NodeScript+ 导入了个 UI Extend
Signed-off-by: TRADER_FOER <lhf190@outlook.com>
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/// Credit ömer faruk sayılır
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/// Sourced from - https://bitbucket.org/snippets/Lordinarius/nrn4L
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namespace UnityEngine.UI.Extensions
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{
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public class ShineEffect : MaskableGraphic
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{
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[SerializeField]
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float yoffset = -1;
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public float Yoffset
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{
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get
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{
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return yoffset;
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}
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set
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{
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SetVerticesDirty();
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yoffset = value;
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}
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}
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[SerializeField]
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float width = 1;
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public float Width
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{
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get
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{
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return width;
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}
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set
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{
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SetAllDirty();
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width = value;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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var r = GetPixelAdjustedRect();
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var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height);
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float dif = (v.w - v.y) * 2;
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Color32 color32 = color;
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vh.Clear();
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color32.a = (byte)0;
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vh.AddVert(new Vector3(v.x - 50, width * v.y + yoffset * dif), color32, new Vector2(0f, 0f));
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vh.AddVert(new Vector3(v.z + 50, width * v.y + yoffset * dif), color32, new Vector2(1f, 0f));
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color32.a = (byte)(color.a * 255);
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vh.AddVert(new Vector3(v.x - 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * (v.y / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
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color32.a = (byte)(color.a * 255);
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vh.AddVert(new Vector3(v.x - 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * (v.w / 4) + yoffset * dif), color32, new Vector2(1f, 1f));
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color32.a = (byte)(color.a * 255);
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color32.a = (byte)0;
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vh.AddVert(new Vector3(v.x - 50, width * v.w + yoffset * dif), color32, new Vector2(0f, 1f));
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vh.AddVert(new Vector3(v.z + 50, width * v.w + yoffset * dif), color32, new Vector2(1f, 1f));
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vh.AddTriangle(0, 1, 2);
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vh.AddTriangle(2, 3, 1);
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vh.AddTriangle(2, 3, 4);
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vh.AddTriangle(4, 5, 3);
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vh.AddTriangle(4, 5, 6);
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vh.AddTriangle(6, 7, 5);
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}
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public void Triangulate(VertexHelper vh)
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{
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int triangleCount = vh.currentVertCount - 2;
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Debug.Log(triangleCount);
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for (int i = 0; i <= triangleCount / 2 + 1; i += 2)
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{
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vh.AddTriangle(i, i + 1, i + 2);
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vh.AddTriangle(i + 2, i + 3, i + 1);
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}
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}
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#if UNITY_EDITOR
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public override void OnRebuildRequested()
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{
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base.OnRebuildRequested();
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}
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#endif
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}
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}
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