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XCharts/Runtime/XUGL/UGL.cs

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XUGL
{
/// <summary>
/// UGUI Graphics Library.
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/// |UGUI 图形库
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/// </summary>
public static class UGL
{
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/// <summary>
/// 曲线方向
/// </summary>
public enum Direction
{
/// <summary>
/// 沿X轴方向
/// </summary>
XAxis,
/// <summary>
/// 沿Y轴方向
/// </summary>
YAxis,
/// <summary>
/// 随机无序的。如一个闭合的环状曲线。
/// </summary>
Random
}
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private static readonly Color32 s_ClearColor32 = new Color32(0, 0, 0, 0);
private static readonly Vector2 s_ZeroVector2 = Vector2.zero;
private static UIVertex[] s_Vertex = new UIVertex[4];
private static List<Vector3> s_CurvesPosList = new List<Vector3>();
/// <summary>
/// Draw a arrow. 画箭头
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始位置</param>
/// <param name="arrowPoint">箭头位置</param>
/// <param name="width">箭头宽</param>
/// <param name="height">箭头长</param>
/// <param name="offset">相对箭头位置的偏移</param>
/// <param name="dent">箭头凹度</param>
/// <param name="color">颜色</param>
public static void DrawArrow(VertexHelper vh, Vector3 startPoint, Vector3 arrowPoint, float width,
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float height, float offset, float dent, Color32 color)
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{
var dir = (arrowPoint - startPoint).normalized;
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var sharpPos = arrowPoint + (offset + height / 4) * dir;
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var middle = sharpPos + (dent - height) * dir;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
var left = sharpPos - height * dir + diff;
var right = sharpPos - height * dir - diff;
DrawTriangle(vh, middle, sharpPos, left, color);
DrawTriangle(vh, middle, sharpPos, right, color);
}
/// <summary>
/// Draw a line. 画直线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起点</param>
/// <param name="endPoint">终点</param>
/// <param name="width">线宽</param>
/// <param name="color">颜色</param>
public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width, Color32 color)
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{
DrawLine(vh, startPoint, endPoint, width, color, color);
}
/// <summary>
/// Draw a line. 画直线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起点</param>
/// <param name="endPoint">终点</param>
/// <param name="width">线宽</param>
/// <param name="color">颜色</param>
/// <param name="toColor">渐变颜色</param>
public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width, Color32 color, Color32 toColor)
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{
if (startPoint == endPoint) return;
Vector3 v = Vector3.Cross(endPoint - startPoint, Vector3.forward).normalized * width;
s_Vertex[0].position = startPoint - v;
s_Vertex[1].position = endPoint - v;
s_Vertex[2].position = endPoint + v;
s_Vertex[3].position = startPoint + v;
for (int j = 0; j < 4; j++)
{
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s_Vertex[j].color = j == 0 || j == 3 ? color : toColor;
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s_Vertex[j].uv0 = s_ZeroVector2;
}
vh.AddUIVertexQuad(s_Vertex);
}
/// <summary>
/// Draw a line defined by three points. 画一条由3个点确定的折线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="middlePoint">中间转折点</param>
/// <param name="endPoint">终点</param>
/// <param name="width">线宽</param>
/// <param name="color">颜色</param>
public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 middlePoint, Vector3 endPoint,
float width, Color32 color)
{
var dir1 = (middlePoint - startPoint).normalized;
var dir2 = (endPoint - middlePoint).normalized;
var dir1v = Vector3.Cross(dir1, Vector3.forward).normalized;
var dir2v = Vector3.Cross(dir2, Vector3.forward).normalized;
var dir3 = (dir1 + dir2).normalized;
var isDown = Vector3.Cross(dir1, dir2).z <= 0;
var angle = (180 - Vector3.Angle(dir1, dir2)) * Mathf.Deg2Rad / 2;
var diff = width / Mathf.Sin(angle);
var dirDp = Vector3.Cross(dir3, Vector3.forward).normalized;
var dnPos = middlePoint + (isDown ? dirDp : -dirDp) * diff;
var upPos1 = middlePoint + (isDown ? -dir1v : dir1v) * width;
var upPos2 = middlePoint + (isDown ? -dir2v : dir2v) * width;
var startUp = startPoint - dir1v * width;
var startDn = startPoint + dir1v * width;
var endUp = endPoint - dir2v * width;
var endDn = endPoint + dir2v * width;
if (isDown)
{
DrawQuadrilateral(vh, startDn, startUp, upPos1, dnPos, color);
DrawQuadrilateral(vh, dnPos, upPos2, endUp, endDn, color);
DrawTriangle(vh, dnPos, upPos1, upPos2, color);
}
else
{
DrawQuadrilateral(vh, startDn, startUp, dnPos, upPos1, color);
DrawQuadrilateral(vh, upPos2, dnPos, endUp, endDn, color);
DrawTriangle(vh, dnPos, upPos1, upPos2, color);
}
}
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public static void DrawLine(VertexHelper vh, List<Vector3> points, float width, Color32 color, bool smooth, bool closepath = false)
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{
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for (int i = points.Count - 1; i >= 1; i--)
{
if (UGLHelper.IsValueEqualsVector3(points[i], points[i - 1]))
points.RemoveAt(i);
}
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if (points.Count < 2) return;
else if (points.Count <= 2)
{
DrawLine(vh, points[0], points[1], width, color);
}
else if (smooth)
{
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DrawCurves(vh, points, width, color, 2, 2, Direction.XAxis, float.NaN, closepath);
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}
else
{
var ltp = Vector3.zero;
var lbp = Vector3.zero;
var ntp = Vector3.zero;
var nbp = Vector3.zero;
var itp = Vector3.zero;
var ibp = Vector3.zero;
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var ctp = Vector3.zero;
var cbp = Vector3.zero;
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if (closepath && !UGLHelper.IsValueEqualsVector3(points[points.Count - 1], points[0]))
{
points.Add(points[0]);
}
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for (int i = 1; i < points.Count - 1; i++)
{
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bool bitp = true, bibp = true;
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UGLHelper.GetLinePoints(points[i - 1], points[i], points[i + 1], width,
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ref ltp, ref lbp,
ref ntp, ref nbp,
ref itp, ref ibp,
ref ctp, ref cbp,
ref bitp, ref bibp);
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if (i == 1)
{
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vh.AddVert(ltp, color, Vector2.zero);
vh.AddVert(lbp, color, Vector2.zero);
}
if (bitp == bibp)
{
AddVertToVertexHelper(vh, itp, ibp, color);
}
else
{
if (bitp)
{
AddVertToVertexHelper(vh, itp, ctp, color);
AddVertToVertexHelper(vh, itp, cbp, color);
}
else
{
AddVertToVertexHelper(vh, ctp, ibp, color);
AddVertToVertexHelper(vh, cbp, ibp, color);
}
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}
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}
AddVertToVertexHelper(vh, ntp, nbp, color);
}
}
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public static void AddVertToVertexHelper(VertexHelper vh, Vector3 top,
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Vector3 bottom, Color32 color, bool needTriangle = true)
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{
AddVertToVertexHelper(vh, top, bottom, color, color, needTriangle);
}
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public static void AddVertToVertexHelper(VertexHelper vh, Vector3 top,
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Vector3 bottom, Color32 topColor, Color32 bottomColor, bool needTriangle = true)
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{
var lastVertCount = vh.currentVertCount;
vh.AddVert(top, topColor, Vector2.zero);
vh.AddVert(bottom, bottomColor, Vector2.zero);
if (needTriangle)
{
var indexRt = lastVertCount;
var indexRb = indexRt + 1;
var indexLt = indexRt - 2;
var indexLb = indexLt + 1;
vh.AddTriangle(indexLt, indexRb, indexLb);
vh.AddTriangle(indexLt, indexRt, indexRb);
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}
}
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/// <summary>
/// Draw a dash line. 画虚线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="endPoint">结束点</param>
/// <param name="width">线宽</param>
/// <param name="color">起始颜色</param>
/// <param name="toColor">结束颜色</param>
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/// <param name="lineLength">实线部分长度默认为线宽的12倍</param>
