using UnityEngine;
namespace FairyGUI
{
///
///
///
public class RegularPolygonMesh : IMeshFactory, IHitTest
{
///
///
///
public Rect? drawRect;
///
///
///
public int sides;
///
///
///
public float lineWidth;
///
///
///
public Color32 lineColor;
///
///
///
public Color32? centerColor;
///
///
///
public Color32? fillColor;
///
///
///
public float[] distances;
///
///
///
public float rotation;
public RegularPolygonMesh()
{
sides = 3;
lineColor = Color.black;
}
public void OnPopulateMesh(VertexBuffer vb)
{
if (distances != null && distances.Length < sides)
{
Debug.LogError("distances.Length 0)
{
vb.AddVert(vec, lineColor);
xv = Mathf.Cos(angle) * r + centerX;
yv = Mathf.Sin(angle) * r + centerY;
vb.AddVert(new Vector3(xv, yv, 0), lineColor);
}
angle += angleDelta;
}
if (lineWidth > 0)
{
int tmp = sides * 3;
for (int i = 0; i < tmp; i += 3)
{
if (i != tmp - 3)
{
vb.AddTriangle(0, i + 1, i + 4);
vb.AddTriangle(i + 5, i + 2, i + 3);
vb.AddTriangle(i + 3, i + 6, i + 5);
}
else
{
vb.AddTriangle(0, i + 1, 1);
vb.AddTriangle(2, i + 2, i + 3);
vb.AddTriangle(i + 3, 3, 2);
}
}
}
else
{
for (int i = 0; i < sides; i++)
vb.AddTriangle(0, i + 1, (i == sides - 1) ? 1 : i + 2);
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (drawRect != null)
return ((Rect)drawRect).Contains(point);
else
return contentRect.Contains(point);
}
}
}