├── .gitignore
├── LICENSE
├── README.md
├── UGUI Effects Project
├── .vs
│ └── UGUI Effects Project
│ │ └── v15
│ │ └── Browse.VC.db
├── Assets
│ ├── UGUI Effects Proyecto.meta
│ └── UGUI Effects Proyecto
│ │ ├── Escena.meta
│ │ ├── Escena
│ │ ├── Alexandria.unity
│ │ └── Alexandria.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ ├── Clases.meta
│ │ ├── Clases
│ │ │ ├── UIEffectListPool.cs
│ │ │ └── UIEffectListPool.cs.meta
│ │ ├── Efectos.meta
│ │ └── Efectos
│ │ │ ├── BlendColor.cs
│ │ │ ├── BlendColor.cs.meta
│ │ │ ├── GradientAlpha.cs
│ │ │ ├── GradientAlpha.cs.meta
│ │ │ ├── GradientColor.cs
│ │ │ └── GradientColor.cs.meta
│ │ ├── Sprite.meta
│ │ └── Sprite
│ │ ├── main.png
│ │ └── main.png.meta
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
└── res
├── BlendColor.gif
├── GradientAlpha.gif
└── GradientColor.gif
/.gitignore:
--------------------------------------------------------------------------------
1 | # ===================================== #
2 | # Carpetas de Unity
3 | # ===================================== #
4 | Temp
5 | Library
6 | Obj
7 | obj
8 |
9 | # ===================================== #
10 | # Visual Studio / MonoDevelop
11 | # ===================================== #
12 | ExportedObj/
13 | *.svd
14 | *.userprefs
15 | *.csproj
16 | *.pidb
17 | *.suo
18 | *.sln
19 | *.user
20 | *.unityproj
21 | *.booproj
22 |
23 | # ===================================== #
24 | # OS
25 | # ===================================== #
26 | .DS_Store
27 | .DS_Store?
28 | ._*
29 | .Spotlight-V100
30 | .Trashes
31 | Icon?
32 | ehthumbs.db
33 | Thumbs.db
34 | .AppleDouble
35 | .LSOverride
36 |
37 | # Instaladores de Windows
38 | *.cab
39 | *.msi
40 | *.msm
41 | *.msp
42 |
43 | # Configurador de carpetas
44 | Desktop.ini
45 |
46 | # Papelera de reciclaje utilizada en archivos compartidos
47 | $RECYCLE.BIN/
48 |
49 | # ===================================== #
50 | # Personalizados
51 | # ===================================== #
52 | # Relacionado con el Proyecto
53 | Assets/_Content/GUI
54 |
55 | # COPYRIGHTED / ASSET STORE
56 | {Carpeta proyecto}/Assets/ThirdParty/*
57 | {Carpeta proyecto}/Assets/ThirdParty.meta
58 |
59 | # GITEYE
60 | *.project
61 |
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/README.md:
--------------------------------------------------------------------------------
1 | [](https://github.com/MoonAntonio/UGUI-Effect/issues)
2 | [](https://unity3d.com/es)
3 | [](https://github.com/MoonAntonio/UGUI-Effect)
4 | [](https://moonantonio.herokuapp.com/)
5 | [](https://raw.githubusercontent.com/MoonAntonio/UGUI-Effect/master/LICENSE)
6 | [](https://github.com/MoonAntonio/UGUI-Effect/network)
7 | [](https://github.com/MoonAntonio/UGUI-Effect/stargazers)
8 |
9 | # UGUI-Effect
10 | Efectos para la nueva UI
11 |
12 | Si quieres **saber mas** sobre por que he desarrollado este proyecto, [lee esto][4].
13 |
14 | ---
15 |
16 | ## Como usar
17 |
18 | En la **imagen** o el raw de tu canvas, agrega alguno de los componentes de efecto, localizados en -> **AddComponent/ui/effects/**.
19 |
20 | Despues solo tienes que fijar los valores de los efectos como mas te guste.
