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Assets/3rd/UIEffect/Scripts/UIShiny.cs
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278
Assets/3rd/UIEffect/Scripts/UIShiny.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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using System.Collections;
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namespace Coffee.UIEffects
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{
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/// <summary>
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/// UIEffect.
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/// </summary>
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[AddComponentMenu("UI/UIEffects/UIShiny", 2)]
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public class UIShiny : BaseMaterialEffect
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{
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private const uint k_ShaderId = 1 << 3;
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private static readonly ParameterTexture s_ParamTex = new ParameterTexture(8, 128, "_ParamTex");
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float _lastRotation;
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EffectArea _lastEffectArea;
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[Tooltip("Location for shiny effect.")] [FormerlySerializedAs("m_Location")] [SerializeField] [Range(0, 1)]
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float m_EffectFactor = 0.5f;
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[Tooltip("Width for shiny effect.")] [SerializeField] [Range(0, 1)]
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float m_Width = 0.25f;
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[Tooltip("Rotation for shiny effect.")] [SerializeField] [Range(-180, 180)]
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float m_Rotation = 135;
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[Tooltip("Softness for shiny effect.")] [SerializeField] [Range(0.01f, 1)]
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float m_Softness = 1f;
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[Tooltip("Brightness for shiny effect.")] [FormerlySerializedAs("m_Alpha")] [SerializeField] [Range(0, 1)]
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float m_Brightness = 1f;
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[Tooltip("Gloss factor for shiny effect.")] [FormerlySerializedAs("m_Highlight")] [SerializeField] [Range(0, 1)]
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float m_Gloss = 1;
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[Header("Advanced Option")] [Tooltip("The area for effect.")] [SerializeField]
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protected EffectArea m_EffectArea;
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[SerializeField] EffectPlayer m_Player;
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/// <summary>
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/// Effect factor between 0(start) and 1(end).
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/// </summary>
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public float effectFactor
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{
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get { return this.m_EffectFactor; }
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set
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{
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value = Mathf.Clamp(value, 0, 1);
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if (Mathf.Approximately(this.m_EffectFactor, value)) return;
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this.m_EffectFactor = value;
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SetEffectParamsDirty();
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}
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}
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/// <summary>
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/// Width for shiny effect.
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/// </summary>
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public float width
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{
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get { return this.m_Width; }
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set
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{
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value = Mathf.Clamp(value, 0, 1);
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if (Mathf.Approximately(this.m_Width, value)) return;
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this.m_Width = value;
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SetEffectParamsDirty();
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}
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}
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/// <summary>
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/// Softness for shiny effect.
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/// </summary>
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public float softness
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{
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get { return this.m_Softness; }
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set
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{
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value = Mathf.Clamp(value, 0.01f, 1);
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if (Mathf.Approximately(this.m_Softness, value)) return;
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this.m_Softness = value;
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SetEffectParamsDirty();
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}
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}
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/// <summary>
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/// Brightness for shiny effect.
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/// </summary>
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public float brightness
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{
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get { return this.m_Brightness; }
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set
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{
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value = Mathf.Clamp(value, 0, 1);
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if (Mathf.Approximately(this.m_Brightness, value)) return;
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this.m_Brightness = value;
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SetEffectParamsDirty();
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}
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}
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/// <summary>
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/// Gloss factor for shiny effect.
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/// </summary>
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public float gloss
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{
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get { return this.m_Gloss; }
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set
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{
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value = Mathf.Clamp(value, 0, 1);
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if (Mathf.Approximately(this.m_Gloss, value)) return;
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this.m_Gloss = value;
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SetEffectParamsDirty();
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}
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}
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/// <summary>
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/// Rotation for shiny effect.
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/// </summary>
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public float rotation
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{
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get { return this.m_Rotation; }
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set
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{
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if (Mathf.Approximately(this.m_Rotation, value)) return;
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this.m_Rotation = value;
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SetVerticesDirty();
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}
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}
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/// <summary>
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/// The area for effect.
