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Main/Assets/Launcher/ExternalLibs/NGUI/Scripts/UI/UITexture.cs
2025-01-25 04:38:09 +08:00

404 lines
8.8 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
#define FUNCELL_MODIFIED
using UnityEngine;
using System.Collections.Generic;
/// <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 UITexture present, so it's
/// best to use it only for backgrounds or temporary visible widgets.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("NGUI/UI/NGUI Texture")]
public class UITexture : UIBasicSprite
{
[HideInInspector][SerializeField] Rect mRect = new Rect(0f, 0f, 1f, 1f);
[HideInInspector][SerializeField] Texture mTexture;
[HideInInspector][SerializeField] Material mMat;
#if FUNCELL_MODIFIED
//这里把Shader不进行序列化处理,也没必要进行Shader的缓存
[HideInInspector] Shader mShader;
#else
[HideInInspector][SerializeField] Shader mShader;
#endif
[HideInInspector][SerializeField] Vector4 mBorder = Vector4.zero;
[HideInInspector][SerializeField] bool mFixedAspect = false;
[System.NonSerialized] int mPMA = -1;
/// <summary>
/// Texture used by the UITexture. You can set it directly, without the need to specify a material.
/// </summary>
public override Texture mainTexture
{
get
{
if (mTexture != null) return mTexture;
if (mMat != null) return mMat.mainTexture;
return null;
}
set
{
if (mTexture != value)
{
if (drawCall != null && drawCall.widgetCount == 1 && mMat == null)
{
mTexture = value;
drawCall.mainTexture = value;
}
else
{
RemoveFromPanel();
mTexture = value;
mPMA = -1;
MarkAsChanged();
}
}
}
}
/// <summary>
/// Material used by the widget.
/// </summary>
public override Material material
{
get
{
return mMat;
}
set
{
if (mMat != value)
{
RemoveFromPanel();
mShader = null;
mMat = value;
mPMA = -1;
MarkAsChanged();
}
}
}
/// <summary>
/// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not).
/// </summary>
public override Shader shader
{
get
{
if (mMat != null) return mMat.shader;
#if NGUI_USE_RGB
if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored");//_RGB 这里不使用RGB,因为纹理图片暂时先不做区分,以后可以做进一步的处理
#else
if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored");
#endif
return mShader;
}
set
{
if (mShader != value)
{
if (drawCall != null && drawCall.widgetCount == 1 && mMat == null)
{
mShader = value;
drawCall.shader = value;
}
else
{
RemoveFromPanel();
mShader = value;
mPMA = -1;
mMat = null;
MarkAsChanged();
}
}
}
}
/// <summary>
/// Whether the texture is using a premultiplied alpha material.
/// </summary>
public override bool premultipliedAlpha
{
get
{
if (mPMA == -1)
{
Material mat = material;
mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0;
}
return (mPMA == 1);
}
}
/// <summary>
/// Sprite's border. X = left, Y = bottom, Z = right, W = top.
/// </summary>
public override Vector4 border
{
get
{
return mBorder;
}
set
{
if (mBorder != value)
{
mBorder = value;
MarkAsChanged();
}
}
}
/// <summary>
/// UV rectangle used by the texture.
/// </summary>
public Rect uvRect
{
get
{
return mRect;
}
set
{
if (mRect != value)
{
mRect = value;
MarkAsChanged();
}
}
}
/// <summary>
/// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
/// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even.
/// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered.
/// </summary>
public override Vector4 drawingDimensions
{
get
{
Vector2 offset = pivotOffset;
float x0 = -offset.x * mWidth;
float y0 = -offset.y * mHeight;
float x1 = x0 + mWidth;
float y1 = y0 + mHeight;
if (mTexture != null && mType != UISprite.Type.Tiled)
{
int w = mTexture.width;
int h = mTexture.height;
int padRight = 0;
int padTop = 0;
float px = 1f;
float py = 1f;
if (w > 0 && h > 0 && (mType == UISprite.Type.Simple || mType == UISprite.Type.Filled))
{
if ((w & 1) != 0) ++padRight;
if ((h & 1) != 0) ++padTop;
px = (1f / w) * mWidth;
py = (1f / h) * mHeight;
}
if (mFlip == UISprite.Flip.Horizontally || mFlip == UISprite.Flip.Both)
{
x0 += padRight * px;
}
else x1 -= padRight * px;
if (mFlip == UISprite.Flip.Vertically || mFlip == UISprite.Flip.Both)
{
y0 += padTop * py;
}
else y1 -= padTop * py;
}
float fw, fh;
if (mFixedAspect)
{
fw = 0f;
fh = 0f;
}
else
{
Vector4 br = border;
fw = br.x + br.z;
fh = br.y + br.w;
}
float vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x);
float vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y);
float vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z);
float vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w);
return new Vector4(vx, vy, vz, vw);
}
}
/// <summary>
/// Whether the drawn texture will always maintain a fixed aspect ratio.