21 |
22 | ---
23 |
24 | ![01][1]![02][2]![03][3]
25 |
26 | ---
27 |
28 | Proxima Update:
29 | - Agregar Efectos de Texto
30 |
31 | [1]: https://github.com/MoonAntonio/UGUI-Effect/blob/master/res/BlendColor.gif
32 | [2]: https://github.com/MoonAntonio/UGUI-Effect/blob/master/res/GradientAlpha.gif
33 | [3]: https://github.com/MoonAntonio/UGUI-Effect/blob/master/res/GradientColor.gif
34 | [4]: https://moonantonio.github.io/post/2017/dev/007/
35 |
--------------------------------------------------------------------------------
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/UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Clases/UIEffectListPool.cs:
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1 | // ┌∩┐(◣_◢)┌∩┐
2 | // \\
3 | // UIEffectListPool.cs (06/06/2017) \\
4 | // Autor: Antonio Mateo (Moon Antonio) antoniomt.moon@gmail.com \\
5 | // Descripcion: Pool de la lista de los efectos UI \\
6 | // Fecha Mod: 06/06/2017 \\
7 | // Ultima Mod: Version Inicial \\
8 | //******************************************************************************\\
9 |
10 | #region Librerias
11 | using UnityEngine;
12 | using UnityEngine.Events;
13 | using System.Collections.Generic;
14 | #endregion
15 |
16 | namespace MoonAntonio.UIEffect
17 | {
18 | ///
19 | /// Pool de la lista de los efectos UI.
20 | ///
21 | public static class UIEffectListPool
22 | {
23 | #region Variables
24 | ///
25 | /// Pool de objetos para evitar asignaciones.
26 | ///
27 | private static readonly UIEffectObjectPool> listPool = new UIEffectObjectPool>(null, l => l.Clear()); // Pool de objetos para evitar asignaciones
28 | #endregion
29 |
30 | #region API
31 | ///
32 | /// Obtiene la lista de objetos de la pool.
33 | ///
34 | /// Lista de objetos de la pool
35 | public static List Get()// Obtiene la lista de objetos
36 | {
37 | return listPool.Get();
38 | }
39 |
40 | ///
41 | /// Lanza la lista de la pool.
42 | ///
43 | /// Lista a lanzar
44 | public static void Release(List aRelease)// Lanza la lista de la pool
45 | {
46 | listPool.Release(aRelease);
47 | }
48 | #endregion
49 | }
50 |
51 | ///
52 | /// Pool de la lista de los objetos con efectos.
53 | ///
54 | public class UIEffectObjectPool where T : new()
55 | {
56 | #region Variables Privadas
57 | ///
58 | /// Cola de la pool
59 | ///
60 | private readonly Stack stack = new Stack(); // Cola de la pool
61 | ///
62 | /// Accion de Unity - Obteniendo
63 | ///
64 | private readonly UnityAction actionOnGet; // Accion de Unity - Obteniendo
65 | ///
66 | /// Accion de Unity - Lanzando
67 | ///
68 | private readonly UnityAction actionOnRelease; // Accion de Unity - Lanzando
69 | #endregion
70 |
71 | #region Propiedades
72 | ///
73 | /// Conteo todos
74 | ///
75 | public int countAll
76 | {
77 | get;
78 | private set;
79 | }
80 | ///
81 | /// Conteo de los activos
82 | ///
83 | public int countActive
84 | {
85 | get { return countAll - countInactive; }
86 | }
87 | ///
88 | /// Conteo de los inactivos
89 | ///
90 | public int countInactive
91 | {
92 | get { return stack.Count; }
93 | }
94 | #endregion
95 |
96 | #region Constructor
97 | ///
98 | /// Constructor de
99 | ///
100 | ///
101 | ///
102 | public UIEffectObjectPool(UnityAction TactionOnGet, UnityAction TactionOnRelease)// Constructor de UIEffectObjectPool
103 | {
104 | actionOnGet = TactionOnGet;
105 | actionOnRelease = TactionOnRelease;
106 | }
107 | #endregion
108 |
109 | #region API
110 | ///
111 | /// Obtiene la lista de objetos
112 | ///
113 | /// Obtiene la cola
114 | public T Get()// Obtiene la lista de objetos
115 | {
116 | T element;
117 |
118 | if (stack.Count == 0)
119 | {
120 | element = new T();
121 | countAll++;
122 | }
123 | else
124 | {
125 | element = stack.Pop();
126 | }
127 |
128 | if (actionOnGet != null) actionOnGet(element);
129 |
130 | return element;
131 | }
132 |
133 | ///
134 | /// Lanza la lista de la pool
135 | ///
136 | ///
137 | public void Release(T item)// Lanza la lista de la pool
138 | {
139 | if (stack.Count > 0 && ReferenceEquals(stack.Peek(), item)) Debug.LogError("Error Interno. Intentando destruir el objeto que ya se ha lanzado de la piscina.");
140 |
141 | if (actionOnRelease != null) actionOnRelease(item);
142 |
143 | stack.Push(item);
144 | }
145 | #endregion
146 | }
147 | }
148 |
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/UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/BlendColor.cs:
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1 | // ┌∩┐(◣_◢)┌∩┐
2 | // \\
3 | // BlendColor.cs (06/06/2017) \\
4 | // Autor: Antonio Mateo (Moon Antonio) antoniomt.moon@gmail.com \\
5 | // Descripcion: Efecto Blend Color para la UI \\
6 | // Fecha Mod: 06/06/2017 \\
7 | // Ultima Mod: Version Inicial \\
8 | //******************************************************************************\\
9 |
10 | #region Librerias
11 | using UnityEngine;
12 | using UnityEngine.UI;
13 | using System.Collections.Generic;
14 | #endregion
15 |
16 | /* NOTAS ->
17 | Blend Color es la tecnica que se usa en la mezcla de colores. Tiene diferentes modos:
18 |
19 | Multiply
20 | Busca la información de color de cada canal y multiplica el color base por el color de fusión.
