Created
February 14, 2018 13:25
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
namespace UnityEngine.UI | |
{ | |
[RequireComponent( typeof( RectTransform ) ), RequireComponent( typeof( Graphic ) ), DisallowMultipleComponent, AddComponentMenu( "UI/Flippable" )] | |
public class UIFlippable : MonoBehaviour, IMeshModifier | |
{ | |
[SerializeField] | |
private bool m_Horizontal = false; | |
[SerializeField] | |
private bool m_Veritical = false; | |
/// <summary> | |
/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped horizontally. | |
/// </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; this.GetComponent<Graphic>().SetVerticesDirty(); } | |
} | |
/// <summary> | |
/// Gets or sets a value indicating whether this <see cref="UnityEngine.UI.UIFlippable"/> should be flipped vertically. | |
/// </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; this.GetComponent<Graphic>().SetVerticesDirty(); } | |
} | |
protected void OnValidate() | |
{ | |
this.GetComponent<Graphic>().SetVerticesDirty(); | |
} | |
public void ModifyVertices( List<UIVertex> 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; | |
} | |
} | |
public void ModifyMesh( Mesh mesh ) | |
{ | |
} | |
public void ModifyMesh( VertexHelper verts ) | |
{ | |
List<UIVertex> buffer = new List<UIVertex>(); | |
verts.GetUIVertexStream( buffer ); | |
ModifyVertices( buffer ); | |
verts.AddUIVertexTriangleStream( buffer ); | |
} | |
} | |
} |
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