2025-04-25 21:14:54 +09:00

100 lines
2.4 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class CircleOutline : ModifiedShadow
{
[SerializeField]
int m_circleCount = 2;
[SerializeField]
int m_firstSample = 4;
[SerializeField]
int m_sampleIncrement = 2;
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
circleCount = m_circleCount;
firstSample = m_firstSample;
sampleIncrement = m_sampleIncrement;
}
#endif
public int circleCount
{
get
{
return m_circleCount;
}
set
{
m_circleCount = Mathf.Max(value, 1);
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public int firstSample
{
get
{
return m_firstSample;
}
set
{
m_firstSample = Mathf.Max(value, 2);
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public int sampleIncrement
{
get
{
return m_sampleIncrement;
}
set
{
m_sampleIncrement = Mathf.Max(value, 1);
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public override void ModifyVertices(List<UIVertex> verts)
{
if (!IsActive())
return;
var total = (m_firstSample * 2 + m_sampleIncrement * (m_circleCount - 1)) * m_circleCount / 2;
var neededCapacity = verts.Count * (total + 1);
if (verts.Capacity < neededCapacity)
verts.Capacity = neededCapacity;
var original = verts.Count;
var count = 0;
var sampleCount = m_firstSample;
var dx = effectDistance.x / circleCount;
var dy = effectDistance.y / circleCount;
for (int i = 1; i <= m_circleCount; i++)
{
var rx = dx * i;
var ry = dy * i;
var radStep = 2 * Mathf.PI / sampleCount;
var rad = (i % 2) * radStep * 0.5f;
for (int j = 0; j < sampleCount; j++)
{
var next = count + original;
ApplyShadow(verts, effectColor, count, next, rx * Mathf.Cos(rad), ry * Mathf.Sin(rad));
count = next;
rad += radStep;
}
sampleCount += m_sampleIncrement;
}
}
}