21 | El color resultante siempre es un color más oscuro. Multiplicar cualquier color por negro produce negro.
22 | Multiplicar cualquier color por blanco no cambia el color.
23 |
24 | Additive
25 | Este modo de mezcla simplemente agrega valores de píxel de una capa con la otra.
26 | En caso de valores superiores a 1 (en el caso de RGB), se visualiza blanco.
27 | Dado que siempre produce los mismos o más claros colores que la entrada, también se conoce como más ligero.
28 | Una variante resta 1 de todos los valores finales, con valores por debajo de 0 convirtiéndose en negro.
29 |
30 | Subtractive
31 | Este modo de mezcla simplemente resta los valores de píxel de una capa con la otra. En caso de valores negativos, se muestra negro.
32 |
33 | Override
34 | Este modo de mezcla sobreescribe una capa y otra.
35 | */
36 |
37 | namespace MoonAntonio.UIEffect
38 | {
39 | ///
40 | /// Efecto Blend Color para la UI
41 | ///
42 | [AddComponentMenu("UI/Effects/Blend Color"), RequireComponent(typeof(Graphic))]
43 | public class BlendColor : BaseMeshEffect
44 | {
45 | #region Variables Privadas
46 | ///
47 | /// Tipo de blend
48 | ///
49 | [SerializeField]
50 | private BlendModes blendMode = BlendModes.None; // Tipo de blend
51 | ///
52 | /// Color de blend
53 | ///
54 | [SerializeField]
55 | private Color color = Color.white; // Color de blend
56 | #endregion
57 |
58 | #region Propiedades
59 | ///
60 | /// Modo de Blend
61 | ///
62 | public BlendModes BlendMode
63 | {
64 | get { return blendMode; }
65 | set { if (blendMode != value) { blendMode = value; Actualizar(); } }
66 | }
67 | ///
68 | /// Color de Blend
69 | ///
70 | public Color Color
71 | {
72 | get { return color; }
73 | set { if (color != value) { color = value; Actualizar(); } }
74 | }
75 | #endregion
76 |
77 | #region Enum
78 | ///
79 | /// Modos de Blend
80 | ///
81 | public enum BlendModes// Modos de Blend
82 | {
83 | None,
84 | Multiply,
85 | Additive,
86 | Subtractive,
87 | Override,
88 | }
89 | #endregion
90 |
91 | #region Metodos
92 | ///
93 | /// Metodo reservado para modificar la malla.
