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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIEffects
{
[DisallowMultipleComponent]
[AddComponentMenu("UI/UIEffects/UIFlip", 102)]
public class UIFlip : BaseMeshEffect
{
[Tooltip("Flip horizontally.")] [SerializeField]
private bool m_Horizontal = false;
[Tooltip("Flip vertically.")] [SerializeField]
private bool m_Veritical = false;
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIEffects.UIFlip"/> should be flipped horizontally.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool horizontal
{
get { return m_Horizontal; }
set
{
if (m_Horizontal == value) return;
m_Horizontal = value;
SetEffectParamsDirty();
}
}
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Coffee.UIEffects.UIFlip"/> should be flipped vertically.
/// </summary>
/// <value><c>true</c> if be flipped horizontally; otherwise, <c>false</c>.</value>
public bool vertical
{
get { return m_Veritical; }
set
{
if (m_Veritical == value) return;
m_Veritical = value;
SetEffectParamsDirty();
}
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public override void ModifyMesh(VertexHelper vh, Graphic graphic)
{
if (!isActiveAndEnabled) return;
var vt = default(UIVertex);
for (var i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vt, i);
var pos = vt.position;
vt.position = new Vector3(
m_Horizontal ? -pos.x : pos.x,
m_Veritical ? -pos.y : pos.y
);
vh.SetUIVertex(vt, i);
}
}
}
}
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