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- namespace VRTK
- {
- using UnityEngine;
- using UnityEngine.UI;
- [ExecuteInEditMode]
- public class UICircle : Graphic
- {
- [Range(0, 100)]
- public int fillPercent;
- public bool fill = true;
- public int thickness = 5;
- [Range(0, 360)]
- public int segments = 360;
-
- [SerializeField]
- protected Texture setTexture;
-
- public override Texture mainTexture
- {
- get
- {
- return (setTexture == null ? s_WhiteTexture : setTexture);
- }
- }
-
- // Texture to be used.
- public Texture texture
- {
- get
- {
- return setTexture;
- }
- set
- {
- if (setTexture == value)
- {
- return;
- }
- setTexture = value;
- SetVerticesDirty();
- SetMaterialDirty();
- }
- }
-
- protected virtual void Update()
- {
- thickness = (int)Mathf.Clamp(thickness, 0, rectTransform.rect.width / 2);
- }
-
- protected virtual UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
- {
- UIVertex[] vbo = new UIVertex[4];
- for (int i = 0; i < vertices.Length; i++)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = color;
- vert.position = vertices[i];
- vert.uv0 = uvs[i];
- vbo[i] = vert;
- }
- return vbo;
- }
-
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- float outer = -rectTransform.pivot.x * rectTransform.rect.width;
- float inner = -rectTransform.pivot.x * rectTransform.rect.width + thickness;
- vh.Clear();
-
- Vector2 prevX = Vector2.zero;
- Vector2 prevY = Vector2.zero;
- Vector2 uv0 = new Vector2(0, 0);
- Vector2 uv1 = new Vector2(0, 1);
- Vector2 uv2 = new Vector2(1, 1);
- Vector2 uv3 = new Vector2(1, 0);
- Vector2 pos0;
- Vector2 pos1;
- Vector2 pos2;
- Vector2 pos3;
- float f = (fillPercent / 100f);
- float degrees = 360f / segments;
- int fa = (int)((segments + 1) * f);
- for (int i = -1 - (fa / 2); i < fa / 2 + 1; i++)
- {
- float rad = Mathf.Deg2Rad * (i * degrees);
- float c = Mathf.Cos(rad);
- float s = Mathf.Sin(rad);
- uv0 = new Vector2(0, 1);
- uv1 = new Vector2(1, 1);
- uv2 = new Vector2(1, 0);
- uv3 = new Vector2(0, 0);
- pos0 = prevX;
- pos1 = new Vector2(outer * c, outer * s);
- if (fill)
- {
- pos2 = Vector2.zero;
- pos3 = Vector2.zero;
- }
- else
- {
- pos2 = new Vector2(inner * c, inner * s);
- pos3 = prevY;
- }
- prevX = pos1;
- prevY = pos2;
- vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
- }
- }
- }
- }
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