94 | ///
95 | /// Vertices
96 | public override void ModifyMesh(VertexHelper vh)// Metodo reservado para modificar la malla
97 | {
98 | // Comprobamos si esta activo
99 | if (IsActive() == false) return;
100 |
101 | // Asignamos las variables
102 | List vList = UIEffectListPool.Get();
103 |
104 | // Obtenemos los vertices
105 | vh.GetUIVertexStream(vList);
106 |
107 | // Modificamos los vertices
108 | ModVertices(vList);
109 |
110 | // Limpiamos la lista y agregamos los triangulos
111 | vh.Clear();
112 | vh.AddUIVertexTriangleStream(vList);
113 |
114 | // Lanzamos el efecto
115 | UIEffectListPool.Release(vList);
116 | }
117 |
118 | ///
119 | /// Modifica los vertices de una lista
120 | ///
121 | /// Lista de vertices
122 | private void ModVertices(List vList)// Modifica los vertices de una lista
123 | {
124 | // Comprobamos si esta activo
125 | if (IsActive() == false || vList == null || vList.Count == 0) return;
126 |
127 | // Asignamos las variables
128 | UIVertex newVertice;
129 |
130 | // Recorremos la lista
131 | for (int i = 0; i < vList.Count; i++)
132 | {
133 | // Asignamos variables
134 | newVertice = vList[i];
135 | byte orgAlpha = newVertice.color.a;
136 |
137 | switch (blendMode)
138 | {
139 | case BlendModes.None:
140 | break;
141 | case BlendModes.Multiply:
142 | newVertice.color *= color;
143 | break;
144 | case BlendModes.Additive:
145 | newVertice.color += color;
146 | break;
147 | case BlendModes.Subtractive:
148 | newVertice.color -= color;
149 | break;
150 | case BlendModes.Override:
151 | newVertice.color = color;
152 | break;
153 | default:
154 | break;
155 | }
156 | newVertice.color.a = orgAlpha;
157 | vList[i] = newVertice;
158 | }
159 | }
160 |
161 | ///
162 | /// Actualizamos los graficos.
163 | ///
164 | private void Actualizar()// Actualizamos los graficos
165 | {
166 | if (graphic != null) graphic.SetVerticesDirty();
167 | }
168 | #endregion
169 | }
170 | }
171 |
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/UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientAlpha.cs:
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1 | // ┌∩┐(◣_◢)┌∩┐
2 | // \\
3 | // GradientAlpha.cs (06/06/2017) \\
4 | // Autor: Antonio Mateo (Moon Antonio) antoniomt.moon@gmail.com \\
5 | // Descripcion: Efecto Gradient Alpha para la UI \\
6 | // Fecha Mod: 06/06/2017 \\
7 | // Ultima Mod: Version Inicial \\
8 | //******************************************************************************\\
9 |
10 | #region Librerias
11 | using UnityEngine;
12 | using UnityEngine.UI;
13 | using System.Collections.Generic;
14 | #endregion
15 |
16 | /* NOTAS ->
17 | Degradado del alpha
18 | */
19 |
20 | namespace MoonAntonio.UIEffect
21 | {
22 | ///
23 | /// Efecto Gradient Alpha para la UI
24 | ///
25 | [AddComponentMenu("UI/Effects/Gradient Alpha"), RequireComponent(typeof(Graphic))]
26 | public class GradientAlpha : BaseMeshEffect
27 | {
28 | #region Constantes
29 | ///
30 | /// Vertices de la textura
31 | ///
32 | private const int TextVert = 6; // Vertices de la textura
33 | #endregion
34 |
35 | #region Variables Privadas
36 | ///
37 | /// Alpha en el top
38 | ///
39 | [SerializeField, Range(0f, 1f)]
40 | private float alphaTop = 1f; // Alpha en el top
41 | ///
42 | /// Alpha en el bot
43 | ///
44 | [SerializeField, Range(0f, 1f)]
45 | private float alphaBottom = 1f; // Alpha en el bot
46 | ///
47 | /// Alpha en el Left
48 | ///
49 | [SerializeField, Range(0f, 1f)]
50 | private float alphaLeft = 1f; // Alpha en el Left
51 | ///
52 | /// Alpha en el Right
53 | ///
54 | [SerializeField, Range(0f, 1f)]
55 | private float alphaRight = 1f; // Alpha en el Right
56 | ///
57 | /// OffSet degradado Vertical
58 | ///
59 | [SerializeField, Range(-1f, 1f)]
60 | private float gradientOffsetVertical = 0f; // OffSet degradado Vertical
61 | ///
62 | /// OffSet degradado Horizontal
63 | ///
64 | [SerializeField, Range(-1f, 1f)]
65 | private float gradientOffsetHorizontal = 0f; // OffSet degradado Horizontal
66 | ///
67 | /// Separacion de textura
68 | ///
69 | [SerializeField]
70 | private bool splitTextGradient = false; // Separacion de textura
71 | #endregion
72 |
