100)]
public class UIShadow : BaseMeshEffect, IParameterTexture
#if UNITY_EDITOR
, ISerializationCallbackReceiver
, ISerializationCallbackReceiver
#endif
{
{
/// <summary>
/// Additional shadow.
/// </summary>
[System.Obsolete]
[System.Serializable]
public class AdditionalShadow
{
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
[FormerlySerializedAs("shadowBlur")]
[Range(0, 1)] public float blur = 0.25f;
/// <summary>
/// Additional shadow.
/// </summary>
[System.Obsolete]
[System.Serializable]
public class AdditionalShadow
{
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
[FormerlySerializedAs("shadowBlur")]
[Range(0, 1)] public float blur = 0.25f;
/// <summary>
/// Shadow effect mode.
/// </summary>
[FormerlySerializedAs("shadowMode")]
public ShadowStyle style = ShadowStyle.Shadow;
/// <summary>
/// Shadow effect mode.
/// </summary>
[FormerlySerializedAs("shadowMode")]
public ShadowStyle style = ShadowStyle.Shadow;
/// <summary>
/// Color for the shadow effect.
/// </summary>
[FormerlySerializedAs("shadowColor")]
public Color effectColor = Color.black;
/// <summary>
/// Color for the shadow effect.
/// </summary>
[FormerlySerializedAs("shadowColor")]
public Color effectColor = Color.black;
/// <summary>
/// How far is the shadow from the graphic.
/// </summary>
public Vector2 effectDistance = new Vector2(1f, -1f);
/// <summary>
/// How far is the shadow from the graphic.
/// </summary>
public Vector2 effectDistance = new Vector2(1f, -1f);
/// <summary>
/// Should the shadow inherit the alpha from the graphic?
/// </summary>
public bool useGraphicAlpha = true;
}
/// <summary>
/// Should the shadow inherit the alpha from the graphic?
/// </summary>
public bool useGraphicAlpha = true;
}
//################################
// Serialize Members.
//################################
[Tooltip("How far is the blurring shadow from the graphic.")]
[FormerlySerializedAs("m_Blur")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
//################################
// Serialize Members.
//################################
[Tooltip("How far is the blurring shadow from the graphic.")]
[FormerlySerializedAs("m_Blur")]
[SerializeField][Range(0, 1)] float m_BlurFactor = 1;
[Tooltip("Shadow effect style.")]
[SerializeField] ShadowStyle m_Style = ShadowStyle.Shadow;
[Tooltip("Shadow effect style.")]
[SerializeField] ShadowStyle m_Style = ShadowStyle.Shadow;
#pragma warning disable 0414
[HideInInspector][System.Obsolete]
[SerializeField] List<AdditionalShadow> m_AdditionalShadows = new List<AdditionalShadow>();
#pragma warning restore 0414
#pragma warning disable 0414
[HideInInspector]
[System.Obsolete]
[SerializeField] List<AdditionalShadow> m_AdditionalShadows = new List<AdditionalShadow>();
#pragma warning restore 0414
[SerializeField]
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
[SerializeField]
private Color m_EffectColor = new Color(0f, 0f, 0f, 0.5f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2(1f, -1f);
[SerializeField]
private bool m_UseGraphicAlpha = true;
[SerializeField]
private bool m_UseGraphicAlpha = true;
private const float kMaxEffectDistance = 600f;
private const float kMaxEffectDistance = 600f;
public Color effectColor
{
get { return m_EffectColor; }
set
{
m_EffectColor = value;
if (graphic != null)
graphic.SetVerticesDirty ();
}
}
public Color effectColor
{
get { return m_EffectColor; }
set
{
m_EffectColor = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public Vector2 effectDistance
{
get { return m_EffectDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
public Vector2 effectDistance
{
get { return m_EffectDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (m_EffectDistance == value)
return;
if (m_EffectDistance == value)
return;
m_EffectDistance = value;
m_EffectDistance = value;
if (graphic != null)
graphic.SetVerticesDirty ();
}
}
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public bool useGraphicAlpha
{
get { return m_UseGraphicAlpha; }
set
{
m_UseGraphicAlpha = value;
if (graphic != null)
graphic.SetVerticesDirty ();
}
}
public bool useGraphicAlpha
{
get { return m_UseGraphicAlpha; }
set
{
m_UseGraphicAlpha = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
//################################
// Public Members.
//################################
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 2);
_SetDirty();
}
}
//################################
// Public Members.
//################################
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
[System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")]
public float blur
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 2);
_SetDirty();
}
}
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
public float blurFactor
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 2);
_SetDirty();
}
}
/// <summary>
/// How far is the blurring shadow from the graphic.
/// </summary>
public float blurFactor
{
get { return m_BlurFactor; }
set
{
m_BlurFactor = Mathf.Clamp(value, 0, 2);
_SetDirty();
}
}
/// <summary>
/// Shadow effect style.
/// </summary>
public ShadowStyle style
{
get { return m_Style; }
set
{
m_Style = value;
_SetDirty();
}
}
/// <summary>
/// Shadow effect style.
/// </summary>
public ShadowStyle style
{
get { return m_Style; }
set
{
m_Style = value;
_SetDirty();
}
}
/// <summary>
/// Gets or sets the parameter index.
/// </summary>
public int parameterIndex { get; set; }
/// <summary>
/// Gets or sets the parameter index.
/// </summary>
public int parameterIndex { get; set; }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public ParameterTexture ptex{ get; private set; }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public ParameterTexture ptex { get; private set; }
int _graphicVertexCount;
static readonly List<UIShadow> tmpShadows = new List<UIShadow>();
int _graphicVertexCount;
static readonly List<UIShadow> tmpShadows = new List<UIShadow>();
protected override void OnEnable()
{
base.OnEnable();
protected override void OnEnable()
{
base.OnEnable();
_uiEffect = GetComponent<UIEffect>();
if (_uiEffect)
{
ptex = _uiEffect.ptex;
ptex.Register(this);
}
_uiEffect = GetComponent<UIEffect>();
if (_uiEffect)
{
ptex = _uiEffect.ptex;
ptex.Register(this);
}
#if TMP_PRESENT
#if TMP_PRESENT
if (isTMPro)
{
textMeshPro.onCullStateChanged.AddListener (OnCullStateChanged);
}
#endif
}
#endif
}
protected override void OnDisable()
{
base.OnDisable();
_uiEffect = null;
if (ptex != null)
{
ptex.Unregister(this);
ptex = null;
}
}
protected override void OnDisable()
{
base.OnDisable();
_uiEffect = null;
if (ptex != null)
{
ptex.Unregister(this);
ptex = null;
}
}
#if UNITY_EDITOR
protected override void OnValidate ()
{
effectDistance = m_EffectDistance;
base.OnValidate ();
}
#endif
#if UNITY_EDITOR
protected override void OnValidate()
{
effectDistance = m_EffectDistance;
base.OnValidate();
}
#endif
#if TMP_PRESENT
#if TMP_PRESENT
protected void OnCullStateChanged (bool state)
{
SetVerticesDirty ();
@ -249,213 +248,213 @@ namespace Coffee.UIExtensions
}
base.LateUpdate ();
}
#endif
#endif
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled || vh.currentVertCount <= 0 || m_Style == ShadowStyle.None)
{
return;
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled || vh.currentVertCount <= 0 || m_Style == ShadowStyle.None)
{
return;
}
vh.GetUIVertexStream(s_Verts);
vh.GetUIVertexStream(s_Verts);
GetComponents<UIShadow>(tmpShadows);
GetComponents<UIShadow>(tmpShadows);
