using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
//[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 vertically.")]
[SerializeField] private bool m_Veritical = false;
//################################
// Public Members.
//################################
///
/// Gets or sets a value indicating whether this should be flipped horizontally.
///
/// true if be flipped horizontally; otherwise, false.
public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; SetVerticesDirty(); } }
///
/// Gets or sets a value indicating whether this should be flipped vertically.
///
/// true if be flipped horizontally; otherwise, false.
public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; SetVerticesDirty(); } }
///
/// Call used to modify mesh.
///
/// VertexHelper.
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);
}
}
}
}