/// This setting is not compatible with drawRegion adjustments (sliders, progress bars, etc).
/// </summary>
public bool fixedAspect
{
get
{
return mFixedAspect;
}
set
{
if (mFixedAspect != value)
{
mFixedAspect = value;
mDrawRegion = new Vector4(0f, 0f, 1f, 1f);
MarkAsChanged();
}
}
}
/// <summary>
/// Adjust the scale of the widget to make it pixel-perfect.
/// </summary>
public override void MakePixelPerfect ()
{
base.MakePixelPerfect();
if (mType == Type.Tiled) return;
Texture tex = mainTexture;
if (tex == null) return;
if (mType == Type.Simple || mType == Type.Filled || !hasBorder)
{
if (tex != null)
{
int w = tex.width;
int h = tex.height;
if ((w & 1) == 1) ++w;
if ((h & 1) == 1) ++h;
width = w;
height = h;
}
}
}
/// <summary>
/// Adjust the draw region if the texture is using a fixed aspect ratio.
/// </summary>
protected override bool OnUpdate ()
{
var result = base.OnUpdate();
if (mFixedAspect)
{
Texture tex = mainTexture;
if (tex != null)
{
int w = tex.width;
int h = tex.height;
if ((w & 1) == 1) ++w;
if ((h & 1) == 1) ++h;
float widgetWidth = mWidth;
float widgetHeight = mHeight;
float widgetAspect = widgetWidth / widgetHeight;
float textureAspect = (float)w / h;
if (textureAspect < widgetAspect)
{
float x = (widgetWidth - widgetHeight * textureAspect) / widgetWidth * 0.5f;
drawRegion = new Vector4(x, 0f, 1f - x, 1f);
}
else
{
float y = (widgetHeight - widgetWidth / textureAspect) / widgetHeight * 0.5f;
drawRegion = new Vector4(0f, y, 1f, 1f - y);
}
}
}
return result;
}
/// <summary>
/// Virtual function called by the UIPanel that fills the buffers.
/// </summary>
public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
{
Texture tex = mainTexture;
#if FUNCELL_MODIFIED
if (tex == null && mMat == null) return;
int texW = 1;
int texH = 1;
if (tex != null)
{
texW = tex.width;
texH = tex.height;
}
Rect outer = new Rect(mRect.x * texW, mRect.y * texH, texW * mRect.width, texH * mRect.height);
#else
if (tex == null) return;
Rect outer = new Rect(mRect.x * tex.width, mRect.y * tex.height, tex.width * mRect.width, tex.height * mRect.height);
#endif
Rect inner = outer;
Vector4 br = border;
inner.xMin += br.x;
inner.yMin += br.y;
inner.xMax -= br.z;
inner.yMax -= br.w;
#if FUNCELL_MODIFIED
float w = 1f / texW;
float h = 1f / texH;
#else
float w = 1f / tex.width;
float h = 1f / tex.height;
#endif
outer.xMin *= w;
outer.xMax *= w;
outer.yMin *= h;
outer.yMax *= h;
inner.xMin *= w;
inner.xMax *= w;
inner.yMin *= h;
inner.yMax *= h;
int offset = verts != null ? verts.size : 0;
Fill(verts, uvs, cols, outer, inner);
if (onPostFill != null)
//优化NGUI GC
//because we might change geometry's verts uvs cols value in Fill
onPostFill(this, offset, geometry.verts, geometry.uvs, geometry.cols);
//#else
//onPostFill(this, offset, verts, uvs, cols);
//优化NGUI GC
}
}