/// <param name="gapLength">间隙部分长度默认为线宽的3倍</param>
/// <param name="posList">可选,输出的关键点</param>
public static void DrawDashLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
Color32 color, Color32 toColor, float lineLength = 0f, float gapLength = 0f, List<Vector3> posList = null)
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{
float dist = Vector3.Distance(startPoint, endPoint);
if (dist < 0.1f) return;
if (lineLength == 0) lineLength = 12 * width;
if (gapLength == 0) gapLength = 3 * width;
int segment = Mathf.CeilToInt(dist / (lineLength + gapLength));
Vector3 dir = (endPoint - startPoint).normalized;
Vector3 sp = startPoint, np;
var isGradient = !color.Equals(toColor);
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if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = startPoint + dir * dist * i / segment;
var dashep = np - dir * gapLength;
DrawLine(vh, sp, dashep, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / segment) : color);
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sp = np;
}
if (posList != null) posList.Add(endPoint);
DrawLine(vh, sp, endPoint, width, toColor);
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}
/// <summary>
/// Draw a dot line. 画点线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="endPoint">结束点</param>
/// <param name="width">线宽</param>
/// <param name="color">起始颜色</param>
/// <param name="toColor">结束颜色</param>
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/// <param name="lineLength">实线部分长度默认为线宽的3倍</param>
/// <param name="gapLength">间隙部分长度默认为线宽的3倍</param>
/// <param name="posList">可选,输出的关键点</param>
public static void DrawDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
Color32 color, Color32 toColor, float lineLength = 0f, float gapLength = 0f, List<Vector3> posList = null)
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{
var dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
if (lineLength == 0) lineLength = 3 * width;
if (gapLength == 0) gapLength = 3 * width;
var segment = Mathf.CeilToInt(dist / (lineLength + gapLength));
var dir = (endPoint - startPoint).normalized;
var sp = startPoint;
var np = Vector3.zero;
var isGradient = !color.Equals(toColor);
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if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = startPoint + dir * dist * i / segment;
var dashep = np - dir * gapLength;
DrawLine(vh, sp, dashep, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / segment) : color);
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sp = np;
}
if (posList != null) posList.Add(endPoint);
DrawLine(vh, sp, endPoint, width, toColor);
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}
/// <summary>
/// Draw a dash-dot line. 画点划线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="endPoint">结束点</param>
/// <param name="width">线宽</param>
/// <param name="color">颜色</param>
/// <param name="dashLength">划线长默认15倍线宽</param>
/// <param name="dotLength">点线长默认3倍线宽</param>
/// <param name="gapLength">间隙长默认5倍线宽</param>
/// <param name="posList">可选,输出的关键点</param>
public static void DrawDashDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
Color32 color, float dashLength = 0f, float dotLength = 0, float gapLength = 0f,
List<Vector3> posList = null)
{
float dist = Vector3.Distance(startPoint, endPoint);
if (dist < 0.1f) return;
if (dashLength == 0) dashLength = 15 * width;
if (dotLength == 0) dotLength = 3 * width;
if (gapLength == 0) gapLength = 5 * width;
int segment = Mathf.CeilToInt(dist / (dashLength + 2 * gapLength + dotLength));
Vector3 dir = (endPoint - startPoint).normalized;
Vector3 sp = startPoint, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = startPoint + dir * dist * i / segment;
var dashep = np - dir * (2 * gapLength + dotLength);
DrawLine(vh, sp, dashep, width, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + gapLength * dir;
var dotep = dotsp + dotLength * dir;
DrawLine(vh, dotsp, dotep, width, color);
if (posList != null) posList.Add(dotsp);
sp = np;
}
if (posList != null) posList.Add(endPoint);
DrawLine(vh, sp, endPoint, width, color);
}
/// <summary>
/// Draw a dash-dot-dot line. 画双点划线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="endPoint">结束点</param>
/// <param name="width">线宽</param>
/// <param name="color">颜色</param>
/// <param name="dashLength">折线长默认15倍线宽</param>
/// <param name="dotLength">点线长默认3倍线宽</param>
/// <param name="gapLength">间隙长默认5倍线宽</param>
/// <param name="posList">可选,输出的关键点</param>
public static void DrawDashDotDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
Color32 color, float dashLength = 0f, float dotLength = 0f, float gapLength = 0f,
List<Vector3> posList = null)
{
float dist = Vector3.Distance(startPoint, endPoint);
if (dist < 0.1f) return;
if (dashLength == 0) dashLength = 15 * width;
if (dotLength == 0) dotLength = 3 * width;
if (gapLength == 0) gapLength = 5 * width;
int segment = Mathf.CeilToInt(dist / (dashLength + 3 * gapLength + 2 * dotLength));
Vector3 dir = (endPoint - startPoint).normalized;
Vector3 sp = startPoint, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = startPoint + dir * dist * i / segment;
var dashep = np - dir * (3 * gapLength + 2 * dotLength);
DrawLine(vh, sp, dashep, width, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + gapLength * dir;
var dotep = dotsp + dotLength * dir;
DrawLine(vh, dotsp, dotep, width, color);
if (posList != null) posList.Add(dotep);
var dotsp2 = dotep + gapLength * dir;
var dotep2 = dotsp2 + dotLength * dir;
DrawLine(vh, dotsp2, dotep2, width, color);
if (posList != null) posList.Add(dotep2);
sp = np;
}
if (posList != null) posList.Add(endPoint);
DrawLine(vh, sp, endPoint, width, color);
}
/// <summary>
/// Draw a zebar-line. 画斑马线
/// </summary>
/// <param name="vh"></param>
/// <param name="startPoint">起始点</param>
/// <param name="endPoint">结束点</param>
/// <param name="width">线宽</param>
/// <param name="zebraWidth">斑马条纹宽</param>
/// <param name="zebraGap">间隙宽</param>
/// <param name="color">起始颜色</param>
/// <param name="toColor">结束颜色</param>
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public static void DrawZebraLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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float zebraWidth, float zebraGap, Color32 color, Color32 toColor, float maxDistance)
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{
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var dist = Vector3.Distance(startPoint, endPoint);
if (dist < 0.1f) return;
if (zebraWidth == 0) zebraWidth = 3 * width;
if (zebraGap == 0) zebraGap = 3 * width;
var allSegment = Mathf.CeilToInt(maxDistance / (zebraWidth + zebraGap));
var segment = Mathf.CeilToInt(dist / maxDistance * allSegment);
var dir = (endPoint - startPoint).normalized;
var sp = startPoint;
var np = Vector3.zero;
var isGradient = !color.Equals(toColor);
zebraWidth = (maxDistance - zebraGap * (allSegment - 1)) / allSegment;
for (int i = 1; i <= segment; i++)
{
np = sp + dir * zebraWidth;
DrawLine(vh, sp, np, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / allSegment) : color);
sp = np + dir * zebraGap;
}
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}
/// <summary>
/// Draw a diamond. 画菱形(钻石形状)
/// </summary>
/// <param name="vh"></param>
/// <param name="center">中心点</param>
/// <param name="size">尺寸</param>
/// <param name="color">颜色</param>
public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color)
{
DrawDiamond(vh, center, size, color, color);
}
/// <summary>
/// Draw a diamond. 画菱形(钻石形状)
/// </summary>
/// <param name="vh"></param>
/// <param name="center">中心点</param>
/// <param name="size">尺寸</param>
/// <param name="color">渐变色1</param>
/// <param name="toColor">渐变色2</param>
public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color, Color32 toColor)
{
var p1 = new Vector2(center.x - size, center.y);
var p2 = new Vector2(center.x, center.y + size);
var p3 = new Vector2(center.x + size, center.y);
var p4 = new Vector2(center.x, center.y - size);
DrawTriangle(vh, p4, p1, p2, color, color, toColor);
DrawTriangle(vh, p3, p4, p2, color, color, toColor);
}
/// <summary>
/// Draw a square. 画正方形
/// </summary>
/// <param name="center">中心点</param>
/// <param name="radius">半径</param>
/// <param name="color">颜色</param>
public static void DrawSquare(VertexHelper vh, Vector3 center, float radius, Color32 color)
{
DrawSquare(vh, center, radius, color, color, true);
}
/// <summary>
/// Draw a square. 画带渐变的正方形
/// </summary>
/// <param name="vh"></param>
/// <param name="center">中心点</param>
/// <param name="radius">半径</param>
/// <param name="color">渐变色1</param>