73 | #region Propiedades
74 | ///
75 | /// Alpha Top
76 | ///
77 | public float AlphaTop
78 | {
79 | get { return alphaTop; }
80 | set { if (alphaTop != value) { alphaTop = Mathf.Clamp01(value); Actualizar(); } }
81 | }
82 | ///
83 | /// Alpha Bot
84 | ///
85 | public float AlphaBottom
86 | {
87 | get { return alphaBottom; }
88 | set { if (alphaBottom != value) { alphaBottom = Mathf.Clamp01(value); Actualizar(); } }
89 | }
90 | ///
91 | /// Alpha Left
92 | ///
93 | public float AlphaLeft
94 | {
95 | get { return alphaLeft; }
96 | set { if (alphaLeft != value) { alphaLeft = Mathf.Clamp01(value); Actualizar(); } }
97 | }
98 | ///
99 | /// Alpha Right
100 | ///
101 | public float AlphaRight
102 | {
103 | get { return alphaRight; }
104 | set { if (alphaRight != value) { alphaRight = Mathf.Clamp01(value); Actualizar(); } }
105 | }
106 | ///
107 | /// Degradado vertical
108 | ///
109 | public float GradientOffsetVertical
110 | {
111 | get { return gradientOffsetVertical; }
112 | set { if (gradientOffsetVertical != value) { gradientOffsetVertical = Mathf.Clamp(value, -1f, 1f); Actualizar(); } }
113 | }
114 | ///
115 | /// Degradado horizontal
116 | ///
117 | public float GradientOffsetHorizontal
118 | {
119 | get { return gradientOffsetHorizontal; }
120 | set { if (gradientOffsetHorizontal != value) { gradientOffsetHorizontal = Mathf.Clamp(value, -1f, 1f); Actualizar(); } }
121 | }
122 | ///
123 | /// Separar Textura
124 | ///
125 | public bool SplitTextGradient
126 | {
127 | get { return splitTextGradient; }
128 | set { if (splitTextGradient != value) { splitTextGradient = value; Actualizar(); } }
129 | }
130 | #endregion
131 |
132 | #region Metodos
133 | ///
134 | /// Metodo reservado para modificar la malla.
135 | ///
136 | /// Vertices
137 | public override void ModifyMesh(VertexHelper vh)// Metodo reservado para modificar la malla.
138 | {
139 | // Comprobamos si esta activo
140 | if (IsActive() == false) return;
141 |
142 | // Asignamos las variables
143 | List vList = UIEffectListPool.Get();
144 |
145 | // Obtenemos los vertices
146 | vh.GetUIVertexStream(vList);
147 |
148 | // Modificamos los vertices
149 | ModVertices(vList);
150 |
151 | // Limpiamos la lista y agregamos los triangulos
152 | vh.Clear();
153 | vh.AddUIVertexTriangleStream(vList);
154 |
155 | // Lanzamos el efecto
156 | UIEffectListPool.Release(vList);
157 | }
158 |
159 | ///
160 | /// Modifica los vertices de una lista
161 | ///
162 | /// Lista de vertices
163 | private void ModVertices(List vList)// Modifica los vertices de una lista
164 | {
165 | // Comprobamos si esta activo
166 | if (IsActive() == false || vList == null || vList.Count == 0) return;
167 |
168 | // Asignamos las variables
169 | float minX = 0f, minY = 0f, maxX = 0f, maxY = 0f, width = 0f, height = 0;
170 | UIVertex newVertex;
171 |
172 | // Recorremos la lista
173 | for (int i = 0; i < vList.Count; i++)
174 | {
175 | if (i == 0 || (splitTextGradient && i % TextVert == 0))
176 | {
177 | minX = vList[i].position.x;
178 | minY = vList[i].position.y;
179 | maxX = vList[i].position.x;
180 | maxY = vList[i].position.y;
181 |
182 | int vertNum = splitTextGradient ? i + TextVert : vList.Count;
183 |
184 | for (int k = i; k < vertNum; k++)
185 | {
186 | if (k >= vList.Count)
187 | {
188 | break;
189 | }
190 | UIVertex vertex = vList[k];
191 | minX = Mathf.Min(minX, vertex.position.x);
192 | minY = Mathf.Min(minY, vertex.position.y);
193 | maxX = Mathf.Max(maxX, vertex.position.x);
194 | maxY = Mathf.Max(maxY, vertex.position.y);
195 | }
196 |
197 | width = maxX - minX;
198 | height = maxY - minY;
199 | }
200 |
201 | // Asignamos las variables
202 | newVertex = vList[i];
203 | float alphaOriginal = newVertex.color.a / 255f;
204 | float alphaVertical = Mathf.Lerp(alphaBottom, alphaTop, (height > 0 ? (newVertex.position.y - minY) / height : 0) + gradientOffsetVertical);
205 | float alphaHorizontal = Mathf.Lerp(alphaLeft, alphaRight, (width > 0 ? (newVertex.position.x - minX) / width : 0) + gradientOffsetHorizontal);
206 | newVertex.color.a = (byte)(Mathf.Clamp01(alphaOriginal * alphaVertical * alphaHorizontal) * 255);
207 |
208 | // Agregamos
