diff options
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs')
| -rw-r--r-- | Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs | 121 | 
1 files changed, 0 insertions, 121 deletions
| diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs deleted file mode 100644 index 35f0508..0000000 --- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs +++ /dev/null @@ -1,121 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine.Serialization; - -namespace UnityEngine.UI -{ -    /// <summary> -    /// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. -    /// Keep in mind though that this will create an extra draw call with each RawImage present, so it's -    /// best to use it only for backgrounds or temporary visible graphics. -    /// </summary> -    [AddComponentMenu("UI/Raw Image", 12)] -    public class RawImage : MaskableGraphic -    { -        [FormerlySerializedAs("m_Tex")] -        [SerializeField] Texture m_Texture; -        [SerializeField] Rect m_UVRect = new Rect(0f, 0f, 1f, 1f); - -        protected RawImage() -        { -            useLegacyMeshGeneration = false; -        } - -        /// <summary> -        /// Returns the texture used to draw this Graphic. -        /// </summary> -        public override Texture mainTexture -        { -            get -            { -                if (m_Texture == null) -                { -                    if (material != null && material.mainTexture != null) -                    { -                        return material.mainTexture; -                    } -                    return s_WhiteTexture; -                } - -                return m_Texture; -            } -        } - -        /// <summary> -        /// Texture to be used. -        /// </summary> -        public Texture texture -        { -            get -            { -                return m_Texture; -            } -            set -            { -                if (m_Texture == value) -                    return; - -                m_Texture = value; -                SetVerticesDirty(); -                SetMaterialDirty(); -            } -        } - -        /// <summary> -        /// UV rectangle used by the texture. -        /// </summary> -        public Rect uvRect -        { -            get -            { -                return m_UVRect; -            } -            set -            { -                if (m_UVRect == value) -                    return; -                m_UVRect = value; -                SetVerticesDirty(); -            } -        } - -        /// <summary> -        /// Adjust the scale of the Graphic to make it pixel-perfect. -        /// </summary> - -        public override void SetNativeSize() -        { -            Texture tex = mainTexture; -            if (tex != null) -            { -                int w = Mathf.RoundToInt(tex.width * uvRect.width); -                int h = Mathf.RoundToInt(tex.height * uvRect.height); -                rectTransform.anchorMax = rectTransform.anchorMin; -                rectTransform.sizeDelta = new Vector2(w, h); -            } -        } - -        protected override void OnPopulateMesh(VertexHelper vh) -        { -            Texture tex = mainTexture; -            vh.Clear(); -            if (tex != null) -            { -                var r = GetPixelAdjustedRect(); -                var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height); -                var scaleX = tex.width * tex.texelSize.x; -                var scaleY = tex.height * tex.texelSize.y; -                { -                    var color32 = color; -                    vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMin * scaleY)); -                    vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMax * scaleY)); -                    vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMax * scaleY)); -                    vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMin * scaleY)); - -                    vh.AddTriangle(0, 1, 2); -                    vh.AddTriangle(2, 3, 0); -                } -            } -        } -    } -} | 
