VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Scripts/ComprehensiveRigExampleUI/RoundedBoxUIProperties.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

97 lines
2.6 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class RoundedBoxUIProperties : UIBehaviour, IMeshModifier
{
private Image _image;
public Vector4 borderRadius;
#if UNITY_EDITOR
protected override void OnValidate()
{
if (_image == null)
{
_image = gameObject.GetComponent<Image>();
if (_image == null) return;
}
_image.SetAllDirty();
}
#endif
protected override void OnEnable()
{
_image = gameObject.GetComponent<Image>();
}
protected override void OnDisable()
{
_image = null;
}
protected override void Start()
{
StartCoroutine(DelayVertexGeneration());
}
IEnumerator DelayVertexGeneration()
{
yield return new WaitForSeconds(0.1f);
if (_image == null)
{
_image = gameObject.GetComponent<Image>();
if (_image == null) yield break;
}
_image.SetAllDirty();
}
public void ModifyMesh(Mesh mesh)
{
}
public void ModifyMesh(VertexHelper verts)
{
if (_image == null)
{
_image = gameObject.GetComponent<Image>();
if (_image == null) return;
}
var rectTransform = (RectTransform)transform;
var rect = rectTransform.rect;
var offset = new Vector4(rect.x, rect.y, Mathf.Abs(rect.width), Mathf.Abs(rect.height));
UIVertex vert = new UIVertex();
for (int i = 0; i < verts.currentVertCount; i++)
{
verts.PopulateUIVertex(ref vert, i);
var uv0 = vert.uv0;
uv0.z = offset.z;
uv0.w = offset.w;
vert.uv0 = uv0;
vert.uv1 = borderRadius * 0.5f;
verts.SetUIVertex(vert, i);
}
}
}