using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
#if UNITY_EDITOR
using System.IO;
using System.Linq;
using UnityEditor;
#endif
namespace Coffee.UIEffects
{
///
/// UIEffect.
///
[RequireComponent(typeof(Graphic))]
[AddComponentMenu("UI/UIEffects/UIShadow", 100)]
public class UIShadow : BaseMeshEffect, IParameterTexture
{
static readonly List tmpShadows = new List();
static readonly List s_Verts = new List(4096);
int _graphicVertexCount;
UIEffect _uiEffect;
[Tooltip("How far is the blurring shadow from the graphic.")]
[FormerlySerializedAs("m_Blur")]
[SerializeField]
[Range(0, 1)]
float m_BlurFactor = 1;
[Tooltip("Shadow effect style.")] [SerializeField]
ShadowStyle m_Style = ShadowStyle.Shadow;
[SerializeField] private Color m_EffectColor = new Color(0f, 0f, 0f, 0.5f);
[SerializeField] private Vector2 m_EffectDistance = new Vector2(1f, -1f);
[SerializeField] private bool m_UseGraphicAlpha = true;
private const float kMaxEffectDistance = 600f;
public Color effectColor
{
get { return m_EffectColor; }
set
{
if (m_EffectColor == value) return;
m_EffectColor = value;
SetVerticesDirty();
}
}
public Vector2 effectDistance
{
get { return m_EffectDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (m_EffectDistance == value) return;
m_EffectDistance = value;
SetEffectParamsDirty();
}
}
public bool useGraphicAlpha
{
get { return m_UseGraphicAlpha; }
set
{
if (m_UseGraphicAlpha == value) return;
m_UseGraphicAlpha = value;
SetEffectParamsDirty();
}
}
///
/// How far is the blurring shadow from the graphic.
///
public float blurFactor
{
get { return m_BlurFactor; }
set
{
value = Mathf.Clamp(value, 0, 2);
if (Mathf.Approximately(m_BlurFactor, value)) return;
m_BlurFactor = value;
SetEffectParamsDirty();
}
}
///
/// Shadow effect style.
///
public ShadowStyle style
{
get { return m_Style; }
set
{
if (m_Style == value) return;
m_Style = value;
SetEffectParamsDirty();
}
}
///
/// Gets or sets the parameter index.
///
public int parameterIndex { get; set; }
///
/// Gets the parameter texture.
///
public ParameterTexture paramTex { get; private set; }
protected override void OnEnable()
{
base.OnEnable();
_uiEffect = GetComponent();
if (!_uiEffect) return;
paramTex = _uiEffect.paramTex;
paramTex.Register(this);
}
protected override void OnDisable()
{
base.OnDisable();
_uiEffect = null;
if (paramTex == null) return;
paramTex.Unregister(this);
paramTex = null;
}
// #if UNITY_EDITOR
// protected override void OnValidate()
// {
// effectDistance = m_EffectDistance;
// base.OnValidate();
// }
// #endif
// #if TMP_PRESENT
// protected void OnCullStateChanged (bool state)
// {
// SetVerticesDirty ();
// }
//
// Vector2 res;
// protected override void LateUpdate ()
// {
// if (res.x != Screen.width || res.y != Screen.height)
// {
// res.x = Screen.width;
// res.y = Screen.height;
// SetVerticesDirty ();
// }
// if (textMeshPro && transform.hasChanged)
// {
// transform.hasChanged = false;
// }
// base.LateUpdate ();
// }
// #endif
///
/// Modifies the mesh.
///
public override void ModifyMesh(VertexHelper vh, Graphic graphic)
{
if (!isActiveAndEnabled || vh.currentVertCount <= 0 || m_Style == ShadowStyle.None)
{
return;
}
vh.GetUIVertexStream(s_Verts);
GetComponents(tmpShadows);
foreach (var s in tmpShadows)
{
if (!s.isActiveAndEnabled) continue;
if (s == this)
{
foreach (var s2 in tmpShadows)
{
s2._graphicVertexCount = s_Verts.Count;
}
}
break;
}
tmpShadows.Clear();
//================================
// Append shadow vertices.