/// <param name="toColor">渐变色2</param>
/// <param name="vertical">渐变是否为垂直方向</param>
public static void DrawSquare(VertexHelper vh, Vector3 center, float radius, Color32 color,
Color32 toColor, bool vertical = true)
{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(center.x + radius, center.y - radius);
p2 = new Vector3(center.x - radius, center.y - radius);
p3 = new Vector3(center.x - radius, center.y + radius);
p4 = new Vector3(center.x + radius, center.y + radius);
}
else
{
p1 = new Vector3(center.x - radius, center.y - radius);
p2 = new Vector3(center.x - radius, center.y + radius);
p3 = new Vector3(center.x + radius, center.y + radius);
p4 = new Vector3(center.x + radius, center.y - radius);
}
DrawQuadrilateral(vh, p1, p2, p3, p4, color, toColor);
}
/// <summary>
/// Draw a rectangle. 画带长方形
/// </summary>
/// <param name="p1">起始点</param>
/// <param name="p2">结束点</param>
/// <param name="radius">半径</param>
/// <param name="color">颜色</param>
public static void DrawRectangle(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color)
{
DrawRectangle(vh, p1, p2, radius, color, color);
}
/// <summary>
/// Draw a rectangle. 画带渐变的长方形
/// </summary>
/// <param name="vh"></param>
/// <param name="p1">起始点</param>
/// <param name="p2">结束点</param>
/// <param name="radius">半径</param>
/// <param name="color">渐变色1</param>
/// <param name="toColor">渐变色2</param>
public static void DrawRectangle(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color,
Color32 toColor)
{
var dir = (p2 - p1).normalized;
var dirv = Vector3.Cross(dir, Vector3.forward).normalized;
var p3 = p1 + dirv * radius;
var p4 = p1 - dirv * radius;
var p5 = p2 - dirv * radius;
var p6 = p2 + dirv * radius;
DrawQuadrilateral(vh, p3, p4, p5, p6, color, toColor);
}
/// <summary>
/// Draw a rectangle. 画长方形
/// </summary>
/// <param name="vh"></param>
/// <param name="p">中心点</param>
/// <param name="xRadius">x宽</param>
/// <param name="yRadius">y宽</param>
/// <param name="color">颜色</param>
/// <param name="vertical">是否垂直方向</param>
public static void DrawRectangle(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
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Color32 color, bool vertical = true)
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{
DrawRectangle(vh, p, xRadius, yRadius, color, color, vertical);
}
/// <summary>
/// Draw a rectangle. 画带渐变的长方形
/// </summary>
/// <param name="vh"></param>
/// <param name="p">中心点</param>
/// <param name="xRadius">x宽</param>
/// <param name="yRadius">y宽</param>
/// <param name="color">渐变色1</param>
/// <param name="toColor">渐变色2</param>
/// <param name="vertical">是否垂直方向</param>
public static void DrawRectangle(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
Color32 color, Color32 toColor, bool vertical = true)
{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(p.x + xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y - yRadius);
p3 = new Vector3(p.x - xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y + yRadius);
}
else
{
p1 = new Vector3(p.x - xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y + yRadius);
p3 = new Vector3(p.x + xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y - yRadius);
}
DrawQuadrilateral(vh, p1, p2, p3, p4, color, toColor);
}
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public static void DrawRectangle(VertexHelper vh, Rect rect, Color32 color)
{
DrawRectangle(vh, rect.center, rect.width / 2, rect.height / 2, color, color, true);
}
public static void DrawRectangle(VertexHelper vh, Rect rect, Color32 color, Color32 toColor)
{
DrawRectangle(vh, rect.center, rect.width / 2, rect.height / 2, color, toColor, true);
}
public static void DrawRectangle(VertexHelper vh, Rect rect, float border, Color32 color)
{
DrawRectangle(vh, rect, border, color, color);
}
public static void DrawRectangle(VertexHelper vh, Rect rect, float border, Color32 color, Color32 toColor)
{
DrawRectangle(vh, rect.center, rect.width / 2 - border, rect.height / 2 - border, color, toColor, true);
}
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/// <summary>
/// Draw a quadrilateral. 画任意的四边形
/// </summary>
/// <param name="vh"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="color"></param>
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 color)
{
DrawQuadrilateral(vh, p1, p2, p3, p4, color, color);
}
/// <summary>
/// Draw a quadrilateral. 画任意带渐变的四边形
/// </summary>
/// <param name="vh"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="p4"></param>
/// <param name="startColor"></param>
/// <param name="toColor"></param>
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 startColor, Color32 toColor)
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{
DrawQuadrilateral(vh, p1, p2, p3, p4, startColor, startColor, toColor, toColor);
}
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 color1, Color32 color2, Color32 color3, Color32 color4)
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{
s_Vertex[0].position = p1;
s_Vertex[1].position = p2;
s_Vertex[2].position = p3;
s_Vertex[3].position = p4;
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s_Vertex[0].color = color1;
s_Vertex[1].color = color2;
s_Vertex[2].color = color3;
s_Vertex[3].color = color4;
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for (int j = 0; j < 4; j++)
{
s_Vertex[j].uv0 = s_ZeroVector2;
}
vh.AddUIVertexQuad(s_Vertex);
}
public static void InitCornerRadius(float[] cornerRadius, float width, float height, bool horizontal,
bool invert, ref float brLt, ref float brRt, ref float brRb, ref float brLb, ref bool needRound)
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{
if (cornerRadius == null || cornerRadius.Length == 0) return;
if (invert)
{
if (horizontal)
{
brLt = cornerRadius.Length > 0 ? cornerRadius[1] : 0;
brRt = cornerRadius.Length > 1 ? cornerRadius[0] : 0;
brRb = cornerRadius.Length > 2 ? cornerRadius[3] : 0;
brLb = cornerRadius.Length > 3 ? cornerRadius[2] : 0;
}
else
{
brLt = cornerRadius.Length > 0 ? cornerRadius[3] : 0;
brRt = cornerRadius.Length > 1 ? cornerRadius[2] : 0;
brRb = cornerRadius.Length > 2 ? cornerRadius[1] : 0;
brLb = cornerRadius.Length > 3 ? cornerRadius[0] : 0;
}
}
else
{
brLt = cornerRadius.Length > 0 ? cornerRadius[0] : 0;
brRt = cornerRadius.Length > 1 ? cornerRadius[1] : 0;
brRb = cornerRadius.Length > 2 ? cornerRadius[2] : 0;
brLb = cornerRadius.Length > 3 ? cornerRadius[3] : 0;
}
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needRound = brLb != 0 || brRt != 0 || brRb != 0 || brLb != 0;
if (needRound)
{
var min = Mathf.Min(width, height);
if (brLt == 1 && brRt == 1 && brRb == 1 && brLb == 1)
{
brLt = brRt = brRb = brLb = min / 2;
return;
}
if (brLt > 0 && brLt <= 1) brLt = brLt * min;
if (brRt > 0 && brRt <= 1) brRt = brRt * min;
if (brRb > 0 && brRb <= 1) brRb = brRb * min;
if (brLb > 0 && brLb <= 1) brLb = brLb * min;
if (horizontal)
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{
if (brLb + brLt >= height)
{
var total = brLb + brLt;
brLb = height * (brLb / total);
brLt = height * (brLt / total);
}
if (brRt + brRb >= height)
{
var total = brRt + brRb;
brRt = height * (brRt / total);
brRb = height * (brRb / total);
}
if (brLt + brRt >= width)
{
var total = brLt + brRt;
brLt = width * (brLt / total);
brRt = width * (brRt / total);
}
if (brRb + brLb >= width)
{
var total = brRb + brLb;
brRb = width * (brRb / total);
brLb = width * (brLb / total);
}
}
else
{
if (brLt + brRt >= width)
{
var total = brLt + brRt;
brLt = width * (brLt / total);
brRt = width * (brRt / total);
}
if (brRb + brLb >= width)
{
var total = brRb + brLb;
brRb = width * (brRb / total);
brLb = width * (brLb / total);
}
if (brLb + brLt >= height)
{
var total = brLb + brLt;
brLb = height * (brLb / total);
brLt = height * (brLt / total);
}
if (brRt + brRb >= height)
{
var total = brRt + brRb;
brRt = height * (brRt / total);
brRb = height * (brRb / total);
}
}
}
}
public static void DrawRoundRectangle(VertexHelper vh, Rect rect,
Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null, bool isYAxis = false,
float smoothness = 2, bool invert = false)
{
DrawRoundRectangle(vh, rect.center, rect.width, rect.height, color, toColor, rotate, cornerRadius,
isYAxis, smoothness, invert);
}
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/// <summary>
/// 绘制圆角矩形
/// </summary>
/// <param name="vh"></param>
/// <param name="center"></param>
/// <param name="rectWidth"></param>
/// <param name="rectHeight"></param>
/// <param name="color"></param>
/// <param name="toColor"></param>
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/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
