miduo_client/Assets/LuaFramework/Scripts/Tools/UGUITools/UIFlippable.cs

80 lines
2.5 KiB
C#

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;
/// <summary>
/// 获取或设置一个值,该值指示是否应水平翻转
/// </summary>
/// <value><c>true</c> if horizontal; otherwise, <c>false</c>.</value>
public bool horizontal
{
get { return this.m_Horizontal; }
set { this.m_Horizontal = value; }
}
/// <summary>
/// 获取或设置一个值,该值指示是否应垂直翻转
/// </summary>
/// <value><c>true</c> if vertical; otherwise, <c>false</c>.</value>
public bool vertical
{
get { return this.m_Veritical; }
set { this.m_Veritical = value; }
}
protected void OnValidate()
{
this.GetComponent<Graphic>().SetVerticesDirty();
}
// 从mesh 得到 顶点集
public void ModifyMesh(/*List<UIVertex> verts*/ Mesh mesh)
{
List<UIVertex> verts = new List<UIVertex>();
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();
}
}
}