登录页调整 增加半圆角组件 基本完成路线列表功能 基本完成骑行列表 开始做编辑页

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Caiyanpeng committed 2021-04-14 17:57:52 +08:00
1 parent 5156473bb2
commit 10e738f958
100 files changed
+20085 -11852

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using System;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class ImageWithIndependentRoundedCorners : MonoBehaviour {
public Vector4 r;
private Material material;
// xy - position,
// zw - halfSize
[HideInInspector, SerializeField] private Vector4 rect2props;
private readonly int prop_halfSize = Shader.PropertyToID("_halfSize");
private readonly int prop_radiuses = Shader.PropertyToID("_r");
private readonly int prop_rect2props = Shader.PropertyToID("_rect2props");
// Vector2.right rotated clockwise by 45 degrees
private static readonly Vector2 wNorm = new Vector2(.7071068f, -.7071068f);
// Vector2.right rotated counter-clockwise by 45 degrees
private static readonly Vector2 hNorm = new Vector2(.7071068f, .7071068f);
private void Start()
{
Refresh();
}
void OnRectTransformDimensionsChange(){
Refresh();
}
private void OnValidate(){
Refresh();
}
private void RecalculateProps(Vector2 size){
// Vector that goes from left to right sides of rect2
var aVec = new Vector2(size.x, -size.y + r.x + r.z);
// Project vector aVec to wNorm to get magnitude of rect2 width vector
var halfWidth = Vector2.Dot(aVec, wNorm) * .5f;
rect2props.z = halfWidth;
// Vector that goes from bottom to top sides of rect2
var bVec = new Vector2(size.x, size.y - r.w - r.y);
// Project vector bVec to hNorm to get magnitude of rect2 height vector
var halfHeight = Vector2.Dot(bVec, hNorm) * .5f;
rect2props.w = halfHeight;
// Vector that goes from left to top sides of rect2
var efVec = new Vector2(size.x - r.x - r.y, 0);
// Vector that goes from point E to point G, which is top-left of rect2
var egVec = hNorm * Vector2.Dot(efVec, hNorm);
// Position of point E relative to center of coord system
var ePoint = new Vector2(r.x - (size.x / 2), size.y / 2);
// Origin of rect2 relative to center of coord system
// ePoint + egVec == vector to top-left corner of rect2
// wNorm * halfWidth + hNorm * -halfHeight == vector from top-left corner to center
var origin = ePoint + egVec + wNorm * halfWidth + hNorm * -halfHeight;
rect2props.x = origin.x;
rect2props.y = origin.y;
}
private void Refresh(){
if (material == null)
{
material = Instantiate(Resources.Load<Material>("UI/Material/IndependentCornersMaterial"));
}
var rect = ((RectTransform) transform).rect;
RecalculateProps(rect.size);
material.SetVector(prop_rect2props, rect2props);
material.SetVector(prop_halfSize, rect.size * .5f);
material.SetVector(prop_radiuses, r);
if (gameObject.GetComponent<Image>() != null)
{
gameObject.GetComponent<Image>().material = material;
gameObject.GetComponent<Image>().sprite = null;
}
else if (gameObject.GetComponent<RawImage>() != null)
{
gameObject.GetComponent<RawImage>().material = material;
}
}
}
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fileFormatVersion: 2
guid: 109c41f08973846429af681aea0a30c4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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Shader "UI/RoundedCorners/IndependentRoundedCorners" {
Properties {
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
// --- Mask support ---
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[HideInInspector] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Definition in Properties section is required to Mask works properly
_r ("r", Vector) = (0,0,0,0)
_halfSize ("halfSize", Vector) = (0,0,0,0)
_rect2props ("rect2props", Vector) = (0,0,0,0)
// ---
}
SubShader {
Tags {
"RenderType"="Transparent"
"Queue"="Transparent"
}
// --- Mask support ---
Stencil {
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZTest [unity_GUIZTestMode]
ColorMask [_ColorMask]
// ---
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass {
CGPROGRAM
#include "UnityCG.cginc"
#include "SDFUtils.cginc"
#include "ShaderSetup.cginc"
#pragma vertex vert
#pragma fragment frag
float4 _r;
float4 _halfSize;
float4 _rect2props;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
float alpha = CalcAlphaForIndependentCorners(i.uv, _halfSize.xy, _rect2props, _r);
return mixAlpha(tex2D(_MainTex, i.uv), i.color, alpha);
}
ENDCG
}
}
}
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fileFormatVersion: 2
guid: d3beb88e61f88ca4393acdefb005fa70
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: