├── .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 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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-------------------------------------------------------------------------------- 1 | [![GitHub issues](https://img.shields.io/github/issues/MoonAntonio/UGUI-Effect.svg)](https://github.com/MoonAntonio/UGUI-Effect/issues) 2 | [![UnityVersion](https://img.shields.io/badge/Unity-2017.1.1p2-brightgreen.svg.svg)](https://unity3d.com/es) 3 | [![Trello](https://img.shields.io/badge/Trello-OFF-red.svg)](https://github.com/MoonAntonio/UGUI-Effect) 4 | [![Slack Status](https://moonantonio.herokuapp.com/badge.svg)](https://moonantonio.herokuapp.com/) 5 | [![GitHub license](https://img.shields.io/badge/license-Apache%202-blue.svg)](https://raw.githubusercontent.com/MoonAntonio/UGUI-Effect/master/LICENSE) 6 | [![GitHub forks](https://img.shields.io/github/forks/MoonAntonio/UGUI-Effect.svg)](https://github.com/MoonAntonio/UGUI-Effect/network) 7 | [![GitHub stars](https://img.shields.io/github/stars/MoonAntonio/UGUI-Effect.svg)](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 | -------------------------------------------------------------------------------- /UGUI Effects Project/.vs/UGUI Effects Project/v15/Browse.VC.db: 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-------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Escena/Alexandria.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47df1c5deaa34b84aaaee72123a44cd5 3 | timeCreated: 1496712515 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dd7bb6266c424a49abfd58157db8dd5 3 | folderAsset: yes 4 | timeCreated: 1496699536 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Clases.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f28a22222430cb849b740ddc29918290 3 | folderAsset: yes 4 | timeCreated: 1496710374 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Clases/UIEffectListPool.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Clases/UIEffectListPool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 29933a5edf2ff124baa1c61a59de3f7c 3 | timeCreated: 1496708913 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9aeb77f5a4fcba4d8f66f53b7e5694b 3 | folderAsset: yes 4 | timeCreated: 1496710474 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/BlendColor.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/BlendColor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 658f5729e1495a44c82e8967c5024141 3 | timeCreated: 1496710531 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientAlpha.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientAlpha.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2911f69973e111498a1f5b68496f49b 3 | timeCreated: 1496712734 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientColor.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /UGUI Effects Project/Assets/UGUI Effects Proyecto/Scripts/Efectos/GradientColor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b26ea522ec2ae54b9e6280fb9dd97e0 3 | timeCreated: 1496714095 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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