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/// </summary>
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public EffectArea effectArea
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{
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get { return this.m_EffectArea; }
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set
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{
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if (this.m_EffectArea == value) return;
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this.m_EffectArea = value;
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SetVerticesDirty();
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}
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}
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/// <summary>
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/// Gets the parameter texture.
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/// </summary>
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public override ParameterTexture paramTex
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{
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get { return s_ParamTex; }
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}
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public EffectPlayer effectPlayer
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{
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get { return this.m_Player ?? (this.m_Player = new EffectPlayer()); }
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}
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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this.effectPlayer.OnEnable(f => this.effectFactor = f);
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}
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/// <summary>
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/// This function is called when the behaviour becomes disabled () or inactive.
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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this.effectPlayer.OnDisable();
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}
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public override Hash128 GetMaterialHash(Material material)
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{
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if (!this.isActiveAndEnabled || !material || !material.shader)
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return k_InvalidHash;
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return new Hash128(
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(uint) material.GetInstanceID(),
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k_ShaderId,
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0,
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0
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);
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}
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public override void ModifyMaterial(Material newMaterial, Graphic graphic)
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{
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var connector = GraphicConnector.FindConnector(graphic);
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newMaterial.shader = Shader.Find(string.Format("Hidden/{0} (UIShiny)", newMaterial.shader.name));
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this.paramTex.RegisterMaterial(newMaterial);
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}
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/// <summary>
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/// Modifies the mesh.
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/// </summary>
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public override void ModifyMesh(VertexHelper vh, Graphic graphic)
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{
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if (!this.isActiveAndEnabled)
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return;
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var normalizedIndex = this.paramTex.GetNormalizedIndex(this);
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var rect = this.m_EffectArea.GetEffectArea(vh, this.rectTransform.rect);
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// rotation.
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var rad = this.m_Rotation * Mathf.Deg2Rad;
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var dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
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dir.x *= rect.height / rect.width;
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dir = dir.normalized;
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// Calculate vertex position.
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var vertex = default(UIVertex);
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var localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
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for (int i = 0; i < vh.currentVertCount; i++)
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{
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vh.PopulateUIVertex(ref vertex, i);
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Vector2 normalizedPos;
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this.connector.GetNormalizedFactor(this.m_EffectArea, i, localMatrix, vertex.position, out normalizedPos);
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vertex.uv0 = new Vector2(
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Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
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Packer.ToFloat(normalizedPos.y, normalizedIndex)
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);
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vh.SetUIVertex(vertex, i);
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}
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}
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/// <summary>
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/// Play effect.
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/// </summary>
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public void Play(bool reset = true)
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{
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this.effectPlayer.Play(reset);
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}
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/// <summary>
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/// Stop effect.
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/// </summary>
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public void Stop(bool reset = true)
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{
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this.effectPlayer.Stop(reset);
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}
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protected override void SetEffectParamsDirty()
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{
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this.paramTex.SetData(this, 0, this.m_EffectFactor); // param1.x : location
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this.paramTex.SetData(this, 1, this.m_Width); // param1.y : width
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this.paramTex.SetData(this, 2, this.m_Softness); // param1.z : softness
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this.paramTex.SetData(this, 3, this.m_Brightness); // param1.w : blightness
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this.paramTex.SetData(this, 4, this.m_Gloss); // param2.x : gloss
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}
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protected override void SetVerticesDirty()
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{
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base.SetVerticesDirty();
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this._lastRotation = this.m_Rotation;
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this._lastEffectArea = this.m_EffectArea;
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}
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protected override void OnDidApplyAnimationProperties()
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{
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base.OnDidApplyAnimationProperties();
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if (!Mathf.Approximately(this._lastRotation, this.m_Rotation)
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|| this._lastEffectArea != this.m_EffectArea)
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SetVerticesDirty();
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}
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}
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}
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