78 lines
3.2 KiB
C#
78 lines
3.2 KiB
C#
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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namespace MeadowGames.UINodeConnect4.GraphicRenderer
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{
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public class Solid : LineStyle
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{
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static float _deg2Rad90 = Mathf.Deg2Rad * 90f;
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public static new void Draw(UICLineRenderer lineRenderer, Line line)
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{
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int linePointsCount = line.points.Count;
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if (linePointsCount > 0)
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{
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float lastAngle = 0;
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float angle = 0;
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Vector2 _lastPos2 = Vector2.zero;
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Vector2 _lastPos3 = Vector2.zero;
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float currentLenght = 0;
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float sWidth = line.startWidth / lineRenderer.rectScaleX ;
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float eWidth = line.endWidth / lineRenderer.rectScaleX ;
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for (int i = 1; i < linePointsCount; i++)
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{
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Vector2 p0 = line.points[i - 1];
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Vector2 p1 = line.points[i];
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angle = Mathf.Atan2(p0.y - p1.y, p0.x - p1.x) + _deg2Rad90;
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float cos = Mathf.Cos(angle); // calc cos
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float sin = Mathf.Sin(angle); // calc sin
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float lengthToAdd = Vector2.Distance(p0, p1);
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currentLenght += lengthToAdd;
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float w0 = UICUtility.ConvertScale(currentLenght - lengthToAdd, 0, line.length, sWidth, eWidth);
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float w1 = UICUtility.ConvertScale(currentLenght, 0, line.length, sWidth, eWidth);
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float _wCos0 = (w0 * cos);
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float _wSin0 = (w0 * sin);
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float _wCos1 = (w1 * cos);
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float _wSin1 = (w1 * sin);
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// Correct line position when LineRenderer is offset
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Vector2 pos0 = new Vector2((p0.x) + _wCos0, (p0.y) + _wSin0);
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Vector2 pos1 = new Vector2((p0.x) - _wCos0, (p0.y) - _wSin0);
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Vector2 pos2 = new Vector2((p1.x) - _wCos1, (p1.y) - _wSin1);
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Vector2 pos3 = new Vector2((p1.x) + _wCos1, (p1.y) + _wSin1);
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lineRenderer.AddUIVertexQuad(new[] { pos0, pos1, pos2, pos3 }, lineRenderer.UVs, line.color);
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if (lastAngle != angle && i > 1 && i < linePointsCount)
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{
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Vector2 pos0_ = _lastPos3;
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Vector2 pos1_ = _lastPos2;
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Vector2 pos2_ = pos1;
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Vector2 pos3_ = pos0;
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lineRenderer.AddUIVertexQuad(new[] { pos0_, pos1_, pos2_, pos3_ }, lineRenderer.UVs, line.color);
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}
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if (line.capStart.active && i == 1)
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Shape.DrawShape(line.capStart.shape, lineRenderer, line.points[0], angle + (line.capStart.angleOffset * Mathf.Deg2Rad), line.capStart.size, line.capStart.color);
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_lastPos2 = pos2;
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_lastPos3 = pos3;
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lastAngle = angle;
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}
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if (line.capEnd.active)
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Shape.DrawShape(line.capEnd.shape, lineRenderer, line.points[linePointsCount - 1], angle + (line.capEnd.angleOffset * Mathf.Deg2Rad), line.capEnd.size, line.capEnd.color);
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}
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}
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}
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} |