209 | vList[i] = newVertex;
210 | }
211 | }
212 |
213 | ///
214 | /// Actualizamos los graficos
215 | ///
216 | private void Actualizar()// Actualizamos los graficos
217 | {
218 | if (graphic != null) graphic.SetVerticesDirty();
219 | }
220 | #endregion
221 | }
222 | }
223 |
--------------------------------------------------------------------------------
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/UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientColor.cs:
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1 | // ┌∩┐(◣_◢)┌∩┐
2 | // \\
3 | // GradientColor.cs (06/06/2017) \\
4 | // Autor: Antonio Mateo (Moon Antonio) antoniomt.moon@gmail.com \\
5 | // Descripcion: Efecto Gradient Color para la UI \\
6 | // Fecha Mod: 06/06/2017 \\
7 | // Ultima Mod: Version Inicial \\
8 | //******************************************************************************\\
9 |
10 | #region Librerias
11 | using UnityEngine;
12 | using UnityEngine.UI;
13 | using System.Collections.Generic;
14 | #endregion
15 |
16 | /* NOTAS ->
17 | Degradado del color
18 | */
19 |
20 | namespace MoonAntonio.UIEffect
21 | {
22 | ///
23 | /// Efecto Gradient Color para la UI
24 | ///
25 | [AddComponentMenu("UI/Effects/Gradient Color"), RequireComponent(typeof(Graphic))]
26 | public class GradientColor : BaseMeshEffect
27 | {
28 | #region Constantes
29 | ///
30 | /// Vertices de la textura
31 | ///
32 | private const int TextVert = 6; // Vertices de la textura
33 | #endregion
34 |
35 | #region Variables Privadas
36 | ///
37 | /// Color Top
38 | ///
39 | [SerializeField]
40 | private Color colorTop = Color.white; // Color Top
41 | ///
42 | /// Color Bot
43 | ///
44 | [SerializeField]
45 | private Color colorBottom = Color.white; // Color Bot
46 | ///
47 | /// Color Left
48 | ///
49 | [SerializeField]
50 | private Color colorLeft = Color.white; // Color Left
51 | ///
52 | /// Color Right
53 | ///
54 | [SerializeField]
55 | private Color colorRight = Color.white; // Color Right
56 | ///
57 | /// Degradado Vertical
58 | ///
59 | [SerializeField, Range(-1f, 1f)]
60 | private float gradientOffsetVertical = 0f; // Degradado Vertical
61 | ///
62 | /// Degradado Horizontal
63 | ///
64 | [SerializeField, Range(-1f, 1f)]
65 | private float gradientOffsetHorizontal = 0f; // Degradado Horizontal
66 | ///
67 | /// Separacion de textura
68 | ///
69 | [SerializeField]
70 | private bool splitTextGradient = false; // Separacion de textura
71 | #endregion
72 |
73 | #region Propiedades
74 | ///
75 | /// Color Top
76 | ///
77 | public Color ColorTop
78 | {
79 | get { return colorTop; }
80 | set { if (colorTop != value) { colorTop = value; Actualizar(); } }
81 | }
82 | ///
83 | /// Color Bot
84 | ///
85 | public Color ColorBottom
86 | {
87 | get { return colorBottom; }
88 | set { if (colorBottom != value) { colorBottom = value; Actualizar(); } }
89 | }
90 | ///
91 | /// Color Left
92 | ///
93 | public Color ColorLeft
94 | {
95 | get { return colorLeft; }
96 | set { if (colorLeft != value) { colorLeft = value; Actualizar(); } }
97 | }
98 | ///
99 | /// Color Right
100 | ///
101 | public Color ColorRight
102 | {
103 | get { return colorRight; }
104 | set { if (colorRight != value) { colorRight = value; Actualizar(); } }
105 | }
106 | ///
107 | /// Degradado Vertical
108 | ///
109 | public float GradientOffsetVertical
110 | {
111 | get { return gradientOffsetVertical; }
112 | set { if (gradientOffsetVertical != value) { gradientOffsetVertical = Mathf.Clamp(value, -1f, 1f); Actualizar(); } }
113 | }
114 | ///
115 | /// Degradado Horizontal
116 | ///
117 | public float GradientOffsetHorizontal
118 | {
119 | get { return gradientOffsetHorizontal; }
120 | set { if (gradientOffsetHorizontal != value) { gradientOffsetHorizontal = Mathf.Clamp(value, -1f, 1f); Actualizar(); } }
121 | }
122 | ///
123 | /// Separar Textura
124 | ///
125 | public bool SplitTextGradient
126 | {
127 | get { return splitTextGradient; }
128 | set { if (splitTextGradient != value) { splitTextGradient = value; Actualizar(); } }
129 | }
130 | #endregion
131 |
132 | #region Metodos
133 | ///
134 | /// Metodo reservado para modificar la malla.
