using System; using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent] [AddComponentMenu("UI/Effects/Extensions/Flippable")] public class UIFlippable : MonoBehaviour, IMeshModifier { [SerializeField] private bool m_Horizontal = false; [SerializeField] private bool m_Veritical = false; /// /// 获取或设置一个值,该值指示是否应水平翻转 /// /// true if horizontal; otherwise, false. public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; } } /// /// 获取或设置一个值,该值指示是否应垂直翻转 /// /// true if vertical; otherwise, false. public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; } } protected void OnValidate() { this.GetComponent().SetVerticesDirty(); } // 从mesh 得到 顶点集 public void ModifyMesh(/*List verts*/ Mesh mesh) { List verts = new List(); using (VertexHelper vertexHelper = new VertexHelper(mesh)) { vertexHelper.GetUIVertexStream(verts); } RectTransform rt = this.transform as RectTransform; for (int i = 0; i < verts.Count; ++i) { UIVertex v = verts[i]; // Modify positions v.position = new Vector3( (this.m_Horizontal ? (v.position.x + (rt.rect.center.x - v.position.x) * 2) : v.position.x), (this.m_Veritical ? (v.position.y + (rt.rect.center.y - v.position.y) * 2) : v.position.y), v.position.z ); // Apply verts[i] = v; } // 在合成mesh using (VertexHelper vertexHelper2 = new VertexHelper()) { vertexHelper2.AddUIVertexTriangleStream(verts); vertexHelper2.FillMesh(mesh); } } public void ModifyMesh(VertexHelper verts) { throw new NotImplementedException(); } } }