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- using System;
- using UnityEngine;
- using UnityEditor;
- using UnityEngine.UI;
- using UnityEngine.Serialization;
- using System.Text;
- using System.Linq;
- using System.IO;
- namespace Coffee.UIEffects
- {
- /// <summary>
- /// Dissolve effect for uGUI.
- /// </summary>
- [AddComponentMenu("UI/UIEffects/UIDissolve", 3)]
- public class UIDissolve : BaseMaterialEffect, IMaterialModifier
- {
- private const uint k_ShaderId = 0 << 3;
- private static readonly ParameterTexture s_ParamTex = new ParameterTexture(8, 128, "_ParamTex");
- private static readonly int k_TransitionTexId = Shader.PropertyToID("_TransitionTex");
- private bool _lastKeepAspectRatio;
- private EffectArea _lastEffectArea;
- private static Texture _defaultTransitionTexture;
- [Tooltip("Current location[0-1] for dissolve effect. 0 is not dissolved, 1 is completely dissolved.")]
- [FormerlySerializedAs("m_Location")]
- [SerializeField]
- [Range(0, 1)]
- float m_EffectFactor = 0.5f;
- [Tooltip("Edge width.")] [SerializeField] [Range(0, 1)]
- float m_Width = 0.5f;
- [Tooltip("Edge softness.")] [SerializeField] [Range(0, 1)]
- float m_Softness = 0.5f;
- [Tooltip("Edge color.")] [SerializeField] [ColorUsage(false)]
- Color m_Color = new Color(0.0f, 0.25f, 1.0f);
- [Tooltip("Edge color effect mode.")] [SerializeField]
- ColorMode m_ColorMode = ColorMode.Add;
- [Tooltip("Noise texture for dissolving (single channel texture).")]
- [SerializeField]
- [FormerlySerializedAs("m_NoiseTexture")]
- Texture m_TransitionTexture;
- [Header("Advanced Option")] [Tooltip("The area for effect.")] [SerializeField]
- protected EffectArea m_EffectArea;
- [Tooltip("Keep effect aspect ratio.")] [SerializeField]
- bool m_KeepAspectRatio;
- [Header("Effect Player")] [SerializeField]
- EffectPlayer m_Player;
- [Tooltip("Reverse the dissolve effect.")] [FormerlySerializedAs("m_ReverseAnimation")] [SerializeField]
- bool m_Reverse = false;
- /// <summary>
- /// Effect factor between 0(start) and 1(end).
- /// </summary>
- public float effectFactor
- {
- get { return m_EffectFactor; }
- set
- {
- value = Mathf.Clamp(value, 0, 1);
- if (Mathf.Approximately(m_EffectFactor, value)) return;
- m_EffectFactor = value;
- SetEffectParamsDirty();
- }
- }
- /// <summary>
- /// Edge width.
- /// </summary>
- public float width
- {
- get { return m_Width; }
- set
- {
- value = Mathf.Clamp(value, 0, 1);
- if (Mathf.Approximately(m_Width, value)) return;
- m_Width = value;
- SetEffectParamsDirty();
- }
- }
- /// <summary>
- /// Edge softness.
- /// </summary>
- public float softness
- {
- get { return m_Softness; }
- set
- {
- value = Mathf.Clamp(value, 0, 1);
- if (Mathf.Approximately(m_Softness, value)) return;
- m_Softness = value;
- SetEffectParamsDirty();
- }
- }
- /// <summary>
- /// Edge color.
- /// </summary>
- public Color color
- {
- get { return m_Color; }
- set
- {
- if (m_Color == value) return;
- m_Color = value;
- SetEffectParamsDirty();
- }
- }
- /// <summary>
- /// Noise texture.
- /// </summary>
- public Texture transitionTexture
- {
- get
- {
- return m_TransitionTexture
- ? m_TransitionTexture
- : defaultTransitionTexture;
- }
- set
- {
- if (m_TransitionTexture == value) return;
- m_TransitionTexture = value;
- SetMaterialDirty();
- }
- }
- private static Texture defaultTransitionTexture
- {
- get
- {
- return _defaultTransitionTexture
- ? _defaultTransitionTexture
- : (_defaultTransitionTexture = Resources.Load<Texture>("Default-Transition"));
- }
- }
- /// <summary>
- /// The area for effect.
- /// </summary>
- public EffectArea effectArea
- {
- get { return m_EffectArea; }
- set
- {
- if (m_EffectArea == value) return;
- m_EffectArea = value;
- SetVerticesDirty();
- }
- }
- /// <summary>
- /// Keep aspect ratio.