/// <param name="horizontal"></param>
/// <param name="smoothness"></param>
/// <param name="invert"></param>
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public static void DrawRoundRectangle(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null, bool horizontal = false,
float smoothness = 2, bool invert = false)
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{
if (invert)
{
var temp = toColor;
toColor = color;
color = temp;
}
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var isGradient = !UGLHelper.IsValueEqualsColor(color, toColor);
var halfWid = rectWidth / 2;
var halfHig = rectHeight / 2;
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
bool needRound = false;
InitCornerRadius(cornerRadius, rectWidth, rectHeight, horizontal, invert, ref brLt, ref brRt, ref brRb,
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ref brLb, ref needRound);
var tempCenter = Vector3.zero;
var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
if (needRound)
{
var lbIn2 = lbIn;
var ltIn2 = ltIn;
var rtIn2 = rtIn;
var rbIn2 = rbIn;
var roundLb = lbIn;
var roundLt = ltIn;
var roundRt = rtIn;
var roundRb = rbIn;
if (brLt > 0)
{
roundLt = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
ltIn = roundLt + brLt * Vector3.left;
ltIn2 = roundLt + brLt * Vector3.up;
}
if (brRt > 0)
{
roundRt = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
rtIn = roundRt + brRt * Vector3.up;
rtIn2 = roundRt + brRt * Vector3.right;
}
if (brRb > 0)
{
roundRb = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
rbIn = roundRb + brRb * Vector3.right;
rbIn2 = roundRb + brRb * Vector3.down;
}
if (brLb > 0)
{
roundLb = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
lbIn = roundLb + brLb * Vector3.left;
lbIn2 = roundLb + brLb * Vector3.down;
}
if (horizontal)
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{
var maxLeft = Mathf.Max(brLt, brLb);
var maxRight = Mathf.Max(brRt, brRb);
var ltInRight = ltIn + maxLeft * Vector3.right;
var lbInRight = lbIn + maxLeft * Vector3.right;
var rtIn2Left = rtIn2 + maxRight * Vector3.left;
var rbInLeft = rbIn + maxRight * Vector3.left;
var roundLbRight = roundLb + (maxLeft - brLb) * Vector3.right;
var lbIn2Right = lbIn2 + (maxLeft - brLb) * Vector3.right;
if (roundLbRight.x > roundRb.x) roundLbRight.x = roundRb.x;
if (lbIn2Right.x > roundRb.x) lbIn2Right.x = roundRb.x;
var ltIn2Right = ltIn2 + (maxLeft - brLt) * Vector3.right;
var roundLtRight = roundLt + (maxLeft - brLt) * Vector3.right;
if (ltIn2Right.x > roundRt.x) ltIn2Right.x = roundRt.x;
if (roundLtRight.x > roundRt.x) roundLtRight.x = roundRt.x;
var roundRtLeft = roundRt + (maxRight - brRt) * Vector3.left;
var rtInLeft = rtIn + (maxRight - brRt) * Vector3.left;
if (roundRtLeft.x < roundLt.x) roundRtLeft.x = roundLt.x;
if (rtInLeft.x < roundLt.x) rtInLeft.x = roundLt.x;
var rbIn2Left = rbIn2 + (maxRight - brRb) * Vector3.left;
var roundRbLeft = roundRb + (maxRight - brRb) * Vector3.left;
if (rbIn2Left.x < roundLb.x) rbIn2Left.x = roundLb.x;
if (roundRbLeft.x < roundLb.x) roundRbLeft.x = roundLb.x;
if (!isGradient)
{
DrawSector(vh, roundLt, brLt, color, color, 270, 360, 1, horizontal, smoothness);
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, horizontal, smoothness);
DrawSector(vh, roundRb, brRb, toColor, toColor, 90, 180, 1, horizontal, smoothness);
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, horizontal, smoothness);
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DrawQuadrilateral(vh, ltIn, ltInRight, lbInRight, lbIn, color, color);
DrawQuadrilateral(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, color, color);
DrawQuadrilateral(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, color, color);
DrawQuadrilateral(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, toColor, toColor);
DrawQuadrilateral(vh, roundRtLeft, rtInLeft, rtIn, roundRt, toColor, toColor);
DrawQuadrilateral(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2, toColor, toColor);
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
if (crt.x > clt.x)
{
DrawQuadrilateral(vh, clb, clt, crt, crb, color, toColor);
}
}
else
{
var tempLeftColor = Color32.Lerp(color, toColor, maxLeft / rectWidth);
var upLeftColor = Color32.Lerp(color, tempLeftColor, brLt / maxLeft);
var downLeftColor = Color32.Lerp(color, tempLeftColor, brLb / maxLeft);
var tempRightColor = Color32.Lerp(color, toColor, (rectWidth - maxRight) / rectWidth);
var upRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRt) / maxRight);
var downRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRb) / maxRight);
DrawSector(vh, roundLt, brLt, color, upLeftColor, 270, 360, 1, horizontal, smoothness);
DrawSector(vh, roundRt, brRt, upRightColor, toColor, 0, 90, 1, horizontal, smoothness);
DrawSector(vh, roundRb, brRb, downRightColor, toColor, 90, 180, 1, horizontal, smoothness);
DrawSector(vh, roundLb, brLb, color, downLeftColor, 180, 270, 1, horizontal, smoothness);
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DrawQuadrilateral(vh, lbIn, ltIn, ltInRight, lbInRight, color, tempLeftColor);
DrawQuadrilateral(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, downLeftColor,
roundLbRight.x == roundRb.x ? downRightColor : tempLeftColor);
DrawQuadrilateral(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, upLeftColor,
ltIn2Right.x == roundRt.x ? upRightColor : tempLeftColor);
DrawQuadrilateral(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, tempRightColor, toColor);
DrawQuadrilateral(vh, roundRtLeft, rtInLeft, rtIn, roundRt,
roundRtLeft.x == roundLt.x ? upLeftColor : tempRightColor, upRightColor);
DrawQuadrilateral(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2,
rbIn2Left.x == roundLb.x ? downLeftColor : tempRightColor, downRightColor);
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
if (crt.x > clt.x)
{
DrawQuadrilateral(vh, clb, clt, crt, crb, tempLeftColor, tempRightColor);
}
}
}
else
{
var maxup = Mathf.Max(brLt, brRt);
var maxdown = Mathf.Max(brLb, brRb);
var clt = new Vector3(center.x - halfWid, center.y + halfHig - maxup);
var crt = new Vector3(center.x + halfWid, center.y + halfHig - maxup);
var crb = new Vector3(center.x + halfWid, center.y - halfHig + maxdown);
var clb = new Vector3(center.x - halfWid, center.y - halfHig + maxdown);
var lbIn2Up = lbIn2 + maxdown * Vector3.up;
var rbIn2Up = rbIn2 + maxdown * Vector3.up;
var rtInDown = rtIn + maxup * Vector3.down;
var ltIn2Down = ltIn2 + maxup * Vector3.down;
var roundLtDown = roundLt + (maxup - brLt) * Vector3.down;
var ltInDown = ltIn + (maxup - brLt) * Vector3.down;
if (roundLtDown.y < roundLb.y) roundLtDown.y = roundLb.y;
if (ltInDown.y < roundLb.y) ltInDown.y = roundLb.y;
var rtIn2Down = rtIn2 + (maxup - brRt) * Vector3.down;
var roundRtDown = roundRt + (maxup - brRt) * Vector3.down;
if (rtIn2Down.y < roundRb.y) rtIn2Down.y = roundRb.y;
if (roundRtDown.y < roundRb.y) roundRtDown.y = roundRb.y;
var lbInUp = lbIn + (maxdown - brLb) * Vector3.up;
var roundLbUp = roundLb + (maxdown - brLb) * Vector3.up;
if (lbInUp.y > roundLt.y) lbInUp.y = roundLt.y;
if (roundLbUp.y > roundLt.y) roundLbUp.y = roundLt.y;
var roundRbUp = roundRb + (maxdown - brRb) * Vector3.up;
var rbInUp = rbIn + (maxdown - brRb) * Vector3.up;
if (roundRbUp.y > roundRt.y) roundRbUp.y = roundRt.y;
if (rbInUp.y > roundRt.y) rbInUp.y = roundRt.y;
if (!isGradient)
{
DrawSector(vh, roundLt, brLt, toColor, toColor, 270, 360, 1, horizontal, smoothness);
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, horizontal, smoothness);
DrawSector(vh, roundRb, brRb, color, color, 90, 180, 1, horizontal, smoothness);
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, horizontal, smoothness);
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DrawQuadrilateral(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, toColor);
DrawQuadrilateral(vh, ltIn, roundLt, roundLtDown, ltInDown, toColor, toColor);
DrawQuadrilateral(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, toColor, toColor);
DrawQuadrilateral(vh, lbIn2, lbIn2Up, rbIn2Up, rbIn2, color, color);
DrawQuadrilateral(vh, lbIn, lbInUp, roundLbUp, roundLb, color, color);
DrawQuadrilateral(vh, roundRb, roundRbUp, rbInUp, rbIn, color, color);
if (clt.y > clb.y)
{
DrawQuadrilateral(vh, clt, crt, crb, clb, toColor, color);
}
}
else
{
var tempUpColor = Color32.Lerp(color, toColor, (rectHeight - maxup) / rectHeight);
var leftUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brLt) / maxup);
var rightUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brRt) / maxup);
var tempDownColor = Color32.Lerp(color, toColor, maxdown / rectHeight);
var leftDownColor = Color32.Lerp(color, tempDownColor, brLb / maxdown);
