using UnityEngine; namespace FairyGUI.Utils { /// /// /// public static class ToolSet { public static Color ConvertFromHtmlColor(string str) { if (str.Length < 7 || str[0] != '#') return Color.black; if (str.Length == 9) { //optimize:avoid using Convert.ToByte and Substring //return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16), // Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16)); return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), (byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])), (byte)(CharToHex(str[1]) * 16 + CharToHex(str[2]))); } else { //return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16), //Convert.ToByte(str.Substring(5, 2), 16), 255); return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])), (byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), 255); } } public static Color ColorFromRGB(int value) { return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1); } public static Color ColorFromRGBA(uint value) { return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f); } public static int CharToHex(char c) { if (c >= '0' && c <= '9') return (int)c - 48; if (c >= 'A' && c <= 'F') return 10 + (int)c - 65; else if (c >= 'a' && c <= 'f') return 10 + (int)c - 97; else return 0; } public static Rect Intersection(ref Rect rect1, ref Rect rect2) { if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0) return new Rect(0, 0, 0, 0); float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin; float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax; float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin; float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax; if (left > right || top > bottom) return new Rect(0, 0, 0, 0); else return Rect.MinMaxRect(left, top, right, bottom); } public static Rect Union(ref Rect rect1, ref Rect rect2) { if (rect2.width == 0 || rect2.height == 0) return rect1; if (rect1.width == 0 || rect1.height == 0) return rect2; float x = Mathf.Min(rect1.x, rect2.x); float y = Mathf.Min(rect1.y, rect2.y); return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y); } public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY) { skewX = -skewX * Mathf.Deg2Rad; skewY = -skewY * Mathf.Deg2Rad; float sinX = Mathf.Sin(skewX); float cosX = Mathf.Cos(skewX); float sinY = Mathf.Sin(skewY); float cosY = Mathf.Cos(skewY); float m00 = matrix.m00 * cosY - matrix.m10 * sinX; float m10 = matrix.m00 * sinY + matrix.m10 * cosX; float m01 = matrix.m01 * cosY - matrix.m11 * sinX; float m11 = matrix.m01 * sinY + matrix.m11 * cosX; float m02 = matrix.m02 * cosY - matrix.m12 * sinX; float m12 = matrix.m02 * sinY + matrix.m12 * cosX; matrix.m00 = m00; matrix.m10 = m10; matrix.m01 = m01; matrix.m11 = m11; matrix.m02 = m02; matrix.m12 = m12; } public static void RotateUV(Vector2[] uv, ref Rect baseUVRect) { int vertCount = uv.Length; float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax); float yMin = baseUVRect.yMin; float yMax = baseUVRect.yMax; if (yMin > yMax) { yMin = yMax; yMax = baseUVRect.yMin; } float tmp; for (int i = 0; i < vertCount; i++) { Vector2 m = uv[i]; tmp = m.y; m.y = yMin + m.x - xMin; m.x = xMin + yMax - tmp; uv[i] = m; } } } }