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Magical-Jumping-Bean/Library/metadata/71/718966f960cb50643986195e5fe953ca
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2019-09-29 19:40:54 -04:00
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˜fŸ¼F“h‘åõž5¬IPackages/com.unity.ugui/Runtime/UI/Core/VertexModifiers/BaseMeshEffect.csày¯BaseMeshEffect[
using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[Obsolete("Use BaseMeshEffect instead", true)]
/// <summary>
/// Obsolete class use BaseMeshEffect instead.
/// </summary>
public abstract class BaseVertexEffect
{
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
[Obsolete("Use BaseMeshEffect.ModifyMeshes instead", true)] //We can't upgrade automatically since the signature changed.
public abstract void ModifyVertices(List<UIVertex> vertices);
}
/// <summary>
/// Base class for effects that modify the generated Mesh.
/// </summary>
/// <example>
/// <code>
///using UnityEngine;
///using UnityEngine.UI;
///
///public class PositionAsUV1 : BaseMeshEffect
///{
/// protected PositionAsUV1()
/// {}
///
/// public override void ModifyMesh(Mesh mesh)
/// {
/// if (!IsActive())
/// return;
///
/// var verts = mesh.vertices.ToList();
/// var uvs = ListPool<Vector2>.Get();
///
/// for (int i = 0; i < verts.Count; i++)
/// {
/// var vert = verts[i];
/// uvs.Add(new Vector2(verts[i].x, verts[i].y));
/// verts[i] = vert;
/// }
/// mesh.SetUVs(1, uvs);
/// ListPool<Vector2>.Release(uvs);
/// }
///}
///</code>
///</example>
[ExecuteAlways]
public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier
{
[NonSerialized]
private Graphic m_Graphic;
/// <summary>
/// The graphic component that the Mesh Effect will aplly to.
/// </summary>
protected Graphic graphic
{
get
{
if (m_Graphic == null)
m_Graphic = GetComponent<Graphic>();
return m_Graphic;
}
}
protected override void OnEnable()
{
base.OnEnable();
if (graphic != null)
graphic.SetVerticesDirty();
}
protected override void OnDisable()
{
if (graphic != null)
graphic.SetVerticesDirty();
base.OnDisable();
}
/// <summary>
/// Called from the native side any time a animation property is changed.
/// </summary>
protected override void OnDidApplyAnimationProperties()
{
if (graphic != null)
graphic.SetVerticesDirty();
base.OnDidApplyAnimationProperties();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (graphic != null)
graphic.SetVerticesDirty();
}
#endif
/// <summary>
/// Function that is called when the Graphic is populating the mesh.
/// </summary>
/// <param name="mesh">The generated mesh of the Graphic element that needs modification.</param>
public virtual void ModifyMesh(Mesh mesh)
{
using (var vh = new VertexHelper(mesh))
{
ModifyMesh(vh);
vh.FillMesh(mesh);
}