CircleImage.GetUIVertex(UnityEngine.Color32, UnityEngine.Vector3, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2)

Here are the examples of the csharp api CircleImage.GetUIVertex(UnityEngine.Color32, UnityEngine.Vector3, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

1 Examples 7

19 Source : CircleImage.cs
with MIT License
from BlueMonk1107

private void AddVertex(VertexHelper vh, int segements)
    {
        float width = rectTransform.rect.width;
        float heigth = rectTransform.rect.height;
        int realSegments = (int)(segements * showPercent);

        Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
        float uvWidth = uv.z - uv.x;
        float uvHeight = uv.w - uv.y;
        Vector2 uvCenter = new Vector2(uvWidth * 0.5f, uvHeight * 0.5f);
        Vector2 convertRatio = new Vector2(uvWidth / width, uvHeight / heigth);

        float radian = (2 * Mathf.PI) / segements;
        float radius = width * 0.5f;

        Vector2 originPos = new Vector2((0.5f - rectTransform.pivot.x) * width, (0.5f - rectTransform.pivot.y) * heigth);
        Vector2 vertPos = Vector2.zero;

        Color32 colorTemp = GetOriginColor();
        UIVertex origin = GetUIVertex(colorTemp, originPos, vertPos, uvCenter, convertRatio);
        vh.AddVert(origin);

        int vertexCount = realSegments + 1;
        float curRadian = 0;
        Vector2 posTermp = Vector2.zero;
        for (int i = 0; i < segements + 1; i++)
        {
            float x = Mathf.Cos(curRadian) * radius;
            float y = Mathf.Sin(curRadian) * radius;
            curRadian += radian;

            if (i < vertexCount)
            {
                colorTemp = color;
            }
            else
            {
                colorTemp = GRAY_COLOR;
            }
            posTermp = new Vector2(x, y);
            UIVertex vertexTemp = GetUIVertex(colorTemp, posTermp + originPos, posTermp, uvCenter, convertRatio);
            vh.AddVert(vertexTemp);
            _vertexList.Add(posTermp + originPos);
        }
    }