var rightDownColor = Color32.Lerp(color, tempDownColor, brRb / maxdown);
DrawSector(vh, roundLt, brLt, leftUpColor, toColor, 270, 360, 1, horizontal, smoothness);
DrawSector(vh, roundRt, brRt, rightUpColor, toColor, 0, 90, 1, horizontal, smoothness);
DrawSector(vh, roundRb, brRb, rightDownColor, color, 90, 180, 1, horizontal, smoothness);
DrawSector(vh, roundLb, brLb, leftDownColor, color, 180, 270, 1, horizontal, smoothness);
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DrawQuadrilateral(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, tempUpColor);
DrawQuadrilateral(vh, ltIn, roundLt, roundLtDown, ltInDown, leftUpColor,
roundLtDown.y == roundLb.y ? leftDownColor : tempUpColor);
DrawQuadrilateral(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, rightUpColor,
rtIn2Down.y == roundRb.y ? rightDownColor : tempUpColor);
DrawQuadrilateral(vh, rbIn2, lbIn2, lbIn2Up, rbIn2Up, color, tempDownColor);
DrawQuadrilateral(vh, roundLb, lbIn, lbInUp, roundLbUp, leftDownColor,
lbInUp.y == roundLt.y ? leftUpColor : tempDownColor);
DrawQuadrilateral(vh, rbIn, roundRb, roundRbUp, rbInUp, rightDownColor,
roundRbUp.y == roundRt.y ? rightUpColor : tempDownColor);
if (clt.y > clb.y)
{
DrawQuadrilateral(vh, clt, crt, crb, clb, tempUpColor, tempDownColor);
}
}
}
}
else
{
if (horizontal)
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DrawQuadrilateral(vh, lbIn, ltIn, rtIn, rbIn, color, toColor);
else
DrawQuadrilateral(vh, rbIn, lbIn, ltIn, rtIn, color, toColor);
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}
}
/// <summary>
/// 绘制(圆角)边框
/// </summary>
/// <param name="vh"></param>
/// <param name="center"></param>
/// <param name="rectWidth"></param>
/// <param name="rectHeight"></param>
/// <param name="borderWidth"></param>
/// <param name="color"></param>
/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
/// <param name="invertCorner"></param>
/// <param name="extWidth"></param>
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public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null,
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
{
DrawBorder(vh, center, rectWidth, rectHeight, borderWidth, color, s_ClearColor32, rotate,
cornerRadius, horizontal, smoothness, invertCorner, extWidth);
}
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/// <summary>
/// 绘制(圆角)边框
/// </summary>
/// <param name="vh"></param>
/// <param name="rect"></param>
/// <param name="borderWidth"></param>
/// <param name="color"></param>
/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
/// <param name="horizontal"></param>
/// <param name="smoothness"></param>
/// <param name="invertCorner"></param>
/// <param name="extWidth"></param>
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public static void DrawBorder(VertexHelper vh, Rect rect,
float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null,
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
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{
DrawBorder(vh, rect.center, rect.width, rect.height, borderWidth, color, s_ClearColor32, rotate,
cornerRadius, horizontal, smoothness, invertCorner, extWidth);
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}
/// <summary>
/// 绘制(圆角)边框
/// </summary>
/// <param name="vh"></param>
/// <param name="center"></param>
/// <param name="rectWidth"></param>
/// <param name="rectHeight"></param>
/// <param name="borderWidth"></param>
/// <param name="color"></param>
/// <param name="toColor"></param>
/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
/// <param name="horizontal"></param>
/// <param name="smoothness"></param>
/// <param name="invertCorner"></param>
/// <param name="extWidth"></param>
public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
float borderWidth, Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null,
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
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{
if (borderWidth == 0 || UGLHelper.IsClearColor(color)) return;
var halfWid = rectWidth / 2;
var halfHig = rectHeight / 2;
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var lbIn = new Vector3(center.x - halfWid - extWidth, center.y - halfHig - extWidth);
var lbOt = new Vector3(center.x - halfWid - borderWidth - extWidth, center.y - halfHig - borderWidth - extWidth);
var ltIn = new Vector3(center.x - halfWid - extWidth, center.y + halfHig + extWidth);
var ltOt = new Vector3(center.x - halfWid - borderWidth - extWidth, center.y + halfHig + borderWidth + extWidth);
var rtIn = new Vector3(center.x + halfWid + extWidth, center.y + halfHig + extWidth);
var rtOt = new Vector3(center.x + halfWid + borderWidth + extWidth, center.y + halfHig + borderWidth + extWidth);
var rbIn = new Vector3(center.x + halfWid + extWidth, center.y - halfHig - extWidth);
var rbOt = new Vector3(center.x + halfWid + borderWidth + extWidth, center.y - halfHig - borderWidth - extWidth);
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float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
bool needRound = false;
InitCornerRadius(cornerRadius, rectWidth, rectHeight, horizontal, invertCorner, ref brLt, ref brRt, ref brRb,
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ref brLb, ref needRound);
var tempCenter = Vector3.zero;
if (UGLHelper.IsClearColor(toColor))
{
toColor = color;
}
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if (needRound)
{
var lbIn2 = lbIn;
var lbOt2 = lbOt;
var ltIn2 = ltIn;
var ltOt2 = ltOt;
var rtIn2 = rtIn;
var rtOt2 = rtOt;
var rbIn2 = rbIn;
var rbOt2 = rbOt;
//if (brLt > 0)
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{
tempCenter = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
brLt += extWidth;
DrawDoughnut(vh, tempCenter, brLt, brLt + borderWidth, horizontal ? color : toColor, s_ClearColor32,
270, 360, smoothness);
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ltIn = tempCenter + brLt * Vector3.left;
ltOt = tempCenter + (brLt + borderWidth) * Vector3.left;
ltIn2 = tempCenter + brLt * Vector3.up;
ltOt2 = tempCenter + (brLt + borderWidth) * Vector3.up;
}
//if (brRt > 0)
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{
tempCenter = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
brRt += extWidth;
DrawDoughnut(vh, tempCenter, brRt, brRt + borderWidth, toColor, s_ClearColor32, 0, 90, smoothness);
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rtIn = tempCenter + brRt * Vector3.up;
rtOt = tempCenter + (brRt + borderWidth) * Vector3.up;
rtIn2 = tempCenter + brRt * Vector3.right;
rtOt2 = tempCenter + (brRt + borderWidth) * Vector3.right;
}
//if (brRb > 0)
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{
tempCenter = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
brRb += extWidth;
DrawDoughnut(vh, tempCenter, brRb, brRb + borderWidth, horizontal ? toColor : color, s_ClearColor32,
90, 180, smoothness);
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rbIn = tempCenter + brRb * Vector3.right;
rbOt = tempCenter + (brRb + borderWidth) * Vector3.right;
rbIn2 = tempCenter + brRb * Vector3.down;
rbOt2 = tempCenter + (brRb + borderWidth) * Vector3.down;
}
//if (brLb > 0)
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{
tempCenter = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
brLb += extWidth;
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DrawDoughnut(vh, tempCenter, brLb, brLb + borderWidth, color, s_ClearColor32, 180, 270, smoothness);
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lbIn = tempCenter + brLb * Vector3.left;
lbOt = tempCenter + (brLb + borderWidth) * Vector3.left;
lbIn2 = tempCenter + brLb * Vector3.down;
lbOt2 = tempCenter + (brLb + borderWidth) * Vector3.down;
}
if (horizontal)
{
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, color);
DrawQuadrilateral(vh, ltIn2, ltOt2, rtOt, rtIn, color, toColor);
DrawQuadrilateral(vh, rtIn2, rtOt2, rbOt, rbIn, toColor, toColor);
DrawQuadrilateral(vh, rbIn2, rbOt2, lbOt2, lbIn2, toColor, color);
}
else
{
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, toColor);
DrawQuadrilateral(vh, ltIn2, ltOt2, rtOt, rtIn, toColor, toColor);
DrawQuadrilateral(vh, rtIn2, rtOt2, rbOt, rbIn, toColor, color);
DrawQuadrilateral(vh, rbIn2, rbOt2, lbOt2, lbIn2, color, color);
}
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}
else
{
if (rotate > 0)
{
lbIn = UGLHelper.RotateRound(lbIn, center, Vector3.forward, rotate);
lbOt = UGLHelper.RotateRound(lbOt, center, Vector3.forward, rotate);
ltIn = UGLHelper.RotateRound(ltIn, center, Vector3.forward, rotate);
ltOt = UGLHelper.RotateRound(ltOt, center, Vector3.forward, rotate);
rtIn = UGLHelper.RotateRound(rtIn, center, Vector3.forward, rotate);