foreach (var s in tmpShadows)
{
if (s.isActiveAndEnabled)
{
if (s == this)
{
foreach (var s2 in tmpShadows)
{
s2._graphicVertexCount = s_Verts.Count;
}
}
break;
}
}
foreach (var s in tmpShadows)
{
if (s.isActiveAndEnabled)
{
if (s == this)
{
foreach (var s2 in tmpShadows)
{
s2._graphicVertexCount = s_Verts.Count;
}
}
break;
}
}
tmpShadows.Clear();
tmpShadows.Clear();
//================================
// Append shadow vertices.
//================================
{
_uiEffect = _uiEffect ?? GetComponent<UIEffect>();
var start = s_Verts.Count - _graphicVertexCount;
var end = s_Verts.Count;
//================================
// Append shadow vertices.
//================================
{
_uiEffect = _uiEffect ?? GetComponent<UIEffect>();
var start = s_Verts.Count - _graphicVertexCount;
var end = s_Verts.Count;
if (ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled)
{
ptex.SetData(this, 0, _uiEffect.effectFactor); // param.x : effect factor
ptex.SetData(this, 1, 255); // param.y : color factor
ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor
}
if (ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled)
{
ptex.SetData(this, 0, _uiEffect.effectFactor); // param.x : effect factor
ptex.SetData(this, 1, 255); // param.y : color factor
ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor
}
_ApplyShadow(s_Verts, effectColor, ref start, ref end, effectDistance, style, useGraphicAlpha);
}
_ApplyShadow(s_Verts, effectColor, ref start, ref end, effectDistance, style, useGraphicAlpha);
}
vh.Clear();
vh.AddUIVertexTriangleStream(s_Verts);
vh.Clear();
vh.AddUIVertexTriangleStream(s_Verts);
s_Verts.Clear();
}
s_Verts.Clear();
}
UIEffect _uiEffect;
UIEffect _uiEffect;
//################################
// Private Members.
//################################
static readonly List<UIVertex> s_Verts = new List<UIVertex>(4096);
//################################
// Private Members.
//################################
static readonly List<UIVertex> s_Verts = new List<UIVertex>(4096);
/// <summary>
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
/// </summary>
void _ApplyShadow(List<UIVertex> verts, Color color, ref int start, ref int end, Vector2 effectDistance, ShadowStyle style, bool useGraphicAlpha)
{
if (style == ShadowStyle.None || color.a <= 0)
return;
/// <summary>
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
/// </summary>
void _ApplyShadow(List<UIVertex> verts, Color color, ref int start, ref int end, Vector2 effectDistance, ShadowStyle style, bool useGraphicAlpha)
{
if (style == ShadowStyle.None || color.a <= 0)
return;
// Append Shadow.
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, effectDistance.y, useGraphicAlpha);
// Append Shadow.
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, effectDistance.y, useGraphicAlpha);
// Append Shadow3.
if (ShadowStyle.Shadow3 == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha);
}
// Append Shadow3.
if (ShadowStyle.Shadow3 == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha);
}
// Append Outline.
else if (ShadowStyle.Outline == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha);
}
// Append Outline.
else if (ShadowStyle.Outline == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha);
}
// Append Outline8.
else if (ShadowStyle.Outline8 == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha);
}
}
// Append Outline8.
else if (ShadowStyle.Outline8 == style)
{
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, -effectDistance.y, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha);
_ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha);
}
}
/// <summary>
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
/// </summary>
void _ApplyShadowZeroAlloc(List<UIVertex> verts, Color color, ref int start, ref int end, float x, float y, bool useGraphicAlpha)
{
// Check list capacity.
int count = end - start;
var neededCapacity = verts.Count + count;
if (verts.Capacity < neededCapacity)
verts.Capacity *= 2;
/// <summary>
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
/// </summary>
void _ApplyShadowZeroAlloc(List<UIVertex> verts, Color color, ref int start, ref int end, float x, float y, bool useGraphicAlpha)
{
// Check list capacity.
int count = end - start;
var neededCapacity = verts.Count + count;
if (verts.Capacity < neededCapacity)
verts.Capacity *= 2;
float normalizedIndex = ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled
? ptex.GetNormalizedIndex(this)
: -1;
float normalizedIndex = ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled
? ptex.GetNormalizedIndex(this)
: -1;
// Add
UIVertex vt = default(UIVertex);
for (int i = 0; i < count; i++)
{
verts.Add(vt);
}
// Add
UIVertex vt = default(UIVertex);
for (int i = 0; i < count; i++)
{
verts.Add(vt);
}
// Move
for (int i = verts.Count - 1; count <= i; i--)
{
verts[i] = verts[i - count];
}
// Move
for (int i = verts.Count - 1; count <= i; i--)
{
verts[i] = verts[i - count];
}
// Append shadow vertices to the front of list.
// * The original vertex is pushed backward.
for (int i = 0; i < count; ++i)
{
vt = verts[i + start + count];
// Append shadow vertices to the front of list.
// * The original vertex is pushed backward.
for (int i = 0; i < count; ++i)
{
vt = verts[i + start + count];
Vector3 v = vt.position;
vt.position.Set(v.x + x, v.y + y, v.z);
Vector3 v = vt.position;
vt.position.Set(v.x + x, v.y + y, v.z);
Color vertColor = effectColor;
vertColor.a = useGraphicAlpha ? color.a * vt.color.a / 255 : color.a;
vt.color = vertColor;
Color vertColor = effectColor;
vertColor.a = useGraphicAlpha ? color.a * vt.color.a / 255 : color.a;
vt.color = vertColor;
// Set UIEffect prameters
if (0 <= normalizedIndex)
{
vt.uv0 = new Vector2(
vt.uv0.x,
normalizedIndex
);
}
// Set UIEffect prameters
if (0 <= normalizedIndex)
{
vt.uv0 = new Vector2(
vt.uv0.x,
normalizedIndex
);
}
verts[i] = vt;
}
verts[i] = vt;
}
// Update next shadow offset.
start = end;
end = verts.Count;
}
// Update next shadow offset.
start = end;
end = verts.Count;
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
void _SetDirty()
{
if (graphic)
graphic.SetVerticesDirty();
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
void _SetDirty()
{
if (graphic)
graphic.SetVerticesDirty();
}
#if UNITY_EDITOR
public void OnBeforeSerialize()
{
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
EditorApplication.delayCall += UpgradeIfNeeded;
}
public void OnAfterDeserialize()
{
EditorApplication.delayCall += UpgradeIfNeeded;
}
#pragma warning disable 0612
void UpgradeIfNeeded()
{
if (0 < m_AdditionalShadows.Count)
{
foreach (var s in m_AdditionalShadows)
{
if (s.style == ShadowStyle.None)
{
continue;
}
#pragma warning disable 0612
void UpgradeIfNeeded()
{
if (0 < m_AdditionalShadows.Count)
{
foreach (var s in m_AdditionalShadows)
{
if (s.style == ShadowStyle.None)
{
continue;
}
var shadow = gameObject.AddComponent<UIShadow>();
shadow.style = s.style;
shadow.effectDistance = s.effectDistance;
shadow.effectColor = s.effectColor;
shadow.useGraphicAlpha = s.useGraphicAlpha;
shadow.blurFactor = s.blur;
}
m_AdditionalShadows = null;
}
}
#pragma warning restore 0612
var shadow = gameObject.AddComponent<UIShadow>();
shadow.style = s.style;
shadow.effectDistance = s.effectDistance;
shadow.effectColor = s.effectColor;
shadow.useGraphicAlpha = s.useGraphicAlpha;
shadow.blurFactor = s.blur;
}
m_AdditionalShadows = null;
}
}
#pragma warning restore 0612
#endif
}
}
}

