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

113 lines
2.8 KiB
C#

using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <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 };
/// <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;
}
/// <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;
}
}
}
}