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