View File

@ -1,408 +1,408 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using System.Collections;
#if UNITY_EDITOR
using System.IO;
using System.Linq;
using UnityEditor;
#endif
namespace Coffee.UIExtensions
{
/// <summary>
/// UIEffect.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIShiny", 2)]
public class UIShiny : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Shiny";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
/// <summary>
/// UIEffect.
/// </summary>
[AddComponentMenu("UI/UIEffect/UIShiny", 2)]
public class UIShiny : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Shiny";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
//################################
// Serialize Members.
//################################
[Tooltip("Location for shiny effect.")]
[FormerlySerializedAs("m_Location")]
[SerializeField] [Range(0, 1)] float m_EffectFactor = 0;
//################################
// Serialize Members.
//################################
[Tooltip("Location for shiny effect.")]
[FormerlySerializedAs("m_Location")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 0;
[Tooltip("Width for shiny effect.")]
[SerializeField] [Range(0, 1)] float m_Width = 0.25f;
[Tooltip("Width for shiny effect.")]
[SerializeField][Range(0, 1)] float m_Width = 0.25f;
[Tooltip("Rotation for shiny effect.")]
[SerializeField] [Range(-180, 180)] float m_Rotation;
[Tooltip("Rotation for shiny effect.")]
[SerializeField][Range(-180, 180)] float m_Rotation;
[Tooltip("Softness for shiny effect.")]
[SerializeField][Range(0.01f, 1)] float m_Softness = 1f;
[Tooltip("Softness for shiny effect.")]
[SerializeField][Range(0.01f, 1)] float m_Softness = 1f;
[Tooltip("Brightness for shiny effect.")]
[FormerlySerializedAs("m_Alpha")]
[SerializeField][Range(0, 1)] float m_Brightness = 1f;
[Tooltip("Brightness for shiny effect.")]
[FormerlySerializedAs("m_Alpha")]
[SerializeField][Range(0, 1)] float m_Brightness = 1f;
[Tooltip("Gloss factor for shiny effect.")]
[FormerlySerializedAs("m_Highlight")]
[SerializeField][Range(0, 1)] float m_Gloss = 1;
[Tooltip("Gloss factor for shiny effect.")]
[FormerlySerializedAs("m_Highlight")]
[SerializeField][Range(0, 1)] float m_Gloss = 1;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] protected EffectArea m_EffectArea;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] protected EffectArea m_EffectArea;
[SerializeField] EffectPlayer m_Player;
[SerializeField] EffectPlayer m_Player;
#pragma warning disable 0414
[Obsolete][HideInInspector]
[SerializeField] bool m_Play = false;
[Obsolete][HideInInspector]
[SerializeField] bool m_Loop = false;
[Obsolete][HideInInspector]
[SerializeField][Range(0.1f, 10)] float m_Duration = 1;
[Obsolete][HideInInspector]
[SerializeField][Range(0, 10)] float m_LoopDelay = 1;
[Obsolete][HideInInspector]
[SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal;
#pragma warning restore 0414
#pragma warning disable 0414
[Obsolete]
[HideInInspector]
[SerializeField] bool m_Play = false;
[Obsolete]
[HideInInspector]
[SerializeField] bool m_Loop = false;
[Obsolete]
[HideInInspector]
[SerializeField][Range(0.1f, 10)] float m_Duration = 1;
[Obsolete]
[HideInInspector]
[SerializeField][Range(0, 10)] float m_LoopDelay = 1;
[Obsolete]
[HideInInspector]
[SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal;
#pragma warning restore 0414
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float location
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
[System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")]
public float location
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(start) and 1(end).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Width for shiny effect.
/// </summary>
public float width
{
get { return m_Width; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Width, value))
{
m_Width = value;
SetDirty();
}
}
}
/// <summary>
/// Width for shiny effect.
/// </summary>
public float width
{
get { return m_Width; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Width, value))
{
m_Width = value;
SetDirty();
}
}
}
/// <summary>
/// Softness for shiny effect.
/// </summary>
public float softness
{
get { return m_Softness; }
set
{
value = Mathf.Clamp(value, 0.01f, 1);
if (!Mathf.Approximately(m_Softness, value))
{
m_Softness = value;
SetDirty();
}
}
}
/// <summary>
/// Softness for shiny effect.
/// </summary>
public float softness
{
get { return m_Softness; }
set
{
value = Mathf.Clamp(value, 0.01f, 1);
if (!Mathf.Approximately(m_Softness, value))
{
m_Softness = value;
SetDirty();
}
}
}
/// <summary>
/// Brightness for shiny effect.
/// </summary>
[System.Obsolete("Use brightness instead (UnityUpgradable) -> brightness")]
public float alpha
{
get { return m_Brightness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Brightness, value))
{
m_Brightness = value;
SetDirty();
}
}
}
/// <summary>
/// Brightness for shiny effect.
/// </summary>
[System.Obsolete("Use brightness instead (UnityUpgradable) -> brightness")]
public float alpha
{
get { return m_Brightness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Brightness, value))
{
m_Brightness = value;
SetDirty();
}
}
}
/// <summary>
/// Brightness for shiny effect.
/// </summary>
public float brightness
{
get { return m_Brightness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Brightness, value))
{
m_Brightness = value;
SetDirty();
}
}
}
/// <summary>
/// Brightness for shiny effect.
/// </summary>
public float brightness
{
get { return m_Brightness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Brightness, value))
{
m_Brightness = value;
SetDirty();
}
}
}
/// <summary>
/// Gloss factor for shiny effect.
/// </summary>
[System.Obsolete("Use gloss instead (UnityUpgradable) -> gloss")]
public float highlight
{
get { return m_Gloss; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Gloss, value))
{
m_Gloss = value;
SetDirty();
}
}
}
/// <summary>
/// Gloss factor for shiny effect.
/// </summary>
[System.Obsolete("Use gloss instead (UnityUpgradable) -> gloss")]
public float highlight
{
get { return m_Gloss; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Gloss, value))
{
m_Gloss = value;
SetDirty();
}
}
}
/// <summary>
/// Gloss factor for shiny effect.
/// </summary>
public float gloss
{
get { return m_Gloss; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Gloss, value))
{
m_Gloss = value;
SetDirty();
}
}
}
/// <summary>
/// Gloss factor for shiny effect.
/// </summary>
public float gloss
{
get { return m_Gloss; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_Gloss, value))
{
m_Gloss = value;
SetDirty();
}
}
}
/// <summary>
/// Rotation for shiny effect.
/// </summary>
public float rotation
{
get { return m_Rotation; }
set
{
if (!Mathf.Approximately(m_Rotation, value))
{
m_Rotation = _lastRotation = value;
SetVerticesDirty ();
}
}
}
/// <summary>
/// Rotation for shiny effect.
/// </summary>
public float rotation
{
get { return m_Rotation; }
set
{
if (!Mathf.Approximately(m_Rotation, value))
{
m_Rotation = _lastRotation = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// The area for effect.
/// </summary>
public EffectArea effectArea
{
get { return m_EffectArea; }
set
{
if (m_EffectArea != value)
{
m_EffectArea = value;
SetVerticesDirty ();
}
}
}
/// <summary>
/// The area for effect.
/// </summary>
public EffectArea effectArea
{
get { return m_EffectArea; }
set
{
if (m_EffectArea != value)
{
m_EffectArea = value;
SetVerticesDirty();
}
}
}
/// <summary>
/// Play shinning on enable.
/// </summary>
[System.Obsolete ("Use Play/Stop method instead")]
public bool play { get { return _player.play; } set { _player.play = value; } }
/// <summary>
/// Play shinning on enable.
/// </summary>
[System.Obsolete("Use Play/Stop method instead")]
public bool play { get { return _player.play; } set { _player.play = value; } }
/// <summary>
/// Play shinning loop.
/// </summary>
[System.Obsolete]
public bool loop { get { return _player.loop; } set { _player.loop = value; } }
/// <summary>
/// Play shinning loop.
/// </summary>
[System.Obsolete]
public bool loop { get { return _player.loop; } set { _player.loop = value; } }
/// <summary>
/// Shinning duration.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Shinning duration.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Delay on loop.
/// </summary>
[System.Obsolete]
public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } }
/// <summary>
/// Delay on loop.
/// </summary>
[System.Obsolete]
public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } }
/// <summary>
/// Shinning update mode.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Shinning update mode.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable(f => effectFactor = f);
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable(f => effectFactor = f);
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
_player.OnDisable();
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
_player.OnDisable();
}
#if UNITY_EDITOR
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
protected override Material GetMaterial()
{
if (isTMPro)
{
return null;
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName));
}
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName));
}
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
_player.play = m_Play;
_player.duration = m_Duration;
_player.loop = m_Loop;
_player.loopDelay = m_LoopDelay;
_player.updateMode = m_UpdateMode;
}
}
#pragma warning restore 0612
#pragma warning disable 0612
protected override void UpgradeIfNeeded()
{
// Upgrade for v3.0.0
if (IsShouldUpgrade(300))
{
_player.play = m_Play;
_player.duration = m_Duration;
_player.loop = m_Loop;
_player.loopDelay = m_LoopDelay;
_player.updateMode = m_UpdateMode;
}
}
#pragma warning restore 0612
#endif
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
return;
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex(this);
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex(this);
// rect.
Rect rect = m_EffectArea.GetEffectArea (vh, rectTransform.rect);
// rect.
Rect rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect);
// rotation.
float rad = m_Rotation * Mathf.Deg2Rad;
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
dir.x *= rect.height / rect.width;
dir = dir.normalized;
// rotation.
float rad = m_Rotation * Mathf.Deg2Rad;
Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
dir.x *= rect.height / rect.width;
dir = dir.normalized;
// Calculate vertex position.
UIVertex vertex = default(UIVertex);
Vector2 nomalizedPos;
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetNormalizedFactor (i, localMatrix, vertex.position, isText, out nomalizedPos);
// Calculate vertex position.
UIVertex vertex = default(UIVertex);
Vector2 nomalizedPos;
Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetNormalizedFactor(i, localMatrix, vertex.position, isText, out nomalizedPos);
vertex.uv0 = new Vector2 (
Packer.ToFloat (vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat (nomalizedPos.y, normalizedIndex)
);
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat(nomalizedPos.y, normalizedIndex)
);
vh.SetUIVertex(vertex, i);
}
}
vh.SetUIVertex(vertex, i);
}
}
/// <summary>
/// Play effect.
/// </summary>
public void Play(bool reset = true)
{
_player.Play(reset);
}
/// <summary>
/// Play effect.
/// </summary>
public void Play(bool reset = true)
{
_player.Play(reset);
}
/// <summary>
/// Stop effect.
/// </summary>
public void Stop(bool reset = true)
{
_player.Stop(reset);
}
/// <summary>
/// Stop effect.
/// </summary>
public void Stop(bool reset = true)
{
_player.Stop(reset);
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial (m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : location
ptex.SetData(this, 1, m_Width); // param1.y : width
ptex.SetData(this, 2, m_Softness); // param1.z : softness
ptex.SetData(this, 3, m_Brightness);// param1.w : blightness
ptex.SetData(this, 4, m_Gloss); // param2.x : gloss
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial(m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : location
ptex.SetData(this, 1, m_Width); // param1.y : width
ptex.SetData(this, 2, m_Softness); // param1.z : softness
ptex.SetData(this, 3, m_Brightness);// param1.w : blightness
ptex.SetData(this, 4, m_Gloss); // param2.x : gloss
if (!Mathf.Approximately(_lastRotation, m_Rotation) && targetGraphic)
{
_lastRotation = m_Rotation;
SetVerticesDirty();
}
}
if (!Mathf.Approximately(_lastRotation, m_Rotation) && targetGraphic)
{
_lastRotation = m_Rotation;
SetVerticesDirty();
}
}
//################################
// Private Members.
//################################
float _lastRotation;
//################################
// Private Members.
//################################
float _lastRotation;
EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
EffectPlayer _player { get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
}

