Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
318 lines
6.8 KiB
C#
318 lines
6.8 KiB
C#
using System;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/UI/NGUI Unity2D Sprite")]
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public class UI2DSprite : UIBasicSprite
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{
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[HideInInspector]
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[SerializeField]
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private Sprite mSprite;
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[HideInInspector]
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[SerializeField]
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private Material mMat;
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[HideInInspector]
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[SerializeField]
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private Shader mShader;
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[HideInInspector]
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[SerializeField]
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private Vector4 mBorder = Vector4.zero;
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[HideInInspector]
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[SerializeField]
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private bool mFixedAspect;
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[HideInInspector]
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[SerializeField]
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private float mPixelSize = 1f;
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public Sprite nextSprite;
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[NonSerialized]
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private int mPMA = -1;
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public Sprite sprite2D
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{
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get
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{
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return mSprite;
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}
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set
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{
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if (mSprite != value)
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{
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RemoveFromPanel();
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mSprite = value;
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nextSprite = null;
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CreatePanel();
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}
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}
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}
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public override Material material
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{
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get
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{
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return mMat;
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}
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set
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{
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if (mMat != value)
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{
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RemoveFromPanel();
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mMat = value;
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mPMA = -1;
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MarkAsChanged();
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}
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}
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}
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public override Shader shader
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{
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get
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{
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if (mMat != null)
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{
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return mMat.shader;
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}
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if (mShader == null)
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{
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mShader = Shader.Find("Unlit/Transparent Colored");
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}
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return mShader;
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}
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set
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{
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if (mShader != value)
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{
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RemoveFromPanel();
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mShader = value;
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if (mMat == null)
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{
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mPMA = -1;
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MarkAsChanged();
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}
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}
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}
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}
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public override Texture mainTexture
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{
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get
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{
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if (mSprite != null)
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{
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return mSprite.texture;
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}
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if (mMat != null)
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{
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return mMat.mainTexture;
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}
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return null;
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}
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}
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public override bool premultipliedAlpha
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{
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get
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{
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if (mPMA == -1)
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{
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Shader shader = this.shader;
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mPMA = ((shader != null && shader.name.Contains("Premultiplied")) ? 1 : 0);
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}
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return mPMA == 1;
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}
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}
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public override float pixelSize => mPixelSize;
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public override Vector4 drawingDimensions
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{
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get
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{
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Vector2 vector = base.pivotOffset;
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float num = (0f - vector.x) * (float)mWidth;
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float num2 = (0f - vector.y) * (float)mHeight;
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float num3 = num + (float)mWidth;
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float num4 = num2 + (float)mHeight;
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if (mSprite != null && mType != Type.Tiled)
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{
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int num5 = Mathf.RoundToInt(mSprite.rect.width);
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int num6 = Mathf.RoundToInt(mSprite.rect.height);
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int num7 = Mathf.RoundToInt(mSprite.textureRectOffset.x);
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int num8 = Mathf.RoundToInt(mSprite.textureRectOffset.y);
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int num9 = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);
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int num10 = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);
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float num11 = 1f;
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float num12 = 1f;
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if (num5 > 0 && num6 > 0 && (mType == Type.Simple || mType == Type.Filled))
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{
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if ((num5 & 1) != 0)
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{
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num9++;
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}
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if ((num6 & 1) != 0)
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{
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num10++;
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}
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num11 = 1f / (float)num5 * (float)mWidth;
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num12 = 1f / (float)num6 * (float)mHeight;
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}
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if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
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{
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num += (float)num9 * num11;
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num3 -= (float)num7 * num11;
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}
