Files
5.24BuYu/Assets/Plugins/ImageCropper/Scripts/FadeOverlayGraphic.cs
T

57 lines
1.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
namespace ImageCropperNamespace
{
[RequireComponent( typeof( CanvasRenderer ) )]
public class FadeOverlayGraphic : Graphic
{
private const float OFFSET = 20000f;
[SerializeField]
private Sprite renderSprite;
private Vector2 uv = Vector2.zero;
private Color32 color32;
public override Texture mainTexture { get { return renderSprite != null ? renderSprite.texture : s_WhiteTexture; } }
protected override void Awake()
{
base.Awake();
if( renderSprite != null )
{
Vector4 packedUv = UnityEngine.Sprites.DataUtility.GetOuterUV( renderSprite );
uv = new Vector2( packedUv.x + packedUv.z, packedUv.y + packedUv.w ) * 0.5f; // uv center point
}
}
protected override void OnPopulateMesh( VertexHelper vh )
{
Rect r = GetPixelAdjustedRect();
float xMin = r.x, xMax = r.x + r.width;
float yMin = r.y, yMax = r.y + r.height;
color32 = color;
vh.Clear();
GenerateMesh( vh, -OFFSET, yMax, OFFSET, OFFSET, 0 );
GenerateMesh( vh, -OFFSET, -OFFSET, OFFSET, yMin, 4 );
GenerateMesh( vh, -OFFSET, yMin, xMin, yMax, 8 );
GenerateMesh( vh, xMax, yMin, OFFSET, yMax, 12 );
}
private void GenerateMesh( VertexHelper vh, float xMin, float yMin, float xMax, float yMax, int triangleIndex )
{
vh.AddVert( new Vector3( xMin, yMin ), color32, uv );
vh.AddVert( new Vector3( xMin, yMax ), color32, uv );
vh.AddVert( new Vector3( xMax, yMax ), color32, uv );
vh.AddVert( new Vector3( xMax, yMin ), color32, uv );
vh.AddTriangle( triangleIndex, triangleIndex + 1, triangleIndex + 2 );
vh.AddTriangle( triangleIndex + 2, triangleIndex + 3, triangleIndex );
}
}
}