View File

@ -1,356 +1,355 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions
{
/// <summary>
/// Transition effect.
/// </summary>
[AddComponentMenu("UI/UIEffect/UITransitionEffect", 5)]
public class UITransitionEffect : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Transition";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
/// <summary>
/// Transition effect.
/// </summary>
[AddComponentMenu("UI/UIEffect/UITransitionEffect", 5)]
public class UITransitionEffect : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Transition";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
Fade = 1,
Cutoff = 2,
Dissolve = 3,
}
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
Fade = 1,
Cutoff = 2,
Dissolve = 3,
}
//################################
// Serialize Members.
//################################
[Tooltip("Effect mode.")]
[SerializeField] EffectMode m_EffectMode = EffectMode.Cutoff;
//################################
// Serialize Members.
//################################
[Tooltip("Effect mode.")]
[SerializeField] EffectMode m_EffectMode = EffectMode.Cutoff;
[Tooltip("Effect factor between 0(hidden) and 1(shown).")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
[Tooltip("Effect factor between 0(hidden) and 1(shown).")]
[SerializeField][Range(0, 1)] float m_EffectFactor = 1;
[Tooltip("Transition texture (single channel texture).")]
[SerializeField] Texture m_TransitionTexture;
[Tooltip("Transition texture (single channel texture).")]
[SerializeField] Texture m_TransitionTexture;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] EffectArea m_EffectArea = EffectArea.RectTransform;
[Header("Advanced Option")]
[Tooltip("The area for effect.")]
[SerializeField] EffectArea m_EffectArea = EffectArea.RectTransform;
[Tooltip("Keep effect aspect ratio.")]
[SerializeField] bool m_KeepAspectRatio;
[Tooltip("Keep effect aspect ratio.")]
[SerializeField] bool m_KeepAspectRatio;
[Tooltip("Dissolve edge width.")]
[SerializeField] [Range(0, 1)] float m_DissolveWidth = 0.5f;
[Tooltip("Dissolve edge width.")]
[SerializeField][Range(0, 1)] float m_DissolveWidth = 0.5f;
[Tooltip("Dissolve edge softness.")]
[SerializeField] [Range(0, 1)] float m_DissolveSoftness = 0.5f;
[Tooltip("Dissolve edge softness.")]
[SerializeField][Range(0, 1)] float m_DissolveSoftness = 0.5f;
[Tooltip("Dissolve edge color.")]
[SerializeField] [ColorUsage(false)] Color m_DissolveColor = new Color(0.0f, 0.25f, 1.0f);
[Tooltip("Dissolve edge color.")]
[SerializeField][ColorUsage(false)] Color m_DissolveColor = new Color(0.0f, 0.25f, 1.0f);
[Tooltip("Disable graphic's raycast target on hidden.")]
[SerializeField] bool m_PassRayOnHidden;
[Tooltip("Disable graphic's raycast target on hidden.")]
[SerializeField] bool m_PassRayOnHidden;
[Header("Effect Player")]
[SerializeField] EffectPlayer m_Player;
[Header("Effect Player")]
[SerializeField] EffectPlayer m_Player;
//################################
// Public Members.
//################################
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Transition texture.
/// </summary>
public Texture transitionTexture
{
get { return m_TransitionTexture; }
set
{
if (m_TransitionTexture != value)
{
m_TransitionTexture = value;
if (graphic)
{
ModifyMaterial();
}
}
}
}
/// <summary>
/// Transition texture.
/// </summary>
public Texture transitionTexture
{
get { return m_TransitionTexture; }
set
{
if (m_TransitionTexture != value)
{
m_TransitionTexture = value;
if (graphic)
{
ModifyMaterial();
}
}
}
}
/// <summary>
/// Effect mode.
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Effect mode.
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Keep aspect ratio.
/// </summary>
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio != value)
{
m_KeepAspectRatio = value;
targetGraphic.SetVerticesDirty();
}
}
}
/// <summary>
/// Keep aspect ratio.
/// </summary>
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio != value)
{
m_KeepAspectRatio = value;
targetGraphic.SetVerticesDirty();
}
}
}
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Dissolve edge width.
/// </summary>
public float dissolveWidth
{
get { return m_DissolveWidth; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveWidth, value))
{
m_DissolveWidth = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge width.
/// </summary>
public float dissolveWidth
{
get { return m_DissolveWidth; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveWidth, value))
{
m_DissolveWidth = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge softness.
/// </summary>
public float dissolveSoftness
{
get { return m_DissolveSoftness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveSoftness, value))
{
m_DissolveSoftness = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge softness.
/// </summary>
public float dissolveSoftness
{
get { return m_DissolveSoftness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveSoftness, value))
{
m_DissolveSoftness = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge color.
/// </summary>
public Color dissolveColor
{
get { return m_DissolveColor; }
set
{
if (m_DissolveColor != value)
{
m_DissolveColor = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge color.
/// </summary>
public Color dissolveColor
{
get { return m_DissolveColor; }
set
{
if (m_DissolveColor != value)
{
m_DissolveColor = value;
SetDirty();
}
}
}
/// <summary>
/// Duration for showing/hiding.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Duration for showing/hiding.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Disable graphic's raycast target on hidden.
/// </summary>
public bool passRayOnHidden { get { return m_PassRayOnHidden; } set { m_PassRayOnHidden = value; } }
/// <summary>
/// Disable graphic's raycast target on hidden.
/// </summary>
public bool passRayOnHidden { get { return m_PassRayOnHidden; } set { m_PassRayOnHidden = value; } }
/// <summary>
/// Update mode for showing/hiding.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Update mode for showing/hiding.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Show transition.
/// </summary>
public void Show(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = f);
}
/// <summary>
/// Show transition.
/// </summary>
public void Show(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = f);
}
/// <summary>
/// Hide transition.
/// </summary>
public void Hide(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = 1 - f);
}
/// <summary>
/// Hide transition.
/// </summary>
public void Hide(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = 1 - f);
}
/// <summary>
/// Modifies the material.
/// </summary>
public override void ModifyMaterial()
{
if (isTMPro)
{
return;
}
/// <summary>
/// Modifies the material.
/// </summary>
public override void ModifyMaterial()
{
if (isTMPro)
{
return;
}
ulong hash = (m_TransitionTexture ? (uint)m_TransitionTexture.GetInstanceID() : 0) + ((ulong)2 << 32) + ((ulong)m_EffectMode << 36);
if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial))
{
MaterialCache.Unregister(_materialCache);
_materialCache = null;
}