rtOt = UGLHelper.RotateRound(rtOt, center, Vector3.forward, rotate);
rbIn = UGLHelper.RotateRound(rbIn, center, Vector3.forward, rotate);
rbOt = UGLHelper.RotateRound(rbOt, center, Vector3.forward, rotate);
}
if (horizontal)
{
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, color);
DrawQuadrilateral(vh, ltIn, ltOt, rtOt, rtIn, color, toColor);
DrawQuadrilateral(vh, rtIn, rtOt, rbOt, rbIn, toColor, toColor);
DrawQuadrilateral(vh, rbIn, rbOt, lbOt, lbIn, toColor, color);
}
else
{
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, toColor);
DrawQuadrilateral(vh, ltIn, ltOt, rtOt, rtIn, toColor, toColor);
DrawQuadrilateral(vh, rtIn, rtOt, rbOt, rbIn, toColor, color);
DrawQuadrilateral(vh, rbIn, rbOt, lbOt, lbIn, color, color);
}
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}
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color)
{
DrawTriangle(vh, p1, p2, p3, color, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color)
{
DrawTriangle(vh, pos, size, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
{
var x = size * Mathf.Cos(30 * Mathf.PI / 180);
var y = size * Mathf.Sin(30 * Mathf.PI / 180);
var p1 = new Vector2(pos.x - x, pos.y - y);
var p2 = new Vector2(pos.x, pos.y + size);
var p3 = new Vector2(pos.x + x, pos.y - y);
DrawTriangle(vh, p1, p2, p3, color, toColor, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
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{
UIVertex v1 = new UIVertex();
v1.position = p1;
v1.color = color;
v1.uv0 = s_ZeroVector2;
UIVertex v2 = new UIVertex();
v2.position = p2;
v2.color = color2;
v2.uv0 = s_ZeroVector2;
UIVertex v3 = new UIVertex();
v3.position = p3;
v3.color = color3;
v3.uv0 = s_ZeroVector2;
int startIndex = vh.currentVertCount;
vh.AddVert(v1);
vh.AddVert(v2);
vh.AddVert(v3);
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
}
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
float smoothness = 2f)
{
DrawCricle(vh, center, radius, color, color, 0, s_ClearColor32, smoothness);
}
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
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Color32 toColor, float smoothness = 2f)
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{
DrawSector(vh, center, radius, color, toColor, 0, 360, 0, s_ClearColor32, smoothness);
}
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
Color32 toColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, center, radius, color, toColor, 0, 360, borderWidth, borderColor, smoothness);
}
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawCricle(vh, center, radius, color, color, borderWidth, borderColor, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
Color32 color, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, radius - tickness, radius, color, color, emptyColor, 0, 360, 0, s_ClearColor32,
0, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
Color32 color, Color32 emptyColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, radius - tickness, radius, color, color, emptyColor, 0, 360, borderWidth,
borderColor, 0, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, radius - tickness, radius, color, toColor, emptyColor, 0, 360, 0,
s_ClearColor32, 0, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
Color32 color, Color32 toColor, Color32 emptyColor, float borderWidth, Color32 borderColor,
float smoothness = 2f)
{
DrawDoughnut(vh, center, radius - tickness, radius, color, toColor, emptyColor, 0, 360, borderWidth,
borderColor, 0, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color,
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float startDegree, float toDegree, float smoothness = 2f)
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{
DrawSector(vh, center, radius, color, color, startDegree, toDegree, 0, s_ClearColor32, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
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float startDegree, float toDegree, int gradientType = 0, bool isYAxis = false, float smoothness = 2f)
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{
DrawSector(vh, center, radius, color, toColor, startDegree, toDegree, 0, s_ClearColor32, 0, smoothness,
gradientType, isYAxis);
}
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color,
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, center, radius, color, color, startDegree, toDegree, borderWidth, borderColor, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, center, radius, color, toColor, startDegree, toDegree, borderWidth, borderColor, 0, smoothness);
}
/// <summary>
/// 绘制扇形可带边框、有空白边距、3种类型渐变
/// </summary>
/// <param name="vh"></param>
/// <param name="center">中心点</param>
/// <param name="radius">半径</param>
/// <param name="color">颜色</param>
/// <param name="toColor">渐变颜色</param>
/// <param name="startDegree">开始角度</param>
/// <param name="toDegree">结束角度</param>
/// <param name="borderWidth">边框宽度</param>
/// <param name="borderColor">边框颜色</param>
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/// <param name="gap">边距</param>
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/// <param name="smoothness">光滑度</param>
/// <param name="gradientType">渐变类型0:向圆形渐变1:水平或垂直渐变2:开始角度向结束角度渐变</param>
/// <param name="isYAxis">水平渐变还是垂直渐变gradientType为1时生效</param>
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
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float startDegree, float toDegree, float borderWidth, Color32 borderColor, float gap,
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float smoothness, int gradientType = 0, bool isYAxis = false)
{
if (radius == 0) return;
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if (gap > 0 && Mathf.Abs(toDegree - startDegree) >= 360) gap = 0;
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radius -= borderWidth;
smoothness = (smoothness < 0 ? 2f : smoothness);
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int segments = (int) ((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
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if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
float realStartAngle = startAngle;
float realToAngle = toAngle;
float halfAngle = (toAngle - startAngle) / 2;
float borderAngle = 0;
float spaceAngle = 0;
var p2 = center + radius * UGLHelper.GetDire(startAngle);
var p3 = Vector3.zero;
var p4 = Vector3.zero;
var spaceCenter = center;
var realCenter = center;
var lastP4 = center;
var lastColor = color;
var needBorder = borderWidth != 0;
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var needSpace = gap != 0;
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var borderLineWidth = needSpace ? borderWidth : borderWidth / 2;
var lastPos = Vector3.zero;
var middleDire = UGLHelper.GetDire(startAngle + halfAngle);
if (needBorder || needSpace)
{
float spaceDiff = 0f;
float borderDiff = 0f;
if (needSpace)
{
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spaceDiff = gap / Mathf.Sin(halfAngle);
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spaceCenter = center + spaceDiff * middleDire;
realCenter = spaceCenter;
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spaceAngle = 2 * Mathf.Asin(gap / (2 * radius));
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realStartAngle = startAngle + spaceAngle;
realToAngle = toAngle - spaceAngle;
if (realToAngle < realStartAngle) realToAngle = realStartAngle;
p2 = UGLHelper.GetPos(center, radius, realStartAngle);
}
if (needBorder)
{
borderDiff = borderLineWidth / Mathf.Sin(halfAngle);
realCenter += borderDiff * middleDire;
borderAngle = 2 * Mathf.Asin(borderLineWidth / (2 * radius));
realStartAngle = realStartAngle + borderAngle;
realToAngle = realToAngle - borderAngle;
if (realToAngle < realStartAngle)
{
realToAngle = realStartAngle;
p2 = UGLHelper.GetPos(center, radius, realStartAngle);
}
else
{
var borderX1 = UGLHelper.GetPos(center, radius, realStartAngle);
DrawQuadrilateral(vh, realCenter, spaceCenter, p2, borderX1, borderColor);
p2 = borderX1;
var borderX2 = UGLHelper.GetPos(center, radius, realToAngle);
var pEnd = UGLHelper.GetPos(center, radius, toAngle - spaceAngle);
DrawQuadrilateral(vh, realCenter, borderX2, pEnd, spaceCenter, borderColor);
}
}
}
float segmentAngle = (realToAngle - realStartAngle) / segments;
bool isLeft = startDegree >= 180;
for (int i = 0; i <= segments; i++)
{
float currAngle = realStartAngle + i * segmentAngle;
p3 = center + radius * UGLHelper.GetDire(currAngle);
if (gradientType == 1)
{
if (isYAxis)
{
p4 = new Vector3(p3.x, realCenter.y);
var dist = p4.x - realCenter.x;
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var tcolor = Color32.Lerp(color, toColor, dist >= 0 ?
