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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[RequireComponent(typeof(Image))]
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public class DivideImage : BaseMeshEffect, ICanvasRaycastFilter
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{
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[SerializeField]
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int m_Divide = 5;
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public int Divide { get { return m_Divide; } }
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[SerializeField]
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int m_CurrentDivide = 1;
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public int CurrenDivide { get { return m_CurrentDivide; } }
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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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[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> outterVertices;
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protected override void Awake()
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{
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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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{
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vh.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 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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var outerArea = new Vector2(0.5f * width, 0.5f * height);
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UIVertex uiVertex;
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var position = Vector2.zero;
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var 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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var everyRad = (float)(2 * Mathf.PI / Divide);
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var currentRad = everyRad*CurrenDivide - Mathf.PI*0.1f;
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var verticeCount = 0;
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var triangleCount = 0;
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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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{
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var cosA = Mathf.Cos(currentRad);
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var sinA = Mathf.Sin(currentRad);
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currentRad = currentRad - 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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{
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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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{
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vh.AddTriangle(verticeCount - 1, 0, 1);
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}
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}
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public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
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{
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var sprite = image.overrideSprite;
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if (sprite == null)
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{
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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);
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}
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private bool Contains(Vector2 p, List<Vector3> outterVertices)
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{
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var crossNumber = 0;
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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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}
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