using System; using System.Collections.Generic; using UnityEngine.Serialization; namespace UnityEngine.UI { /// /// Displays a Texture2D for the UI System. /// /// /// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. /// Keep in mind though that this will create an extra draw call with each RawImage present, so it's /// best to use it only for backgrounds or temporary visible graphics. /// [RequireComponent(typeof(CanvasRenderer))] [AddComponentMenu("UI/Raw Image", 12)] public class RawImage : MaskableGraphic { [FormerlySerializedAs("m_Tex")] [SerializeField] Texture m_Texture; [SerializeField] Rect m_UVRect = new Rect(0f, 0f, 1f, 1f); protected RawImage() { useLegacyMeshGeneration = false; } /// /// Returns the texture used to draw this Graphic. /// public override Texture mainTexture { get { if (m_Texture == null) { if (material != null && material.mainTexture != null) { return material.mainTexture; } return s_WhiteTexture; } return m_Texture; } } /// /// The RawImage's texture to be used. /// /// /// Use this to alter or return the Texture the RawImage displays. The Raw Image can display any Texture whereas an Image component can only show a Sprite Texture. /// Note : Keep in mind that using a RawImage creates an extra draw call with each RawImage present, so it's best to use it only for backgrounds or temporary visible graphics.Note: Keep in mind that using a RawImage creates an extra draw call with each RawImage present, so it's best to use it only for backgrounds or temporary visible graphics. /// /// /// /// UI>Raw Image in the hierarchy. /// //Attach this script to the RawImage GameObject. /// /// using UnityEngine; /// using UnityEngine.UI; /// /// public class RawImageTexture : MonoBehaviour /// { /// RawImage m_RawImage; /// //Select a Texture in the Inspector to change to /// public Texture m_Texture; /// /// void Start() /// { /// //Fetch the RawImage component from the GameObject /// m_RawImage = GetComponent(); /// //Change the Texture to be the one you define in the Inspector /// m_RawImage.texture = m_Texture; /// } /// } /// ]]> /// /// public Texture texture { get { return m_Texture; } set { if (m_Texture == value) return; m_Texture = value; SetVerticesDirty(); SetMaterialDirty(); } } /// /// UV rectangle used by the texture. /// public Rect uvRect { get { return m_UVRect; } set { if (m_UVRect == value) return; m_UVRect = value; SetVerticesDirty(); } } /// /// Adjust the scale of the Graphic to make it pixel-perfect. /// /// /// This means setting the RawImage's RectTransform.sizeDelta to be equal to the Texture dimensions. /// public override void SetNativeSize() { Texture tex = mainTexture; if (tex != null) { int w = Mathf.RoundToInt(tex.width * uvRect.width); int h = Mathf.RoundToInt(tex.height * uvRect.height); rectTransform.anchorMax = rectTransform.anchorMin; rectTransform.sizeDelta = new Vector2(w, h); } } protected override void OnPopulateMesh(VertexHelper vh) { Texture tex = mainTexture; vh.Clear(); if (tex != null) { var r = GetPixelAdjustedRect(); var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height); var scaleX = tex.width * tex.texelSize.x; var scaleY = tex.height * tex.texelSize.y; { var color32 = color; vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMin * scaleY)); vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMax * scaleY)); vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMax * scaleY)); vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMin * scaleY)); vh.AddTriangle(0, 1, 2); vh.AddTriangle(2, 3, 0); } } } protected override void OnDidApplyAnimationProperties() { SetMaterialDirty(); SetVerticesDirty(); SetRaycastDirty(); } } }