AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs
ALIENJACK\alien 41e415dc46 调整目录结构
XMB UI控件迭代
2024-08-16 14:45:44 +08:00

166 lines
3.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Abstract effect base for UI.
/// </summary>
[DisallowMultipleComponent]
public abstract class UIEffectBase : BaseMeshEffect, IParameterTexture
#if UNITY_EDITOR
, ISerializationCallbackReceiver
#endif
{
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;
/// <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 target graphic for effect.
/// </summary>
public Graphic targetGraphic { get { return graphic; } }
/// <summary>
/// Gets material for effect.
/// </summary>
public Material effectMaterial { get { return m_EffectMaterial; } }
#if UNITY_EDITOR
protected override void Reset()
{
m_Version = 300;
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);
}
ModifyMaterial();
SetVerticesDirty ();
SetDirty ();
}
public void OnBeforeSerialize()
{
}
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;
//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()
{
}
/// <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>
/// 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();
}
/// <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);
}
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
protected virtual void SetDirty()
{
SetVerticesDirty();
}
protected override void OnDidApplyAnimationProperties()
{
SetDirty();
}
}
}