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- /// Credit zge, jeremie sellam
- /// Sourced from - http://forum.unity3d.com/threads/draw-circles-or-primitives-on-the-new-ui-canvas.272488/#post-2293224
- /// Updated from - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/65/a-better-uicircle
- /// Update 10.9.2017 (tswalker, https://bitbucket.org/tswalker/)
- ///
- /// * Modified component to utilize vertex stream instead of quads
- /// * Improved accuracy of geometry fill to prevent edge "sliding" and redundant tris
- /// * Added progress capability to allow component to be used as an indicator
- /// * Added methods for use during runtime and event system(s) with other components
- /// * Change some terminology of members to reflect other component property changes
- /// * Added padding capability
- /// * Only utilizes UV0 set for sprite/texture mapping (maps UV to geometry 0,1 boundary)
- /// * Sample usage in scene "UICircleProgress"
- /// Note: moving the pivot around from center to an edge can cause strange things
- /// as well as having the RectTransform be smaller than the Thickness and/or Padding.
- /// When making an initial layout for the component, it would be best to test multiple
- /// aspect ratios and resolutions to ensure consistent behaviour.
- using System.Collections.Generic;
- namespace UnityEngine.UI.Extensions
- {
- [AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
- public class UICircle : UIPrimitiveBase
- {
- [Tooltip("The Arc Invert property will invert the construction of the Arc.")]
- public bool ArcInvert = true;
- [Tooltip("The Arc property is a percentage of the entire circumference of the circle.")]
- [Range(0, 1)]
- public float Arc = 1;
- [Tooltip("The Arc Steps property defines the number of segments that the Arc will be divided into.")]
- [Range(0, 1000)]
- public int ArcSteps = 100;
- [Tooltip("The Arc Rotation property permits adjusting the geometry orientation around the Z axis.")]
- [Range(0, 360)]
- public int ArcRotation = 0;
- [Tooltip("The Progress property allows the primitive to be used as a progression indicator.")]
- [Range(0, 1)]
- public float Progress = 0;
- private float _progress = 0;
- public Color ProgressColor = new Color(255, 255, 255, 255);
- public bool Fill = true; //solid circle
- public float Thickness = 5;
- public int Padding = 0;
- private List<int> indices = new List<int>(); //ordered list of vertices per tri
- private List<UIVertex> vertices = new List<UIVertex>();
- private Vector2 uvCenter = new Vector2(0.5f, 0.5f);
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- int _inversion = ArcInvert ? -1 : 1;
- float Diameter = (rectTransform.rect.width < rectTransform.rect.height ? rectTransform.rect.width : rectTransform.rect.height) - Padding; //correct for padding and always fit RectTransform
- float outerDiameter = -rectTransform.pivot.x * Diameter;
- float innerDiameter = -rectTransform.pivot.x * Diameter + Thickness;
- vh.Clear();
- indices.Clear();
- vertices.Clear();
- int i = 0;
- int j = 1;
- int k = 0;
- float stepDegree = (Arc * 360f) / ArcSteps;
- _progress = ArcSteps * Progress;
- float rad = _inversion * Mathf.Deg2Rad * ArcRotation;
- float X = Mathf.Cos(rad);
- float Y = Mathf.Sin(rad);
- var vertex = UIVertex.simpleVert;
- vertex.color = _progress > 0 ? ProgressColor : color;
- //initial vertex
- vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
- vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
- vertices.Add(vertex);
- var iV = new Vector2(innerDiameter * X, innerDiameter * Y);
- if (Fill) iV = Vector2.zero; //center vertex to pivot
- vertex.position = iV;
- vertex.uv0 = Fill ? uvCenter : new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
- vertices.Add(vertex);
- for (int counter = 1; counter <= ArcSteps; counter++)
- {
- rad = _inversion * Mathf.Deg2Rad * (counter * stepDegree + ArcRotation);
- X = Mathf.Cos(rad);
- Y = Mathf.Sin(rad);
- vertex.color = counter > _progress ? color : ProgressColor;
- vertex.position = new Vector2(outerDiameter * X, outerDiameter * Y);
- vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
- vertices.Add(vertex);
- //add additional vertex if required and generate indices for tris in clockwise order
- if (!Fill)
- {
- vertex.position = new Vector2(innerDiameter * X, innerDiameter * Y);
- vertex.uv0 = new Vector2(vertex.position.x / Diameter + 0.5f, vertex.position.y / Diameter + 0.5f);
- vertices.Add(vertex);
- k = j;
- indices.Add(i);
- indices.Add(j + 1);
- indices.Add(j);
- j++;
- i = j;
- j++;
- indices.Add(i);
- indices.Add(j);
- indices.Add(k);
- }
- else
- {
- indices.Add(i);
- indices.Add(j + 1);
- //Fills (solid circle) with progress require an additional vertex to
- // prevent the base circle from becoming a gradient from center to edge
- if (counter > _progress)
- {
- indices.Add(ArcSteps + 2);
- }
- else
- {
- indices.Add(1);
- }
- j++;
- i = j;
- }
- }
- //this vertex is added to the end of the list to simplify index ordering on geometry fill
- if (Fill)
- {
- vertex.position = iV;
- vertex.color = color;
- vertex.uv0 = uvCenter;
- vertices.Add(vertex);
- }
- vh.AddUIVertexStream(vertices, indices);
- }
- //the following methods may be used during run-time
- //to update the properties of the component
- public void SetProgress(float progress)
- {
- Progress = progress;
- SetVerticesDirty();
- }
- public void SetArcSteps(int steps)
- {
- ArcSteps = steps;
- SetVerticesDirty();
- }
- public void SetInvertArc(bool invert)
- {
- ArcInvert = invert;
- SetVerticesDirty();
- }
- public void SetArcRotation(int rotation)
- {
- ArcRotation = rotation;
- SetVerticesDirty();
- }
- public void SetFill(bool fill)
- {
- Fill = fill;
- SetVerticesDirty();
- }
- public void SetBaseColor(Color color)
- {
- this.color = color;
- SetVerticesDirty();
- }
- public void UpdateBaseAlpha(float value)
- {
- var _color = this.color;
- _color.a = value;
- this.color = _color;
- SetVerticesDirty();
- }
- public void SetProgressColor(Color color)
- {
- ProgressColor = color;
- SetVerticesDirty();
- }
- public void UpdateProgressAlpha(float value)
- {
- ProgressColor.a = value;
- SetVerticesDirty();
- }
- public void SetPadding(int padding)
- {
- Padding = padding;
- SetVerticesDirty();
- }
- public void SetThickness(int thickness)
- {
- Thickness = thickness;
- SetVerticesDirty();
- }
- }
- }
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