- /// </summary>
- public bool keepAspectRatio
- {
- get { return m_KeepAspectRatio; }
- set
- {
- if (m_KeepAspectRatio == value) return;
- m_KeepAspectRatio = value;
- SetVerticesDirty();
- }
- }
- /// <summary>
- /// Color effect mode.
- /// </summary>
- public ColorMode colorMode
- {
- get { return m_ColorMode; }
- set
- {
- if (m_ColorMode == value) return;
- m_ColorMode = value;
- SetMaterialDirty();
- }
- }
- /// <summary>
- /// Gets the parameter texture.
- /// </summary>
- public override ParameterTexture paramTex
- {
- get { return s_ParamTex; }
- }
- public EffectPlayer effectPlayer
- {
- get { return m_Player ?? (m_Player = new EffectPlayer()); }
- }
- public override Hash128 GetMaterialHash(Material material)
- {
- if (!isActiveAndEnabled || !material || !material.shader)
- return k_InvalidHash;
- var shaderVariantId = (uint) ((int) m_ColorMode << 6);
- var resourceId = (uint) transitionTexture.GetInstanceID();
- return new Hash128(
- (uint) material.GetInstanceID(),
- k_ShaderId + shaderVariantId,
- resourceId,
- 0
- );
- }
- public override void ModifyMaterial(Material newMaterial, Graphic graphic)
- {
- var connector = GraphicConnector.FindConnector(graphic);
- newMaterial.shader = Shader.Find(string.Format("Hidden/{0} (UIDissolve)", newMaterial.shader.name));
- SetShaderVariants(newMaterial, m_ColorMode);
- newMaterial.SetTexture(k_TransitionTexId, transitionTexture);
- paramTex.RegisterMaterial(newMaterial);
- }
- /// <summary>
- /// Modifies the mesh.
- /// </summary>
- public override void ModifyMesh(VertexHelper vh, Graphic graphic)
- {
- if (!isActiveAndEnabled)
- return;
- // bool isText = isTMPro || graphic is Text;
- var normalizedIndex = paramTex.GetNormalizedIndex(this);
- // rect.
- var tex = transitionTexture;
- var aspectRatio = m_KeepAspectRatio && tex ? ((float) tex.width) / tex.height : -1;
- var rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio);
- // Calculate vertex position.
- var vertex = default(UIVertex);
- var count = vh.currentVertCount;
- for (var i = 0; i < count; i++)
- {
- vh.PopulateUIVertex(ref vertex, i);
- float x;
- float y;
- connector.GetPositionFactor(m_EffectArea, i, rect, vertex.position, out x, out y);
- vertex.uv0 = new Vector2(
- Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
- Packer.ToFloat(x, y, normalizedIndex)
- );
- vh.SetUIVertex(vertex, i);
- }
- }
- protected override void SetEffectParamsDirty()
- {
- paramTex.SetData(this, 0, m_EffectFactor); // param1.x : location
- paramTex.SetData(this, 1, m_Width); // param1.y : width
- paramTex.SetData(this, 2, m_Softness); // param1.z : softness
- paramTex.SetData(this, 4, m_Color.r); // param2.x : red
- paramTex.SetData(this, 5, m_Color.g); // param2.y : green
- paramTex.SetData(this, 6, m_Color.b); // param2.z : blue
- }
- protected override void SetVerticesDirty()
- {
- base.SetVerticesDirty();
- _lastKeepAspectRatio = m_KeepAspectRatio;
- _lastEffectArea = m_EffectArea;
- }
- protected override void OnDidApplyAnimationProperties()
- {
- base.OnDidApplyAnimationProperties();
- if (_lastKeepAspectRatio != m_KeepAspectRatio
- || _lastEffectArea != m_EffectArea)
- SetVerticesDirty();
- }
- /// <summary>
- /// Play effect.
- /// </summary>
- public void Play(bool reset = true)
- {
- effectPlayer.Play(reset);
- }
- /// <summary>
- /// Stop effect.
- /// </summary>
- public void Stop(bool reset = true)
- {
- effectPlayer.Stop(reset);
- }
- protected override void OnEnable()
- {
- base.OnEnable();
- effectPlayer.OnEnable((f) => effectFactor = m_Reverse ? 1f - f : f);
- }
- protected override void OnDisable()
- {
- base.OnDisable();
- effectPlayer.OnDisable();
- }
- }
- }
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