dist / radius :
Mathf.Min(radius + dist, radius) / radius);
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if (isLeft && (i == segments || i == 0)) tcolor = toColor;
DrawQuadrilateral(vh, lastP4, p2, p3, p4, lastColor, tcolor);
lastP4 = p4;
lastColor = tcolor;
}
else
{
p4 = new Vector3(realCenter.x, p3.y);
var tcolor = Color32.Lerp(color, toColor, Mathf.Abs(p4.y - realCenter.y) / radius);
DrawQuadrilateral(vh, lastP4, p2, p3, p4, lastColor, tcolor);
lastP4 = p4;
lastColor = tcolor;
}
}
else if (gradientType == 2)
{
var tcolor = Color32.Lerp(color, toColor, i / segments);
DrawQuadrilateral(vh, realCenter, p2, p3, realCenter, lastColor, tcolor);
lastColor = tcolor;
}
else
{
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AddVertToVertexHelper(vh, p3, realCenter, color, toColor, i > 0);
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}
p2 = p3;
}
if (needBorder || needSpace)
{
if (realToAngle > realStartAngle)
{
var borderX2 = center + radius * UGLHelper.GetDire(realToAngle);
DrawTriangle(vh, realCenter, p2, borderX2, toColor, color, color);
if (needBorder)
{
var realStartDegree = (realStartAngle - borderAngle) * Mathf.Rad2Deg;
var realToDegree = (realToAngle + borderAngle) * Mathf.Rad2Deg;
DrawDoughnut(vh, center, radius, radius + borderWidth, borderColor, s_ClearColor32,
realStartDegree, realToDegree, smoothness);
}
}
}
}
public static void DrawRoundCap(VertexHelper vh, Vector3 center, float width, float radius, float angle,
bool clockwise, Color32 color, bool end)
{
var px = Mathf.Sin(angle * Mathf.Deg2Rad) * radius;
var py = Mathf.Cos(angle * Mathf.Deg2Rad) * radius;
var pos = new Vector3(px, py) + center;
if (end)
{
if (clockwise)
DrawSector(vh, pos, width, color, angle, angle + 180, 0, s_ClearColor32);
else
DrawSector(vh, pos, width, color, angle, angle - 180, 0, s_ClearColor32);
}
else
{
if (clockwise)
DrawSector(vh, pos, width, color, angle + 180, angle + 360, 0, s_ClearColor32);
else
DrawSector(vh, pos, width, color, angle - 180, angle - 360, 0, s_ClearColor32);
}
}
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, 0, 360, 0,
s_ClearColor32, 0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float startDegree,
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float toDegree, float smoothness = 1f)
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{
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
0, s_ClearColor32, 0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float startDegree,
float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
borderWidth, borderColor, 0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, toColor, emptyColor, 0, 360, 0,
s_ClearColor32, 0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
Color32 color, Color32 toColor, Color32 emptyColor, float startDegree, float toDegree, float borderWidth,
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Color32 borderColor, float gap, float smoothness, bool roundCap = false, bool clockwise = true)
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{
if (toDegree - startDegree == 0) return;
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if (gap > 0 && Mathf.Abs(toDegree - startDegree) >= 360) gap = 0;
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if (insideRadius <= 0)
{
DrawSector(vh, center, outsideRadius, color, toColor, startDegree, toDegree, borderWidth, borderColor,
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gap, smoothness);
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return;
}
outsideRadius -= borderWidth;
insideRadius += borderWidth;
smoothness = smoothness < 0 ? 2f : smoothness;
Vector3 p1, p2, p3, p4, e1, e2;
var needBorder = borderWidth != 0;
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var needSpace = gap != 0;
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var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
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int segments = (int) ((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
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if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
float realStartOutAngle = startAngle;
float realToOutAngle = toAngle;
float realStartInAngle = startAngle;
float realToInAngle = toAngle;
float halfAngle = (toAngle - startAngle) / 2;
float borderAngle = 0, borderInAngle = 0, borderHalfAngle = 0;
float spaceAngle = 0, spaceInAngle = 0, spaceHalfAngle = 0;
var spaceCenter = center;
var realCenter = center;
var startDire = new Vector3(Mathf.Sin(startAngle), Mathf.Cos(startAngle)).normalized;
var toDire = new Vector3(Mathf.Sin(toAngle), Mathf.Cos(toAngle)).normalized;
var middleDire = new Vector3(Mathf.Sin(startAngle + halfAngle), Mathf.Cos(startAngle + halfAngle)).normalized;
p1 = center + insideRadius * startDire;
p2 = center + outsideRadius * startDire;
e1 = center + insideRadius * toDire;
e2 = center + outsideRadius * toDire;
if (roundCap)
{
var roundRadius = (outsideRadius - insideRadius) / 2;
var roundAngleRadius = insideRadius + roundRadius;
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
if (diffAngle < 2 * roundAngle)
{
roundCap = false;
}
}
if (needBorder || needSpace)
{
if (needSpace)
{
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var spaceDiff = gap / Mathf.Sin(halfAngle);
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spaceCenter = center + Mathf.Abs(spaceDiff) * middleDire;
realCenter = spaceCenter;
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spaceAngle = 2 * Mathf.Asin(gap / (2 * outsideRadius));
spaceInAngle = 2 * Mathf.Asin(gap / (2 * insideRadius));
spaceHalfAngle = 2 * Mathf.Asin(gap / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
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if (clockwise)
{
p1 = UGLHelper.GetPos(center, insideRadius, startAngle + spaceInAngle, false);
e1 = UGLHelper.GetPos(center, insideRadius, toAngle - spaceInAngle, false);
realStartOutAngle = startAngle + spaceAngle;
realToOutAngle = toAngle - spaceAngle;
realStartInAngle = startAngle + spaceInAngle;
realToInAngle = toAngle - spaceInAngle;
}
else
{
p1 = UGLHelper.GetPos(center, insideRadius, startAngle - spaceInAngle, false);
e1 = UGLHelper.GetPos(center, insideRadius, toAngle + spaceInAngle, false);
realStartOutAngle = startAngle - spaceAngle;
realToOutAngle = toAngle + spaceAngle;
realStartInAngle = startAngle - spaceInAngle;
realToOutAngle = toAngle + spaceInAngle;
}
p2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
e2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
}
if (needBorder)
{
var borderDiff = borderWidth / Mathf.Sin(halfAngle);
realCenter += Mathf.Abs(borderDiff) * middleDire;
borderAngle = 2 * Mathf.Asin(borderWidth / (2 * outsideRadius));
borderInAngle = 2 * Mathf.Asin(borderWidth / (2 * insideRadius));
borderHalfAngle = 2 * Mathf.Asin(borderWidth / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
if (clockwise)
{
realStartOutAngle = realStartOutAngle + borderAngle;
realToOutAngle = realToOutAngle - borderAngle;
realStartInAngle = startAngle + spaceInAngle + borderInAngle;
realToInAngle = toAngle - spaceInAngle - borderInAngle;
var newp1 = UGLHelper.GetPos(center, insideRadius, startAngle + spaceInAngle + borderInAngle, false);
var newp2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
if (!roundCap) DrawQuadrilateral(vh, newp2, newp1, p1, p2, borderColor);
p1 = newp1;
p2 = newp2;
if (toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle)
{
var newe1 = UGLHelper.GetPos(center, insideRadius, toAngle - spaceInAngle - borderInAngle, false);
var newe2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
if (!roundCap) DrawQuadrilateral(vh, newe2, e2, e1, newe1, borderColor);
e1 = newe1;
e2 = newe2;
}
}
else
{
realStartOutAngle = realStartOutAngle - borderAngle;
realToOutAngle = realToOutAngle + borderAngle;
realStartInAngle = startAngle - spaceInAngle - borderInAngle;
realToInAngle = toAngle + spaceInAngle + borderInAngle;
var newp1 = UGLHelper.GetPos(center, insideRadius, startAngle - spaceInAngle - borderInAngle, false);
var newp2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
if (!roundCap) DrawQuadrilateral(vh, newp2, newp1, p1, p2, borderColor);
p1 = newp1;
p2 = newp2;
if (toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle)
{
var newe1 = UGLHelper.GetPos(center, insideRadius, toAngle + spaceInAngle + borderInAngle, false);
var newe2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
if (!roundCap) DrawQuadrilateral(vh, newe2, e2, e1, newe1, borderColor);
e1 = newe1;
e2 = newe2;
}
}
}
}
if (roundCap)
{
var roundRadius = (outsideRadius - insideRadius) / 2;
var roundAngleRadius = insideRadius + roundRadius;
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
if (clockwise)
{
realStartOutAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
realStartInAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
}
else
{
realStartOutAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
realStartInAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
}
var roundTotalDegree = realStartOutAngle * Mathf.Rad2Deg;
var roundCenter = center + roundAngleRadius * UGLHelper.GetDire(realStartOutAngle);
var sectorStartDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree;
var sectorToDegree = clockwise ? roundTotalDegree + 360 : roundTotalDegree + 180;
DrawSector(vh, roundCenter, roundRadius, color, sectorStartDegree, sectorToDegree, smoothness / 2);
if (needBorder)
{
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor,
s_ClearColor32, sectorStartDegree, sectorToDegree, smoothness / 2);
}
p1 = UGLHelper.GetPos(center, insideRadius, realStartOutAngle);
p2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle);
if (clockwise)
{
realToOutAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
realToInAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
if (realToOutAngle < realStartOutAngle) realToOutAngle = realStartOutAngle;
}
else
{
realToOutAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
realToInAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
if (realToOutAngle > realStartOutAngle) realToOutAngle = realStartOutAngle;
}
roundTotalDegree = realToOutAngle * Mathf.Rad2Deg;
roundCenter = center + roundAngleRadius * UGLHelper.GetDire(realToOutAngle);
sectorStartDegree = clockwise ? roundTotalDegree : roundTotalDegree + 180;
sectorToDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree + 360;
DrawSector(vh, roundCenter, roundRadius, toColor, sectorStartDegree, sectorToDegree, smoothness / 2);
if (needBorder)
{
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor,
s_ClearColor32, sectorStartDegree, sectorToDegree, smoothness / 2);
}
e1 = UGLHelper.GetPos(center, insideRadius, realToOutAngle);
e2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle);
}
var segmentAngle = (realToInAngle - realStartInAngle) / segments;
var isGradient = !UGLHelper.IsValueEqualsColor(color, toColor);
for (int i = 0; i <= segments; i++)
{
float currAngle = realStartInAngle + i * segmentAngle;
p3 = new Vector3(center.x + outsideRadius * Mathf.Sin(currAngle),
center.y + outsideRadius * Mathf.Cos(currAngle));