ulong hash = (m_TransitionTexture ? (uint)m_TransitionTexture.GetInstanceID() : 0) + ((ulong)2 << 32) + ((ulong)m_EffectMode << 36);
if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial))
{
MaterialCache.Unregister(_materialCache);
_materialCache = null;
}
if (!isActiveAndEnabled || !m_EffectMaterial)
{
material = null;
}
else if (!m_TransitionTexture)
{
material = m_EffectMaterial;
}
else if (_materialCache != null && _materialCache.hash == hash)
{
material = _materialCache.material;
}
else
{
_materialCache = MaterialCache.Register(hash, m_TransitionTexture, () =>
{
var mat = new Material(m_EffectMaterial);
mat.name += "_" + m_TransitionTexture.name;
mat.SetTexture("_NoiseTex", m_TransitionTexture);
return mat;
});
material = _materialCache.material;
}
}
if (!isActiveAndEnabled || !m_EffectMaterial)
{
material = null;
}
else if (!m_TransitionTexture)
{
material = m_EffectMaterial;
}
else if (_materialCache != null && _materialCache.hash == hash)
{
material = _materialCache.material;
}
else
{
_materialCache = MaterialCache.Register(hash, m_TransitionTexture, () =>
{
var mat = new Material(m_EffectMaterial);
mat.name += "_" + m_TransitionTexture.name;
mat.SetTexture("_NoiseTex", m_TransitionTexture);
return mat;
});
material = _materialCache.material;
}
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
{
return;
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
{
return;
}
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex (this);
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex(this);
// rect.
var tex = transitionTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1;
Rect rect = m_EffectArea.GetEffectArea (vh, rectTransform.rect, aspectRatio);
// rect.
var tex = transitionTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1;
Rect rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio);
// Set prameters to vertex.
UIVertex vertex = default(UIVertex);
float x, y;
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetPositionFactor (i, rect, vertex.position, isText, isTMPro, out x, out y);
// Set prameters to vertex.
UIVertex vertex = default(UIVertex);
float x, y;
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetPositionFactor(i, rect, vertex.position, isText, isTMPro, out x, out y);
vertex.uv0 = new Vector2 (
Packer.ToFloat (vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat (x, y, normalizedIndex)
);
vh.SetUIVertex(vertex, i);
}
}
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat(x, y, normalizedIndex)
);
vh.SetUIVertex(vertex, i);
}
}
//################################
// Protected Members.
//################################
//################################
// Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable(null);
_player.loop = false;
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable(null);
_player.loop = false;
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable ();
MaterialCache.Unregister(_materialCache);
_materialCache = null;
_player.OnDisable();
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
MaterialCache.Unregister(_materialCache);
_materialCache = null;
_player.OnDisable();
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial (m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : effect factor
if (m_EffectMode == EffectMode.Dissolve)
{
ptex.SetData(this, 1, m_DissolveWidth); // param1.y : width
ptex.SetData(this, 2, m_DissolveSoftness); // param1.z : softness
ptex.SetData(this, 4, m_DissolveColor.r); // param2.x : red
ptex.SetData(this, 5, m_DissolveColor.g); // param2.y : green
ptex.SetData(this, 6, m_DissolveColor.b); // param2.z : blue
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial(m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : effect factor
if (m_EffectMode == EffectMode.Dissolve)
{
ptex.SetData(this, 1, m_DissolveWidth); // param1.y : width
ptex.SetData(this, 2, m_DissolveSoftness); // param1.z : softness
ptex.SetData(this, 4, m_DissolveColor.r); // param2.x : red
ptex.SetData(this, 5, m_DissolveColor.g); // param2.y : green
ptex.SetData(this, 6, m_DissolveColor.b); // param2.z : blue
}
// Disable graphic's raycastTarget on hidden.
if (m_PassRayOnHidden)
{
targetGraphic.raycastTarget = 0 < m_EffectFactor;
}
}
// Disable graphic's raycastTarget on hidden.
if (m_PassRayOnHidden)
{
targetGraphic.raycastTarget = 0 < m_EffectFactor;
}
}
#if UNITY_EDITOR
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode);
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode);
}
#endif
//################################
// Private Members.
//################################
MaterialCache _materialCache = null;
//################################
// Private Members.
//################################
MaterialCache _materialCache = null;
EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
EffectPlayer _player { get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
}

View File

@ -2,7 +2,6 @@
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
@ -11,7 +10,7 @@ using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
public static class DOTweenModuleAudio
{
#region Shortcuts
@ -50,11 +49,12 @@ namespace DG.Tweening
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
TweenerCore<float, float, FloatOptions> t = DOTween.To(() =>
{
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x => target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}

View File

@ -1,6 +1,4 @@
using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;

View File

@ -2,7 +2,6 @@
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
@ -13,7 +12,7 @@ using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics
public static class DOTweenModulePhysics
{
#region Shortcuts
@ -116,8 +115,10 @@ namespace DG.Tweening
.SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
yTween.OnUpdate(() =>
{
if (!offsetYSet)
{
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
@ -211,6 +212,6 @@ namespace DG.Tweening
#endregion
#endregion
}
}
}
#endif

View File

@ -2,7 +2,6 @@
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Core.PathCore;
@ -12,7 +11,7 @@ using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModulePhysics2D
public static class DOTweenModulePhysics2D
{
#region Shortcuts
@ -87,8 +86,10 @@ namespace DG.Tweening
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
yTween.OnUpdate(() => {
if (!offsetYSet) {
yTween.OnUpdate(() =>
{
if (!offsetYSet)
{
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
@ -188,6 +189,6 @@ namespace DG.Tweening
#endregion
#endregion
}
}
}
#endif

View File

@ -2,15 +2,14 @@
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
public static class DOTweenModuleSprite
{
#region Shortcuts
@ -45,9 +44,11 @@ namespace DG.Tweening
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
for (int i = 0; i < len; ++i)
{
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
if (i == 0 && c.time <= 0)
{
target.color = c.color;
continue;
}
@ -75,11 +76,12 @@ namespace DG.Tweening
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
return DOTween.To(() => to, x =>
{
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
@ -88,6 +90,6 @@ namespace DG.Tweening
#endregion
#endregion
}
}
}
#endif

