using System.Collections; 
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using System.Collections.Generic; 
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using UnityEngine; 
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using UnityEngine.UI; 
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using UnityEngine.Sprites; 
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public class TextImage : TextEx  
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{ 
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    [SerializeField] Sprite m_Sprite; 
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    public Sprite sprite {  
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        get { return m_Sprite; }  
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        set {  
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            m_Sprite = value;  
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            SetVerticesDirty();  
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        }  
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    }  
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    protected override void Awake()  
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    {  
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        base.Awake();  
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        base.font = FontUtility.preferred;  
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        base.material = MaterialUtility.hudMaterial;  
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        if (sprite != null)  
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        {  
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            base.material.SetTexture("_Tex2", sprite.texture);  
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        }  
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    }  
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    protected override void OnPopulateMesh(VertexHelper vh)  
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    {  
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        if (sprite != null)  
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        {  
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            vh.Clear();  
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        }  
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        base.OnPopulateMesh(vh);  
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        if (sprite != null)  
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        {  
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            var size = new Vector2(rectTransform.rect.width, rectTransform.rect.height);  
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            var positions = new Vector3[4];  
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            var uvs = new Vector2[4];  
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            var uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;  
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            var width = rectTransform.rect.width;  
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            var height = rectTransform.rect.height;  
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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 position = positions[0] = new Vector2(-size.x * 0.5f, -size.y * 0.5f);  
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            uvs[0] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);  
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            position = positions[1] = new Vector2(size.x * 0.5f, -size.y * 0.5f);  
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            uvs[1] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);  
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            position = positions[2] = new Vector2(size.x * 0.5f, size.y * 0.5f);  
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            uvs[2] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);  
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            position = positions[3] = new Vector2(-size.x * 0.5f, size.y * 0.5f);  
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            uvs[3] = new Vector2(position.x * uvScaleX + uvCenterX, position.y * uvScaleY + uvCenterY);  
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            for (var i = 0; i < 4; i++)  
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            {  
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                vh.AddVert(positions[i], color, uvs[i], uvs[i], new Vector3(1, 0, -1), new Vector4(1, 0, 0, -1));  
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            }  
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            vh.AddTriangle(0, 1, 2);  
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            vh.AddTriangle(2, 3, 0);  
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        }  
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    } 
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} 
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