p4 = new Vector3(center.x + insideRadius * Mathf.Sin(currAngle),
center.y + insideRadius * Mathf.Cos(currAngle));
if (isGradient)
{
var tcolor = Color32.Lerp(color, toColor, i * 1.0f / segments);
if (i == 0 && (needSpace || needBorder))
UGL.DrawTriangle(vh, p1, p2, p3, color, tcolor, tcolor);
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AddVertToVertexHelper(vh, p3, p4, tcolor, tcolor, i > 0);
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}
else
{
if (i == 0 && (needSpace || needBorder))
UGL.DrawTriangle(vh, p1, p2, p3, color);
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AddVertToVertexHelper(vh, p3, p4, color, color, i > 0);
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}
p1 = p4;
p2 = p3;
}
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if (!UGLHelper.IsClearColor(emptyColor))
{
for (int i = 0; i <= segments; i++)
{
float currAngle = realStartInAngle + i * segmentAngle;
p4 = new Vector3(center.x + insideRadius * Mathf.Sin(currAngle),
center.y + insideRadius * Mathf.Cos(currAngle));
AddVertToVertexHelper(vh, center, p4, emptyColor, emptyColor, i > 0);
}
}
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if (needBorder || needSpace || roundCap)
{
if (clockwise)
{
var isInAngleFixed = toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle;
if (isInAngleFixed) DrawQuadrilateral(vh, p2, e2, e1, p1, color, toColor);
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
if (needBorder)
{
var realStartDegree = (realStartOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var realToDegree = (realToOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
if (realToDegree < realStartOutAngle) realToDegree = realStartOutAngle;
var inStartDegree = roundCap ? realStartDegree : (startAngle + spaceInAngle) * Mathf.Rad2Deg;
var inToDegree = roundCap ? realToDegree : (toAngle - spaceInAngle) * Mathf.Rad2Deg;
if (inToDegree < inStartDegree) inToDegree = inStartDegree;
if (isInAngleFixed) DrawDoughnut(vh, center, insideRadius - borderWidth, insideRadius, borderColor,
s_ClearColor32, inStartDegree, inToDegree, smoothness);
DrawDoughnut(vh, center, outsideRadius, outsideRadius + borderWidth, borderColor, s_ClearColor32,
realStartDegree, realToDegree, smoothness);
}
}
else
{
var isInAngleFixed = toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle;
if (isInAngleFixed) DrawQuadrilateral(vh, p2, e2, e1, p1, color, toColor);
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
if (needBorder)
{
var realStartDegree = (realStartOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var realToDegree = (realToOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var inStartDegree = roundCap ? realStartDegree : (startAngle - spaceInAngle) * Mathf.Rad2Deg;
var inToDegree = roundCap ? realToDegree : (toAngle + spaceInAngle) * Mathf.Rad2Deg;
if (inToDegree > inStartDegree) inToDegree = inStartDegree;
if (isInAngleFixed)
{
DrawDoughnut(vh, center, insideRadius - borderWidth, insideRadius, borderColor,
s_ClearColor32, inStartDegree, inToDegree, smoothness);
}
DrawDoughnut(vh, center, outsideRadius, outsideRadius + borderWidth, borderColor,
s_ClearColor32, realStartDegree, realToDegree, smoothness);
}
}
}
}
/// <summary>
/// 画贝塞尔曲线
/// </summary>
/// <param name="vh"></param>
/// <param name="sp">起始点</param>
/// <param name="ep">结束点</param>
/// <param name="cp1">控制点1</param>
/// <param name="cp2">控制点2</param>
/// <param name="lineWidth">曲线宽</param>
/// <param name="lineColor">曲线颜色</param>
public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
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float lineWidth, Color32 lineColor, float smoothness, Direction dire = Direction.XAxis)
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{
var dist = Vector3.Distance(sp, ep);
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var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
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DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor, dire);
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}
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/// <summary>
/// 画贝塞尔曲线
/// </summary>
/// <param name="vh"></param>
/// <param name="points">坐标点列表</param>
/// <param name="width">曲线宽</param>
/// <param name="color">曲线颜色</param>
/// <param name="smoothStyle">曲线样式</param>
/// <param name="smoothness">平滑度</param>
/// <param name="dire">曲线方向</param>
/// <param name="currProgress">当前绘制进度</param>
/// <param name="closed">曲线是否闭合</param>
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public static void DrawCurves(VertexHelper vh, List<Vector3> points, float width, Color32 color,
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float smoothStyle, float smoothness, Direction dire, float currProgress = float.NaN,
bool closed = false)
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{
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var count = points.Count;
var size = (closed?count : count - 1);
if (closed)
dire = Direction.Random;
for (int i = 0; i < size; i++)
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{
var sp = points[i];
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var ep = closed?(i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
var lsp = i > 0 ? points[i - 1] : (closed?points[count - 1] : sp);
var nep = i < points.Count - 2 ? points[i + 2] : (closed?points[(i + 2) % count] : ep);
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var smoothness2 = smoothness;
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if (currProgress != float.NaN)
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{
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switch (dire)
{
case Direction.XAxis:
smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
break;
case Direction.YAxis:
smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
break;
case Direction.Random:
smoothness2 = smoothness * 0.5f;
break;
}
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}
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if (dire == Direction.YAxis)
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2, smoothStyle);
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else
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UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle, false, dire == Direction.Random);
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DrawCurvesInternal(vh, s_CurvesPosList, width, color, dire, currProgress);
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}
}
private static void DrawCurvesInternal(VertexHelper vh, List<Vector3> curvesPosList, float lineWidth,
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Color32 lineColor, Direction dire, float currProgress = float.NaN)
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{
if (curvesPosList.Count > 1)
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{
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var start = curvesPosList[0];
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var to = Vector3.zero;
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var dir = curvesPosList[1] - start;
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var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth;
var startUp = start - diff;
var startDn = start + diff;
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var toUp = Vector3.zero;
var toDn = Vector3.zero;
var lastVertCount = vh.currentVertCount;
AddVertToVertexHelper(vh, startUp, startDn, lineColor, false);
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for (int i = 1; i < curvesPosList.Count; i++)
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{
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to = curvesPosList[i];
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if (currProgress != float.NaN)
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{
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if (dire == Direction.YAxis && to.y > currProgress)
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break;
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if (dire == Direction.XAxis && to.x > currProgress)
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break;
}
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diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth;
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toUp = to - diff;
toDn = to + diff;
AddVertToVertexHelper(vh, toUp, toDn, lineColor);
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startUp = toUp;
startDn = toDn;
start = to;
}
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AddVertToVertexHelper(vh, toUp, toDn, lineColor);
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}
}
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public static void DrawSvgPath(VertexHelper vh, string path)
{
SVG.DrawPath(vh, path);
}
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public static void DrawEllipse(VertexHelper vh, Vector3 center, float w, float h, Color32 color, float smoothness = 1)
{
DrawEllipse(vh, center, w, h, color, smoothness, 0, s_ClearColor32, 0, 360);
}
public static void DrawEllipse(VertexHelper vh, Vector3 center, float w, float h, Color32 color, float smoothness,
float borderWidth, Color32 borderColor,
float startAngle, float endAngle)
{
startAngle = (startAngle + 360) % 360;
endAngle = (endAngle + 360) % 360;
if (endAngle < startAngle)
endAngle += 360;
if (endAngle <= startAngle)
return;
var angle = startAngle;
var lp = Vector2.zero;
var fill = color.a != 0;
var border = borderWidth != 0 && borderColor.a != 0;
if (!fill && !border)
return;
var startTriangleIndex = vh.currentVertCount;
if (fill)
{
vh.AddVert(center, color, Vector2.zero);
}
if (smoothness < 0.5f)
smoothness = 0.5f;
var i = 0;
while (angle <= endAngle)
{
var rad = angle * Mathf.Deg2Rad;
var x = center.x + w * Mathf.Cos(rad);
var y = center.y + h * Mathf.Sin(rad);
var p1 = new Vector3(x, y);
vh.AddVert(p1, color, Vector2.zero);
if (border)
{
var dire = (p1 - center).normalized;
var diff = dire * borderWidth;
var p2 = p1 + diff;
vh.AddVert(p1, borderColor, Vector2.zero);
vh.AddVert(p2, borderColor, Vector2.zero);
if (i > 0)
{
var index = startTriangleIndex + i * 3 + 2;
vh.AddTriangle(index - 3, index + 1, index - 2);
vh.AddTriangle(index - 3, index, index + 1);
if (fill)
vh.AddTriangle(startTriangleIndex, index - 1, index - 4);
}
}
else if (i > 0 && fill)
{
var index = startTriangleIndex + i;
vh.AddTriangle(startTriangleIndex, index + 1, index);
}
i++;
angle += smoothness;
}
}
/// <summary>
/// 填充任意多边形(目前只支持凸多边形)
/// </summary>
/// <param name="vh"></param>
/// <param name="points"></param>
/// <param name="color"></param>
public static void DrawPolygon(VertexHelper vh, List<Vector3> points, Color32 color)
{
if (points.Count < 3 || UGLHelper.IsClearColor(color)) return;
var cv = vh.currentVertCount;
foreach (var pos in points)
{
vh.AddVert(pos, color, Vector2.zero);
}
for (int i = 2; i < points.Count; i++)
{
vh.AddTriangle(cv, cv + i - 1, cv + i);
}
}
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}
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}