View File

@ -3,21 +3,20 @@
#if true // MODULE_MARKER
using System;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Options;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
using Outline = UnityEngine.UI.Outline;
using Text = UnityEngine.UI.Text;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleUI
public static class DOTweenModuleUI
{
#region Shortcuts
@ -102,9 +101,11 @@ namespace DG.Tweening
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
for (int i = 0; i < len; ++i)
{
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
if (i == 0 && c.time <= 0)
{
target.color = c.color;
continue;
}
@ -127,10 +128,11 @@ namespace DG.Tweening
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
target.flexibleWidth = x.x;
target.flexibleHeight = x.y;
}, endValue, duration);
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x =>
{
target.flexibleWidth = x.x;
target.flexibleHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
@ -141,7 +143,8 @@ namespace DG.Tweening
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x =>
{
target.minWidth = x.x;
target.minHeight = x.y;
}, endValue, duration);
@ -155,7 +158,8 @@ namespace DG.Tweening
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x =>
{
target.preferredWidth = x.x;
target.preferredHeight = x.y;
}, endValue, duration);
@ -404,13 +408,15 @@ namespace DG.Tweening
Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
.SetLoops(numJumps * 2, LoopType.Yoyo)
.OnStart(()=> startPosY = target.anchoredPosition.y);
.OnStart(() => startPosY = target.anchoredPosition.y);
s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
).Join(yTween)
.SetTarget(target).SetEase(DOTween.defaultEaseType);
s.OnUpdate(() => {
if (!offsetYSet) {
s.OnUpdate(() =>
{
if (!offsetYSet)
{
offsetYSet = true;
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
}
@ -434,7 +440,8 @@ namespace DG.Tweening
public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
x => {
x =>
{
target.horizontalNormalizedPosition = x.x;
target.verticalNormalizedPosition = x.y;
}, endValue, duration)
@ -498,10 +505,12 @@ namespace DG.Tweening
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
public static TweenerCore<int, int, NoOptions> DOCounter(
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
){
)
{
int v = fromValue;
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x =>
{
v = x;
target.text = addThousandsSeparator
? v.ToString("N0", cInfo)
@ -532,7 +541,8 @@ namespace DG.Tweening
/// Leave it to NULL (default) to use default ones</param>
public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
if (endValue == null) {
if (endValue == null)
{
if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
endValue = "";
}
@ -557,7 +567,8 @@ namespace DG.Tweening
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
return DOTween.To(() => to, x =>
{
Color diff = x - to;
to = x;
target.color += diff;
@ -578,7 +589,8 @@ namespace DG.Tweening
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
return DOTween.To(() => to, x =>
{
Color diff = x - to;
to = x;
target.color += diff;
@ -599,7 +611,8 @@ namespace DG.Tweening
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
return DOTween.To(() => to, x =>
{
Color diff = x - to;
to = x;
target.color += diff;
@ -657,6 +670,6 @@ namespace DG.Tweening
return to.anchoredPosition + localPoint - pivotDerivedOffset;
}
}
}
}
}
#endif

View File

@ -1,10 +1,9 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
//using Task = System.Threading.Tasks.Task;
//#endif
@ -29,9 +28,11 @@ namespace DG.Tweening
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
for (int i = 0; i < len; ++i)
{
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
if (i == 0 && c.time <= 0)
{
target.color = c.color;
continue;
}
@ -54,9 +55,11 @@ namespace DG.Tweening
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
for (int i = 0; i < len; ++i)
{
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
if (i == 0 && c.time <= 0)
{
target.SetColor(property, c.color);
continue;
}
@ -80,7 +83,8 @@ namespace DG.Tweening
/// </summary>
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -94,7 +98,8 @@ namespace DG.Tweening
/// </summary>
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -108,7 +113,8 @@ namespace DG.Tweening
/// </summary>
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -123,7 +129,8 @@ namespace DG.Tweening
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -139,7 +146,8 @@ namespace DG.Tweening
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -154,7 +162,8 @@ namespace DG.Tweening
/// </summary>
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return null;
}
@ -175,7 +184,8 @@ namespace DG.Tweening
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (!target.HasProperty(propertyID))
{
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
@ -191,7 +201,8 @@ namespace DG.Tweening
/// <param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
{
if (!target.HasProperty(propertyID)) {
if (!target.HasProperty(propertyID))
{
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
return null;
}
@ -215,7 +226,8 @@ namespace DG.Tweening
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -229,7 +241,8 @@ namespace DG.Tweening
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -243,7 +256,8 @@ namespace DG.Tweening
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -258,7 +272,8 @@ namespace DG.Tweening
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -274,7 +289,8 @@ namespace DG.Tweening
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -288,7 +304,8 @@ namespace DG.Tweening
/// </summary>
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
{
if (!t.active) {
if (!t.active)
{
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
return;
}
@ -312,9 +329,13 @@ namespace DG.Tweening
{
public class WaitForCompletion : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.IsComplete();
}}
public override bool keepWaiting
{
get
{
return t.active && !t.IsComplete();
}
}
readonly Tween t;
public WaitForCompletion(Tween tween)
{
@ -324,9 +345,13 @@ namespace DG.Tweening
public class WaitForRewind : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
}}
public override bool keepWaiting
{
get
{
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
}
}
readonly Tween t;
public WaitForRewind(Tween tween)
{
@ -336,9 +361,13 @@ namespace DG.Tweening
public class WaitForKill : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active;
}}
public override bool keepWaiting
{
get
{
return t.active;
}
}
readonly Tween t;
public WaitForKill(Tween tween)
{
@ -348,9 +377,13 @@ namespace DG.Tweening
public class WaitForElapsedLoops : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.CompletedLoops() < elapsedLoops;
}}
public override bool keepWaiting
{
get
{
return t.active && t.CompletedLoops() < elapsedLoops;
}
}
readonly Tween t;
readonly int elapsedLoops;
public WaitForElapsedLoops(Tween tween, int elapsedLoops)
@ -362,9 +395,13 @@ namespace DG.Tweening
public class WaitForPosition : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && t.position * (t.CompletedLoops() + 1) < position;
}}
public override bool keepWaiting
{
get
{
return t.active && t.position * (t.CompletedLoops() + 1) < position;
}
}
readonly Tween t;
readonly float position;
public WaitForPosition(Tween tween, float position)
@ -376,9 +413,13 @@ namespace DG.Tweening
public class WaitForStart : CustomYieldInstruction
{
public override bool keepWaiting { get {
return t.active && !t.playedOnce;
}}
public override bool keepWaiting
{
get
{
return t.active && !t.playedOnce;
}
}
readonly Tween t;
public WaitForStart(Tween tween)
{

View File

@ -1,12 +1,12 @@
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
using System;
using System.Reflection;
using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening
@ -69,7 +69,7 @@ namespace DG.Tweening
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
@ -128,13 +128,16 @@ namespace DG.Tweening
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
)
{
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
if (tweenRigidbody)
{
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
if (rBody != null)
{
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
@ -143,9 +146,11 @@ namespace DG.Tweening
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
if (!rBodyFoundAndTweened && tweenRigidbody)
{
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
if (rBody2D != null)
{
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
@ -153,7 +158,8 @@ namespace DG.Tweening
}
}
#endif
if (!rBodyFoundAndTweened) {
if (!rBodyFoundAndTweened)
{
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);

View File

@ -0,0 +1,104 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!74 &7400000
AnimationClip:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Disable
serializedVersion: 7
m_Legacy: 0
m_Compressed: 0
m_UseHighQualityCurve: 1
m_RotationCurves: []
m_CompressedRotationCurves: []
m_EulerCurves: []
m_PositionCurves: []
m_ScaleCurves: []
m_FloatCurves:
- serializedVersion: 2
curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_Alpha
path:
classID: 225
script: {fileID: 0}
flags: 0
m_PPtrCurves: []
m_SampleRate: 60
m_WrapMode: 0
m_Bounds:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 0, y: 0, z: 0}
m_ClipBindingConstant:
genericBindings:
- serializedVersion: 2
path: 0
attribute: 1574349066
script: {fileID: 0}
typeID: 225
customType: 0
isPPtrCurve: 0
isIntCurve: 0
isSerializeReferenceCurve: 0
pptrCurveMapping: []
m_AnimationClipSettings:
serializedVersion: 2
m_AdditiveReferencePoseClip: {fileID: 0}
m_AdditiveReferencePoseTime: 0
m_StartTime: 0
m_StopTime: 0
m_OrientationOffsetY: 0
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
m_LoopBlendPositionXZ: 0
m_KeepOriginalOrientation: 0
m_KeepOriginalPositionY: 1
m_KeepOriginalPositionXZ: 0
m_HeightFromFeet: 0
m_Mirror: 0
m_EditorCurves:
- serializedVersion: 2
curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_Alpha
path:
classID: 225
script: {fileID: 0}
flags: 0
m_EulerEditorCurves: []
m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0
m_Events: []

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 25f1c28c99920124189b7173731c38b5
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
assetBundleVariant:

