using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Effects/Shadow", 80)]
///
/// Adds an outline to a graphic using IVertexModifier.
///
public class Shadow : BaseMeshEffect
{
[SerializeField]
private Color m_EffectColor = new Color(0f, 0f, 0f, 0.5f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2(1f, -1f);
[SerializeField]
private bool m_UseGraphicAlpha = true;
private const float kMaxEffectDistance = 600f;
protected Shadow()
{}
#if UNITY_EDITOR
protected override void OnValidate()
{
effectDistance = m_EffectDistance;
base.OnValidate();
}
#endif
///
/// Color for the effect
///
public Color effectColor
{
get { return m_EffectColor; }
set
{
m_EffectColor = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
///
/// How far is the shadow from the graphic.
///
public Vector2 effectDistance
{
get { return m_EffectDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (m_EffectDistance == value)
return;
m_EffectDistance = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
///
/// Should the shadow inherit the alpha from the graphic?
///
public bool useGraphicAlpha
{
get { return m_UseGraphicAlpha; }
set
{
m_UseGraphicAlpha = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
protected void ApplyShadowZeroAlloc(List verts, Color32 color, int start, int end, float x, float y)
{
UIVertex vt;
var neededCapacity = verts.Count + end - start;
if (verts.Capacity < neededCapacity)
verts.Capacity = neededCapacity;
for (int i = start; i < end; ++i)
{
vt = verts[i];
verts.Add(vt);
Vector3 v = vt.position;
v.x += x;
v.y += y;
vt.position = v;
var newColor = color;
if (m_UseGraphicAlpha)
newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
vt.color = newColor;
verts[i] = vt;
}
}
///
/// Duplicate vertices from start to end and turn them into shadows with the given offset.
///
/// Vert list to copy
/// Shadow color
/// The start index in the verts list
/// The end index in the vers list
/// The shadows x offset
/// The shadows y offset
protected void ApplyShadow(List verts, Color32 color, int start, int end, float x, float y)
{
ApplyShadowZeroAlloc(verts, color, start, end, x, y);
}
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
var output = ListPool.Get();
vh.GetUIVertexStream(output);
ApplyShadow(output, effectColor, 0, output.Count, effectDistance.x, effectDistance.y);
vh.Clear();
vh.AddUIVertexTriangleStream(output);
ListPool.Release(output);
}
}
}