using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Sprites;
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using UnityEngine.UI;
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[AddComponentMenu("UI/Custom/Circle Image")]
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[RequireComponent(typeof(Image))]
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public class CircleImage : BaseMeshEffect, ICanvasRaycastFilter {
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[Range(0, 1)]
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[SerializeField]
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float m_FillPercent = 1f;
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public float fillPercent { get { return m_FillPercent; } }
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[SerializeField]
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private bool m_Reversed = false;
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public bool reversed { get { return m_Reversed; } }
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[SerializeField]
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Align m_Align = Align.Top;
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public Align align { get { return m_Align; } }
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[SerializeField]
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bool m_FullFill = true;
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public bool fullFill { get { return m_FullFill; } }
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[Range(0, 1)]
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[SerializeField]
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float m_Thickness = 0f;
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public float thickness {
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get { return m_Thickness; }
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set { m_Thickness = value; }
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}
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[Range(4, 128)]
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[SerializeField]
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int m_Segements = 30;
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public int segements { get { return m_Segements; } }
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private Image m_Image;
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public Image image { get { return m_Image ?? (m_Image = this.AddMissingComponent<Image>()); } }
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private List<Vector3> innerVertices;
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private List<Vector3> outterVertices;
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protected override void Awake() {
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innerVertices = new List<Vector3>();
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outterVertices = new List<Vector3>();
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}
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public override void ModifyMesh(VertexHelper vh) {
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vh.Clear();
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innerVertices.Clear();
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outterVertices.Clear();
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var degreeDelta = (float)(2 * Mathf.PI / segements);
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var realSegements = (int)(segements * fillPercent);
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var width = image.rectTransform.rect.width;
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var height = image.rectTransform.rect.height;
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var outerArea = new Vector2(0.5f * width, 0.5f * height);
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var innerArea = outerArea - thickness * outerArea;
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var uv = image.overrideSprite != null ? DataUtility.GetOuterUV(image.overrideSprite) : Vector4.zero;
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var uvCenterX = (uv.x + uv.z) * 0.5f;
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var uvCenterY = (uv.y + uv.w) * 0.5f;
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var uvScaleX = (uv.z - uv.x) / width;
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var uvScaleY = (uv.w - uv.y) / height;
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UIVertex uiVertex;
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var degree = Mathf.PI * 0.5f * (int)align;
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var position = Vector2.zero;
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var uv0 = Vector2.zero;
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var verticeCount = 0;
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var triangleCount = 0;
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if (fullFill) {
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verticeCount = realSegements + 1;
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uv0 = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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uiVertex = UIUtility.PackageUIVertex(position, uv0, image.color);
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vh.AddVert(uiVertex);
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for (int i = 1; i < verticeCount; i++) {
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var cosA = Mathf.Cos(degree);
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var sinA = Mathf.Sin(degree);
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degree = reversed ? degree + degreeDelta : degree - degreeDelta;
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position = new Vector2(cosA * outerArea.x, sinA * outerArea.y);
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uv0 = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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uiVertex = UIUtility.PackageUIVertex(position, uv0, image.color);
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vh.AddVert(uiVertex);
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outterVertices.Add(position);
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}
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triangleCount = realSegements * 3;
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for (int i = 0, vIdx = 1; i < triangleCount - 3; i += 3, vIdx++) {
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vh.AddTriangle(vIdx, 0, vIdx + 1);
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}
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if (fillPercent == 1) {
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vh.AddTriangle(verticeCount - 1, 0, 1);
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}
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}
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else {
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verticeCount = realSegements * 2;
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for (int i = 0; i < verticeCount; i += 2) {
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var cosA = Mathf.Cos(degree);
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var sinA = Mathf.Sin(degree);
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degree = reversed ? degree + degreeDelta : degree - degreeDelta;
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position = new Vector3(cosA * innerArea.x, sinA * innerArea.y);
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uv0 = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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uiVertex = UIUtility.PackageUIVertex(position, uv0, image.color);
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vh.AddVert(uiVertex);
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innerVertices.Add(position);
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position = new Vector3(cosA * outerArea.x, sinA * outerArea.y);
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uv0 = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);
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uiVertex = UIUtility.PackageUIVertex(position, uv0, image.color);
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vh.AddVert(uiVertex);
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outterVertices.Add(position);
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}
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triangleCount = realSegements * 3 * 2;
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for (int i = 0, vIdx = 0; i < triangleCount - 6; i += 6, vIdx += 2) {
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vh.AddTriangle(vIdx + 1, vIdx, vIdx + 3);
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vh.AddTriangle(vIdx, vIdx + 2, vIdx + 3);
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}
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if (fillPercent == 1) {
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vh.AddTriangle(verticeCount - 1, verticeCount - 2, 1);
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vh.AddTriangle(verticeCount - 2, 0, 1);
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}
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}
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}
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public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) {
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var sprite = image.overrideSprite;
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if (sprite == null) {
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return true;
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}
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Vector2 local;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(image.rectTransform, screenPoint, eventCamera, out local);
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return Contains(local, outterVertices, innerVertices);
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}
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private bool Contains(Vector2 p, List<Vector3> outterVertices, List<Vector3> innerVertices) {
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var crossNumber = 0;
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crossNumber += UIUtility.RayCrossingCount(p, innerVertices);
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crossNumber += UIUtility.RayCrossingCount(p, outterVertices);
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return (crossNumber & 1) == 1;
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}
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public enum Align {
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Top = 1,
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Left = 2,
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Bottom = 3,
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Right = 4,
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}
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}
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