View File

@ -528,6 +528,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5f9054446a969bf4eaf7998f3ba23334, type: 3}
m_Name:
m_EditorClassIdentifier:
animator: {fileID: 8744505332349586225}
--- !u!1 &2500436782395572584
GameObject:
m_ObjectHideFlags: 0
@ -649,7 +650,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 300, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 0.5}
--- !u!114 &4478785627166277611
MonoBehaviour:

View File

@ -1,5 +1,57 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1101 &-6499513247890378152
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: active
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -2169522966389634846}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.1
m_TransitionOffset: 0
m_ExitTime: 0.875
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &-2169522966389634846
AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Disable
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: 8949275168816232509}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: 25f1c28c99920124189b7173731c38b5, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@ -8,7 +60,19 @@ AnimatorController:
m_PrefabAsset: {fileID: 0}
m_Name: SelectBorder
serializedVersion: 5
m_AnimatorParameters: []
m_AnimatorParameters:
- m_Name: active
m_Type: 4
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
- m_Name: reactive
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
@ -33,7 +97,10 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 5956899137579874003}
m_Position: {x: 340, y: 100, z: 0}
m_Position: {x: 380, y: 70, z: 0}
- serializedVersion: 1
m_State: {fileID: -2169522966389634846}
m_Position: {x: 350, y: 200, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
@ -44,6 +111,31 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 5956899137579874003}
--- !u!1101 &1182501105974621518
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 1
m_ConditionEvent: reactive
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 5956899137579874003}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 0.875
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &5956899137579874003
AnimatorState:
serializedVersion: 6
@ -51,10 +143,12 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: DEFAULT
m_Name: Enable
m_Speed: 1.6
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: -6499513247890378152}
- {fileID: 1182501105974621518}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@ -70,3 +164,28 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &8949275168816232509
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 1
m_ConditionEvent: active
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 5956899137579874003}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.1
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1

View File

@ -1,27 +1,27 @@
using AxibugEmuOnline.Client.Manager;
using AxibugEmuOnline.Client.Network;
using System.Collections;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
using static AxibugEmuOnline.Client.HttpAPI;
using static AxibugEmuOnline.Client.Manager.LogManager;
namespace AxibugEmuOnline.Client.ClientCore
{
public static class App
{
public static string TokenStr;
public static string IP;
public static int Port;
public static LogManager log;
public static NetworkHelper network;
public static AppLogin login;
public static AppChat chat;
public static UserDataManager user;
//public static AppNetGame netgame;
public static AppEmu emu;
using AxibugEmuOnline.Client.Manager;
using AxibugEmuOnline.Client.Network;
using System.Collections;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
using static AxibugEmuOnline.Client.HttpAPI;
using static AxibugEmuOnline.Client.Manager.LogManager;
namespace AxibugEmuOnline.Client.ClientCore
{
public static class App
{
public static string TokenStr;
public static string IP;
public static int Port;
public static LogManager log;
public static NetworkHelper network;
public static AppLogin login;
public static AppChat chat;
public static UserDataManager user;
//public static AppNetGame netgame;
public static AppEmu emu;
public static RomLib nesRomLib;
public static HttpAPI httpAPI;
public static CacheManager CacheMgr;
@ -39,50 +39,50 @@ namespace AxibugEmuOnline.Client.ClientCore
#else
public static string PersistentDataPath => Application.persistentDataPath;
#endif
public static void Init(Initer initer)
{
settings = new AppSettings();
log = new LogManager();
LogManager.OnLog += OnNoSugarNetLog;
network = new NetworkHelper();
login = new AppLogin();
chat = new AppChat();
user = new UserDataManager();
emu = new AppEmu();
//netgame = new AppNetGame();
httpAPI = new HttpAPI();
nesRomLib = new RomLib(EnumPlatform.NES);
CacheMgr = new CacheManager();
public static void Init(Initer initer)
{
settings = new AppSettings();
log = new LogManager();
LogManager.OnLog += OnNoSugarNetLog;
network = new NetworkHelper();
login = new AppLogin();
chat = new AppChat();
user = new UserDataManager();
emu = new AppEmu();
//netgame = new AppNetGame();
httpAPI = new HttpAPI();
nesRomLib = new RomLib(EnumPlatform.NES);
CacheMgr = new CacheManager();
roomMgr = new AppRoom();
share = new AppShare();
filter = new FilterManager(initer.m_filterVolume, initer.m_filterPreview, initer.m_xmbBg);
var go = new GameObject("[AppAxibugEmuOnline]");
GameObject.DontDestroyOnLoad(go);
tickLoop = go.AddComponent<TickLoop>();
coRunner = go.AddComponent<CoroutineRunner>();
var go = new GameObject("[AppAxibugEmuOnline]");
GameObject.DontDestroyOnLoad(go);
tickLoop = go.AddComponent<TickLoop>();
coRunner = go.AddComponent<CoroutineRunner>();
if (UnityEngine.Application.platform == RuntimePlatform.PSP2)
{
//PSV 等平台需要手动创建目录
PersistentDataPathDir();
{
//PSV 等平台需要手动创建目录
PersistentDataPathDir();
}
var importNode = GameObject.Find("IMPORTENT");
if (importNode != null) GameObject.DontDestroyOnLoad(importNode);
StartCoroutine(AppTickFlow());
RePullNetInfo();
}
var importNode = GameObject.Find("IMPORTENT");
if (importNode != null) GameObject.DontDestroyOnLoad(importNode);
StartCoroutine(AppTickFlow());
RePullNetInfo();
}
private static void PersistentDataPathDir()
{
{
if (!Directory.Exists(PersistentDataPath))
{
Directory.CreateDirectory(PersistentDataPath);
}
}
{
Directory.CreateDirectory(PersistentDataPath);
}
}
private static IEnumerator AppTickFlow()
{
while (true)
@ -93,7 +93,7 @@ namespace AxibugEmuOnline.Client.ClientCore
}
public static void RePullNetInfo()
{
{
StartCoroutine(StartNetInit());
}
@ -103,12 +103,12 @@ namespace AxibugEmuOnline.Client.ClientCore
yield break;
int platform = 0;
bool bTest = false;
if (bTest)
{
yield return null;
Connect("192.168.0.47", 10492);
yield break;
bool bTest = false;
if (bTest)
{
yield return null;
Connect("192.168.0.47", 10492);
yield break;
}
UnityWebRequest request = UnityWebRequest.Get($"{App.httpAPI.WebSiteApi}/CheckStandInfo?platform={platform}&version={Application.version}");
@ -138,43 +138,43 @@ namespace AxibugEmuOnline.Client.ClientCore
public static Coroutine StartCoroutine(IEnumerator itor)
{
return coRunner.StartCoroutine(itor);
}
}
public static void StopCoroutine(Coroutine cor)
{
coRunner.StopCoroutine(cor);
}
public static void Connect(string IP, int port)
{
}
public static void Connect(string IP, int port)
{
Task task = new Task(() =>
{
network.Init(IP, port);
});
task.Start();
}
public static void Close()
{
App.log.Info("停止");
}
static void OnNoSugarNetLog(int LogLevel, string msg)
});
task.Start();
}
public static void Close()
{
E_LogType logType = (E_LogType)LogLevel;
App.log.Info("停止");
}
static void OnNoSugarNetLog(int LogLevel, string msg)
{
E_LogType logType = (E_LogType)LogLevel;
switch (logType)
{
{
case E_LogType.Debug:
case E_LogType.Info:
Debug.Log("[AxiEmu]:" + msg);
Debug.Log("[AxiEmu]:" + msg);
break;
case E_LogType.Warning:
Debug.LogWarning("[AxiEmu]:" + msg);
Debug.LogWarning("[AxiEmu]:" + msg);
break;
case E_LogType.Error:
Debug.LogError("[AxiEmu]:" + msg);
break;
}
}
}
Debug.LogError("[AxiEmu]:" + msg);
break;
}
}
}
}

View File

@ -1,7 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client
{
public static class EventInvoker

View File

@ -1,6 +1,4 @@
using AxibugEmuOnline.Client;
using AxibugEmuOnline.Client.ClientCore;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;

View File

@ -6,7 +6,7 @@ using UnityEngine.Rendering.PostProcessing;
[PostProcess(typeof(MattiasCRTRenderer), PostProcessEvent.BeforeStack, "Filter/MattiasCRT")]
public sealed class MattiasCRT : FilterEffect
{
public override string Name => nameof(MattiasCRT);
public override string Name => nameof(MattiasCRT);
}
public sealed class MattiasCRTRenderer : PostProcessEffectRenderer<MattiasCRT>

View File

@ -1,7 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client
namespace AxibugEmuOnline.Client
{
public abstract class CommandChanger : IKeyMapperChanger
{

View File

@ -3,7 +3,6 @@ using AxibugEmuOnline.Client.Common;
using AxibugEmuOnline.Client.Event;
using AxibugEmuOnline.Client.Network;
using AxibugProtobuf;
using System;
namespace AxibugEmuOnline.Client.Manager
{

View File

@ -1,9 +1,9 @@
using AxibugEmuOnline.Client.ClientCore;
using AxibugEmuOnline.Client.Event;
using UnityEngine;
namespace AxibugEmuOnline.Client.Manager
{
using AxibugEmuOnline.Client.ClientCore;
using AxibugEmuOnline.Client.Event;
using UnityEngine;
namespace AxibugEmuOnline.Client.Manager
{
public class AppEmu
{
/// <summary>
@ -58,8 +58,8 @@ namespace AxibugEmuOnline.Client.Manager
InGameUI.Instance.Show(romFile, m_emuCore);
m_emuCore.SetupScheme();
}
}
public void StopGame()
{
if (m_emuCore.IsNull()) return;
@ -76,5 +76,5 @@ namespace AxibugEmuOnline.Client.Manager
m_emuCore.DoReset();
}
}
}
}
}

View File

@ -74,7 +74,7 @@ namespace AxibugEmuOnline.Client.Manager
long TestFrameID = 0;
void TestEmuUpdate()
{
}
#endregion

View File

@ -1,5 +1,4 @@
using DG.Tweening;
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

View File

@ -5,8 +5,6 @@ using AxibugEmuOnline.Client.Network;
using AxibugProtobuf;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.EventSystems;
using static AxibugEmuOnline.Client.ClientCore.RomDB;
namespace AxibugEmuOnline.Client.Manager
{

View File

@ -1,6 +1,4 @@
using System;
using System.Text;
using UnityEngine;
using UnityEngine;
using VirtualNes.Core;
namespace AxibugEmuOnline.Client

View File

@ -1,11 +1,8 @@
using AxibugEmuOnline.Client.Common;
using System;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using VirtualNes.Core;
using static UnityEngine.UI.CanvasScaler;
namespace AxibugEmuOnline.Client
{

View File

@ -4,7 +4,6 @@ using HaoYueNet.ClientNetworkNet.Standard2;
using System;
using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
namespace AxibugEmuOnline.Client.Network
{

View File

@ -1,8 +1,6 @@
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client

View File

@ -18,7 +18,7 @@ namespace AxibugEmuOnline.Client
{
App.filter.ShutDownFilterPreview();
App.filter.ShutDownFilter();
return base.OnExitItem();
}

View File

@ -1,9 +1,5 @@
using AxibugEmuOnline.Client.ClientCore;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace AxibugEmuOnline.Client
{

View File

@ -1,6 +1,4 @@
using AxibugEmuOnline.Client.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client

View File

@ -38,7 +38,7 @@ namespace AxibugEmuOnline.Client
m_stepPerformer = new StepPerformer(this);
//menus.Add(new InGameUI_FilterSetting(this));
menus.Add(new InGameUI_FilterSetting(this));
menus.Add(new InGameUI_Reset(this));
menus.Add(new InGameUI_SaveState(this));
menus.Add(new InGameUI_LoadState(this));

View File

@ -1,7 +1,6 @@
using AxibugEmuOnline.Client.ClientCore;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using static AxibugEmuOnline.Client.FilterManager;
namespace AxibugEmuOnline.Client

View File

@ -1,8 +1,4 @@
using AxibugEmuOnline.Client.ClientCore;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Security.Cryptography;
using System.Text;
namespace AxibugEmuOnline.Client
{

View File

@ -1,8 +1,5 @@
using AxibugEmuOnline.Client.ClientCore;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Security.Cryptography;
using System.Text;
namespace AxibugEmuOnline.Client
{

View File

@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

View File

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor;
using UnityEditor.UI;
using UnityEngine;

View File

@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

View File

@ -1,7 +1,6 @@
using DG.Tweening;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace AxibugEmuOnline.Client
@ -71,6 +70,7 @@ namespace AxibugEmuOnline.Client
protected override void Update()
{
SelectBorder.Active = Enable;
UpdateMenuState();
base.Update();
@ -177,6 +177,7 @@ namespace AxibugEmuOnline.Client
var itemUIRect = optionUI_MenuItem.transform as RectTransform;
SelectBorder.Target = itemUIRect;
SelectBorder.RefreshPosition();
if (!m_bPoped)
{

View File

@ -1,6 +1,4 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AxibugEmuOnline.Client

View File

@ -2,7 +2,6 @@ using AxibugEmuOnline.Client.ClientCore;
using AxibugEmuOnline.Client.Event;
using AxibugEmuOnline.Client.UI;
using AxibugProtobuf;
using System;
using UnityEngine;
using UnityEngine.UI;

View File

@ -1,4 +1,4 @@
using DG.Tweening;
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
@ -7,6 +7,8 @@ namespace AxibugEmuOnline.Client
{
public class Selector : MonoBehaviour
{
[SerializeField]
private Animator animator;
private RectTransform m_rect => transform as RectTransform;
private RectTransform m_target;
@ -21,15 +23,13 @@ namespace AxibugEmuOnline.Client
m_target = value;
//重置选择游标的动画
gameObject.SetActive(false);
gameObject.SetActive(true);
var itemUIRect = m_target.transform as RectTransform;
m_rect.pivot = itemUIRect.pivot;
m_rect.sizeDelta = itemUIRect.rect.size;
m_rect.SetAsLastSibling();
animator.SetTrigger("reactive");
if (m_trackTween != null)
{
m_trackTween.Kill();
@ -40,15 +40,34 @@ namespace AxibugEmuOnline.Client
}
}
private bool m_active;
public bool Active
{
get => m_active;
set
{
if (m_active == value) return;
m_active = value;
animator.SetBool("active", value);
}
}
public void RefreshPosition()
{
if (Target != null)
{
m_rect.position = Target.position;
}
}
private void LateUpdate()
{
if (m_trackTween != null)
if (m_trackTween != null && m_trackTween.endValue != Target.position)
{
m_trackTween.endValue = Target.position;
m_trackTween.ChangeEndValue(Target.position, true);
}
if (Target == null) return;
m_rect.position = Target.position;
}
}
}

View File

@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

View File

@ -20,7 +20,7 @@ namespace AxibugEmuOnline.Client
base.Awake();
RomGroupRoot.gameObject.SetActive(false);
RomGroupRoot.alpha = 0;
RomGroupRoot.alpha = 0;
}
public override void SetSelectState(bool selected)
@ -58,7 +58,7 @@ namespace AxibugEmuOnline.Client
thirdMenuGroup.itemGroup.Clear();
RefreshUI();
if (SubMenuItemGroup != null) SubMenuItemGroup.SetSelect(true);
return true;

View File

@ -1,7 +1,6 @@
using AxibugEmuOnline.Client.ClientCore;
using AxibugProtobuf;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -42,7 +41,7 @@ namespace AxibugEmuOnline.Client
{
if (s_RomFileCahcesInRoomInfo.TryGetValue(roomInfo.GameRomID, out RomFile romFile))
{
callback.Invoke(roomInfo,romFile);
callback.Invoke(roomInfo, romFile);
return;
}
switch (platform)
@ -53,8 +52,8 @@ namespace AxibugEmuOnline.Client
RomFile romFile = new RomFile(EnumPlatform.NES, 0, 0);
romFile.SetWebData(romWebData);
s_RomFileCahcesInRoomInfo[roomInfo.GameRomID] = romFile;
callback.Invoke(roomInfo,romFile);
callback.Invoke(roomInfo, romFile);
}));
break;
}