2026-05-06 15:07:56 +02:00

203 lines
4.6 KiB
C#

/// Credit Melang
/// Sourced from - http://forum.unity3d.com/members/melang.593409/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
namespace DuloGames.UI
{
[AddComponentMenu("UI/Effects/Nicer Outline")]
#if UNITY_5_2 || UNITY_5_3_OR_NEWER
public class NicerOutline : BaseMeshEffect
#else
public class NicerOutline : BaseVertexEffect
#endif
{
[SerializeField]
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
[SerializeField]
private bool m_UseGraphicAlpha = true;
//
// Properties
//
public Color effectColor
{
get
{
return this.m_EffectColor;
}
set
{
this.m_EffectColor = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public Vector2 effectDistance
{
get
{
return this.m_EffectDistance;
}
set
{
if (value.x > 600f)
{
value.x = 600f;
}
if (value.x < -600f)
{
value.x = -600f;
}
if (value.y > 600f)
{
value.y = 600f;
}
if (value.y < -600f)
{
value.y = -600f;
}
if (this.m_EffectDistance == value)
{
return;
}
this.m_EffectDistance = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public bool useGraphicAlpha
{
get
{
return this.m_UseGraphicAlpha;
}
set
{
this.m_UseGraphicAlpha = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
#if UNITY_EDITOR
protected override void OnValidate ()
{
this.effectDistance = this.m_EffectDistance;
base.OnValidate ();
}
#endif
//
// Methods
//
protected void ApplyShadow (List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
{
//Debug.Log("verts count: "+verts.Count);
int num = verts.Count * 2;
if (verts.Capacity < num)
{
verts.Capacity = num;
}
for (int i = start; i < end; i++)
{
UIVertex uIVertex = verts [i];
verts.Add (uIVertex);
Vector3 position = uIVertex.position;
//Debug.Log("vertex pos: "+position);
position.x += x;
position.y += y;
uIVertex.position = position;
Color32 color2 = color;
if (this.m_UseGraphicAlpha)
{
color2.a = (byte)(color2.a * verts [i].color.a / 255);
}
uIVertex.color = color2;
//uIVertex.color = (Color32)Color.blue;
verts [i] = uIVertex;
}
}
#if UNITY_5_2 || UNITY_5_3_OR_NEWER
public override void ModifyMesh(VertexHelper vertexHelper)
{
if (!this.IsActive())
return;
List<UIVertex> list = new List<UIVertex>();
vertexHelper.GetUIVertexStream(list);
ModifyVertices(list); // calls the old ModifyVertices which was used on pre 5.2
vertexHelper.Clear();
vertexHelper.AddUIVertexTriangleStream(list);
}
#endif
#if UNITY_5_2 || UNITY_5_3_OR_NEWER
public void ModifyVertices(List<UIVertex> verts)
#else
public override void ModifyVertices(List<UIVertex> verts)
#endif
{
if (!this.IsActive() || verts.Count == 0)
return;
Text foundtext = GetComponent<Text>();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
float distanceX = this.effectDistance.x * best_fit_adjustment;
float distanceY = this.effectDistance.y * best_fit_adjustment;
int start = 0;
int count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
}
}
}