//================================
{
_uiEffect = _uiEffect ? _uiEffect : GetComponent();
var start = s_Verts.Count - _graphicVertexCount;
var end = s_Verts.Count;
if (paramTex != null && _uiEffect && _uiEffect.isActiveAndEnabled)
{
paramTex.SetData(this, 0, _uiEffect.effectFactor); // param.x : effect factor
paramTex.SetData(this, 1, 255); // param.y : color factor
paramTex.SetData(this, 2, m_BlurFactor); // param.z : blur factor
}
ApplyShadow(s_Verts, effectColor, ref start, ref end, effectDistance, style, useGraphicAlpha);
}
vh.Clear();
vh.AddUIVertexTriangleStream(s_Verts);
s_Verts.Clear();
}
///
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
///
private void ApplyShadow(List verts, Color color, ref int start, ref int end, Vector2 distance,
ShadowStyle style, bool alpha)
{
if (style == ShadowStyle.None || color.a <= 0)
return;
var x = distance.x;
var y = distance.y;
// Append Shadow.
ApplyShadowZeroAlloc(verts, color, ref start, ref end, x, y, alpha);
switch (style)
{
// Append Shadow3.
case ShadowStyle.Shadow3:
ApplyShadowZeroAlloc(verts, color, ref start, ref end, x, 0, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, 0, y, alpha);
break;
// Append Outline.
case ShadowStyle.Outline:
ApplyShadowZeroAlloc(verts, color, ref start, ref end, x, -y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, -x, y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, -x, -y, alpha);
break;
// Append Outline8.
case ShadowStyle.Outline8:
ApplyShadowZeroAlloc(verts, color, ref start, ref end, x, -y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, -x, y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, -x, -y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, -x, 0, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, 0, -y, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, x, 0, alpha);
ApplyShadowZeroAlloc(verts, color, ref start, ref end, 0, y, alpha);
break;
}
}
///
/// Append shadow vertices.
/// * It is similar to Shadow component implementation.
///
private void ApplyShadowZeroAlloc(List verts, Color color, ref int start, ref int end, float x,
float y, bool alpha)
{
// Check list capacity.
var count = end - start;
var neededCapacity = verts.Count + count;
if (verts.Capacity < neededCapacity)
verts.Capacity *= 2;
var normalizedIndex = paramTex != null && _uiEffect && _uiEffect.isActiveAndEnabled
? paramTex.GetNormalizedIndex(this)
: -1;
// Add
var vt = default(UIVertex);
for (var i = 0; i < count; i++)
{
verts.Add(vt);
}
// Move
for (var i = verts.Count - 1; count <= i; i--)
{
verts[i] = verts[i - count];
}
// Append shadow vertices to the front of list.
// * The original vertex is pushed backward.
for (var i = 0; i < count; ++i)
{
vt = verts[i + start + count];
var v = vt.position;
vt.position.Set(v.x + x, v.y + y, v.z);
var vertColor = effectColor;
vertColor.a = alpha ? color.a * vt.color.a / 255 : color.a;
vt.color = vertColor;
// Set UIEffect parameters
if (0 <= normalizedIndex)
{
vt.uv0 = new Vector2(
vt.uv0.x,
normalizedIndex
);
}
verts[i] = vt;
}
// Update next shadow offset.
start = end;
end = verts.Count;
}
///
/// Mark the UIEffect as dirty.
///
// void _SetDirty()
// {
// if (graphic)
// graphic.SetVerticesDirty();
// }
// #if UNITY_EDITOR
// public void OnBeforeSerialize()
// {
// }
//
// public void OnAfterDeserialize()
// {
// EditorApplication.delayCall += UpgradeIfNeeded;
// }
//
//
// #pragma warning disable 0612
// void UpgradeIfNeeded()
// {
// if (0 < m_AdditionalShadows.Count)
// {
// foreach (var s in m_AdditionalShadows)
// {
// if (s.style == ShadowStyle.None)
// {
// continue;
// }
//
// var shadow = gameObject.AddComponent();
// shadow.style = s.style;
// shadow.effectDistance = s.effectDistance;
// shadow.effectColor = s.effectColor;
// shadow.useGraphicAlpha = s.useGraphicAlpha;
// shadow.blurFactor = s.blur;
// }
//
// m_AdditionalShadows = null;
// }
// }
// #pragma warning restore 0612
// #endif
}
}