45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
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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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/// <summary>
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/// ************<2A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>****************************<2A><><EFBFBD><EFBFBD>Text<78>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>********************************
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/// </summary>
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[AddComponentMenu("UI/Effects/GradientText")]
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public class GradientText : BaseMeshEffect
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{
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[SerializeField]
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private Color32 topColor = Color.white;
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[SerializeField]
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private Color32 bottomColor = Color.black;
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive() || vh.currentVertCount == 0)
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return;
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List<UIVertex> vertices = new List<UIVertex>();
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vh.GetUIVertexStream(vertices);
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float bottomY = vertices[0].position.y;
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float topY = vertices[0].position.y;
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for (int i = 1; i < vertices.Count; i++)
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{
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if (vertices[i].position.y > topY)
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{
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topY = vertices[i].position.y;
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}
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else if (vertices[i].position.y < bottomY)
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{
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bottomY = vertices[i].position.y;
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}
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}
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float uiElementHeight = topY - bottomY;
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UIVertex v = new UIVertex();
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for (int i = 0; i < vh.currentVertCount; i++)
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{
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vh.PopulateUIVertex(ref v, i);
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v.color = Color32.Lerp(bottomColor, topColor, (v.position.y - bottomY) / uiElementHeight);
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vh.SetUIVertex(v, i);
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}
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}
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}
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