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else
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{
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num += (float)num7 * num11;
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num3 -= (float)num9 * num11;
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}
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if (mFlip == Flip.Vertically || mFlip == Flip.Both)
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{
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num2 += (float)num10 * num12;
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num4 -= (float)num8 * num12;
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}
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else
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{
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num2 += (float)num8 * num12;
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num4 -= (float)num10 * num12;
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}
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}
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float num13;
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float num14;
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if (mFixedAspect)
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{
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num13 = 0f;
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num14 = 0f;
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}
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else
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{
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Vector4 vector2 = border * pixelSize;
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num13 = vector2.x + vector2.z;
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num14 = vector2.y + vector2.w;
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}
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float x = Mathf.Lerp(num, num3 - num13, mDrawRegion.x);
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float y = Mathf.Lerp(num2, num4 - num14, mDrawRegion.y);
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float z = Mathf.Lerp(num + num13, num3, mDrawRegion.z);
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float w = Mathf.Lerp(num2 + num14, num4, mDrawRegion.w);
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return new Vector4(x, y, z, w);
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}
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}
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public override Vector4 border
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{
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get
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{
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return mBorder;
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}
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set
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{
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if (mBorder != value)
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{
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mBorder = value;
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MarkAsChanged();
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}
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}
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}
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protected override void OnUpdate()
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{
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if (nextSprite != null)
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{
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if (nextSprite != mSprite)
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{
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sprite2D = nextSprite;
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}
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nextSprite = null;
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}
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base.OnUpdate();
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if (mFixedAspect && mainTexture != null)
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{
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int num = Mathf.RoundToInt(mSprite.rect.width);
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int num2 = Mathf.RoundToInt(mSprite.rect.height);
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int num3 = Mathf.RoundToInt(mSprite.textureRectOffset.x);
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int num4 = Mathf.RoundToInt(mSprite.textureRectOffset.y);
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int num5 = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);
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int num6 = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);
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int num7 = num + (num3 + num5);
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num2 += num6 + num4;
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float num8 = mWidth;
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float num9 = mHeight;
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float num10 = num8 / num9;
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float num11 = (float)num7 / (float)num2;
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if (num11 < num10)
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{
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float num12 = (num8 - num9 * num11) / num8 * 0.5f;
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base.drawRegion = new Vector4(num12, 0f, 1f - num12, 1f);
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}
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else
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{
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float num13 = (num9 - num8 / num11) / num9 * 0.5f;
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base.drawRegion = new Vector4(0f, num13, 1f, 1f - num13);
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}
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}
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}
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public override void MakePixelPerfect()
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{
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base.MakePixelPerfect();
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if (mType == Type.Tiled)
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{
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return;
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}
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Texture texture = mainTexture;
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if (!(texture == null) && (mType == Type.Simple || mType == Type.Filled || !base.hasBorder) && texture != null)
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{
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Rect rect = mSprite.rect;
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int num = Mathf.RoundToInt(rect.width);
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int num2 = Mathf.RoundToInt(rect.height);
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if ((num & 1) == 1)
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{
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num++;
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}
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if ((num2 & 1) == 1)
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{
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num2++;
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}
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base.width = num;
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base.height = num2;
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}
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}
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public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
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{
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Texture texture = mainTexture;
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if (!(texture == null))
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{
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Rect rect = ((mSprite != null) ? mSprite.textureRect : new Rect(0f, 0f, texture.width, texture.height));
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Rect inner = rect;
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Vector4 vector = border;
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inner.xMin += vector.x;
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inner.yMin += vector.y;
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inner.xMax -= vector.z;
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inner.yMax -= vector.w;
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float num = 1f / (float)texture.width;
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float num2 = 1f / (float)texture.height;
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rect.xMin *= num;
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rect.xMax *= num;
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rect.yMin *= num2;
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rect.yMax *= num2;
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inner.xMin *= num;
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inner.xMax *= num;
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inner.yMin *= num2;
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inner.yMax *= num2;
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int size = verts.size;
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Fill(verts, uvs, cols, rect, inner);
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if (onPostFill != null)
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{
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onPostFill(this, size, verts, uvs, cols);
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}
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}
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}
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}
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