149 lines
5.0 KiB
C#
149 lines
5.0 KiB
C#
using Nobi.UiRoundedCorners;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Nobi.UiRoundedCorners {
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[ExecuteInEditMode] //Required to do validation with OnEnable()
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[DisallowMultipleComponent] //You can only have one of these in every object
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[RequireComponent(typeof(RectTransform))]
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public class ImageWithIndependentRoundedCorners : MonoBehaviour {
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private static readonly int prop_halfSize = Shader.PropertyToID("_halfSize");
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private static readonly int prop_radiuses = Shader.PropertyToID("_r");
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private static readonly int prop_rect2props = Shader.PropertyToID("_rect2props");
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private static readonly int prop_OuterUV = Shader.PropertyToID("_OuterUV");
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// Vector2.right rotated clockwise by 45 degrees
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private static readonly Vector2 wNorm = new Vector2(.7071068f, -.7071068f);
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// Vector2.right rotated counter-clockwise by 45 degrees
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private static readonly Vector2 hNorm = new Vector2(.7071068f, .7071068f);
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public Vector4 r = new Vector4(40f, 40f, 40f, 40f);
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private Material material;
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private Vector4 outerUV = new Vector4(0, 0, 1, 1);
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// xy - position,
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// zw - halfSize
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[HideInInspector, SerializeField] private Vector4 rect2props;
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[HideInInspector, SerializeField] private MaskableGraphic image;
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private void OnValidate() {
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Validate();
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Refresh();
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}
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private void OnEnable() {
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//You can only add either ImageWithRoundedCorners or ImageWithIndependentRoundedCorners
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//It will replace the other component when added into the object.
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var other = GetComponent<ImageWithRoundedCorners>();
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if (other != null) {
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r = Vector4.one * other.radius; //When it does, transfer the radius value to this script
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DestroyHelper.Destroy(other);
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}
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Validate();
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Refresh();
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}
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private void OnRectTransformDimensionsChange() {
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if (enabled && material != null) {
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Refresh();
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}
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}
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private void OnDestroy() {
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if (image != null) {
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image.material = null; //This makes so that when the component is removed, the UI material returns to null
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}
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DestroyHelper.Destroy(material);
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image = null;
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material = null;
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}
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public void Validate() {
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if (material == null) {
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material = new Material(Shader.Find("UI/RoundedCorners/IndependentRoundedCorners"));
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}
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if (image == null) {
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TryGetComponent(out image);
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}
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if (image != null) {
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image.material = material;
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}
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if (image is Image uiImage && uiImage.sprite != null) {
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outerUV = UnityEngine.Sprites.DataUtility.GetOuterUV(uiImage.sprite);
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}
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}
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public void Refresh() {
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var rect = ((RectTransform)transform).rect;
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RecalculateProps(rect.size);
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material.SetVector(prop_rect2props, rect2props);
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material.SetVector(prop_halfSize, rect.size * .5f);
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material.SetVector(prop_radiuses, r);
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material.SetVector(prop_OuterUV, outerUV);
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}
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private void RecalculateProps(Vector2 size) {
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// Vector that goes from left to right sides of rect2
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var aVec = new Vector2(size.x, -size.y + r.x + r.z);
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// Project vector aVec to wNorm to get magnitude of rect2 width vector
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var halfWidth = Vector2.Dot(aVec, wNorm) * .5f;
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rect2props.z = halfWidth;
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// Vector that goes from bottom to top sides of rect2
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var bVec = new Vector2(size.x, size.y - r.w - r.y);
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// Project vector bVec to hNorm to get magnitude of rect2 height vector
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var halfHeight = Vector2.Dot(bVec, hNorm) * .5f;
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rect2props.w = halfHeight;
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// Vector that goes from left to top sides of rect2
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var efVec = new Vector2(size.x - r.x - r.y, 0);
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// Vector that goes from point E to point G, which is top-left of rect2
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var egVec = hNorm * Vector2.Dot(efVec, hNorm);
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// Position of point E relative to center of coord system
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var ePoint = new Vector2(r.x - (size.x / 2), size.y / 2);
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// Origin of rect2 relative to center of coord system
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// ePoint + egVec == vector to top-left corner of rect2
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// wNorm * halfWidth + hNorm * -halfHeight == vector from top-left corner to center
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var origin = ePoint + egVec + wNorm * halfWidth + hNorm * -halfHeight;
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rect2props.x = origin.x;
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rect2props.y = origin.y;
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}
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}
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}
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/// <summary>
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/// Display Vector4 as 4 separate fields for each corners.
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/// It's way easier to use than w,x,y,z in Vector4.
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/// </summary>
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#if UNITY_EDITOR
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[CustomEditor(typeof(ImageWithIndependentRoundedCorners))]
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public class Vector4Editor : Editor {
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public override void OnInspectorGUI() {
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//DrawDefaultInspector();
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serializedObject.Update();
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SerializedProperty vector4Prop = serializedObject.FindProperty("r");
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EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("x"), new GUIContent("Top Left Corner"));
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EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("y"), new GUIContent("Top Right Corner"));
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EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("w"), new GUIContent("Bottom Left Corner"));
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EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("z"), new GUIContent("Bottom Right Corner"));
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serializedObject.ApplyModifiedProperties();
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}
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}
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#endif |