HeavenStudio/Assets/Plugins/com.unity.uiextensions/Runtime/Scripts/Effects/ShineEffect.cs
2022-01-05 19:11:33 -05:00

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/// Credit ömer faruk sayılır
/// Sourced from - https://bitbucket.org/snippets/Lordinarius/nrn4L
namespace UnityEngine.UI.Extensions
{
public class ShineEffect : MaskableGraphic
{
[SerializeField]
float yoffset = -1;
public float Yoffset
{
get
{
return yoffset;
}
set
{
SetVerticesDirty();
yoffset = value;
}
}
[SerializeField]
float width = 1;
public float Width
{
get
{
return width;
}
set
{
SetAllDirty();
width = value;
}
}
protected override void OnPopulateMesh(VertexHelper vh)
{
var r = GetPixelAdjustedRect();
var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height);
float dif = (v.w - v.y) * 2;
Color32 color32 = color;
vh.Clear();
color32.a = (byte)0;
vh.AddVert(new Vector3(v.x - 50, width * v.y + yoffset * dif), color32, new Vector2(0f, 0f));
vh.AddVert(new Vector3(v.z + 50, width * v.y + yoffset * dif), color32, new Vector2(1f, 0f));
color32.a = (byte)(color.a * 255);
vh.AddVert(new Vector3(v.x - 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
vh.AddVert(new Vector3(v.z + 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
color32.a = (byte)(color.a * 255);
vh.AddVert(new Vector3(v.x - 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
vh.AddVert(new Vector3(v.z + 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
color32.a = (byte)(color.a * 255);
color32.a = (byte)0;
vh.AddVert(new Vector3(v.x - 50, width * v.w + yoffset * dif), color32, new Vector2(0f, 1f));
vh.AddVert(new Vector3(v.z + 50, width * v.w + yoffset * dif), color32, new Vector2(1f, 1f));
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 1);
vh.AddTriangle(2, 3, 4);
vh.AddTriangle(4, 5, 3);
vh.AddTriangle(4, 5, 6);
vh.AddTriangle(6, 7, 5);
}
public void Triangulate(VertexHelper vh)
{
int triangleCount = vh.currentVertCount - 2;
Debug.Log(triangleCount);
for (int i = 0; i <= triangleCount / 2 + 1; i += 2)
{
vh.AddTriangle(i, i + 1, i + 2);
vh.AddTriangle(i + 2, i + 3, i + 1);
}
}
#if UNITY_EDITOR
public override void OnRebuildRequested()
{
base.OnRebuildRequested();
}
#endif
}
}