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); - } - } - } - } -} |