135 | ///
136 | /// Vertices
137 | public override void ModifyMesh(VertexHelper vh)// Metodo reservado para modificar la malla.
138 | {
139 | // Comprobamos si esta activo
140 | if (IsActive() == false) return;
141 |
142 | // Asignamos las variables
143 | List vList = UIEffectListPool.Get();
144 |
145 | // Obtenemos los vertices
146 | vh.GetUIVertexStream(vList);
147 |
148 | // Modificamos los vertices
149 | ModVertices(vList);
150 |
151 | // Limpiamos la lista y agregamos los triangulos
152 | vh.Clear();
153 | vh.AddUIVertexTriangleStream(vList);
154 |
155 | // Lanzamos el efecto
156 | UIEffectListPool.Release(vList);
157 | }
158 |
159 | ///
160 | /// Modifica los vertices de una lista
161 | ///
162 | /// Lista de vertices
163 | private void ModVertices(List vList)// Modifica los vertices de una lista
164 | {
165 | // Comprobamos si esta activo
166 | if (IsActive() == false || vList == null || vList.Count == 0) return;
167 |
168 | // Asignamos las variables
169 | float minX = 0f, minY = 0f, maxX = 0f, maxY = 0f, width = 0f, height = 0;
170 | UIVertex newVertex;
171 |
172 | // Recorremos la lista
173 | for (int i = 0; i < vList.Count; i++)
174 | {
175 | if (i == 0 || (splitTextGradient && i % TextVert == 0))
176 | {
177 | minX = vList[i].position.x;
178 | minY = vList[i].position.y;
179 | maxX = vList[i].position.x;
180 | maxY = vList[i].position.y;
181 |
182 | int vertNum = splitTextGradient ? i + TextVert : vList.Count;
183 |
184 | for (int k = i; k < vertNum; k++)
185 | {
186 | if (k >= vList.Count)
187 | {
188 | break;
189 | }
190 | UIVertex vertex = vList[k];
191 | minX = Mathf.Min(minX, vertex.position.x);
192 | minY = Mathf.Min(minY, vertex.position.y);
193 | maxX = Mathf.Max(maxX, vertex.position.x);
194 | maxY = Mathf.Max(maxY, vertex.position.y);
195 | }
196 |
197 | width = maxX - minX;
198 | height = maxY - minY;
199 | }
200 |
201 | // Asignamos las variables
202 | newVertex = vList[i];
203 | Color colorOriginal = newVertex.color;
204 | Color colorVertical = Color.Lerp(colorBottom, colorTop, (height > 0 ? (newVertex.position.y - minY) / height : 0) + gradientOffsetVertical);
205 | Color colorHorizontal = Color.Lerp(colorLeft, colorRight, (width > 0 ? (newVertex.position.x - minX) / width : 0) + gradientOffsetHorizontal);
206 | newVertex.color = colorOriginal * colorVertical * colorHorizontal;
207 |
208 | // Agregamos
209 | vList[i] = newVertex;
210 | }
211 | }
212 |
213 | ///
214 | /// Actualizamos los graficos
215 | ///
216 | private void Actualizar()// Actualizamos los graficos
217 | {
218 | if (graphic != null) graphic.SetVerticesDirty();
219 | }
220 | #endregion
221 | }
222 | }
223 |
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