Created
October 20, 2018 07:02
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unity : use tight sprite atlas in canvas as image
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using UnityEngine; | |
using UnityEngine.UI; | |
public class TightImage : Image | |
{ | |
private RectTransform mRect; | |
private RectTransform RectTransform | |
{ | |
get | |
{ | |
if (mRect == null) | |
{ | |
mRect = GetComponent<RectTransform>(); | |
} | |
return mRect; | |
} | |
} | |
protected override void OnPopulateMesh(VertexHelper toFill) | |
{ | |
if (type == Type.Simple) | |
{ | |
toFill.Clear(); | |
DoPopulateSimpleImage(toFill); | |
} | |
else | |
{ | |
base.OnPopulateMesh(toFill); | |
} | |
} | |
private void DoPopulateSimpleImage(VertexHelper toFill) | |
{ | |
var spColor = color; | |
var r = GetPixelAdjustedRect(); | |
var bounds = overrideSprite.bounds; | |
var scaleX = r.width / bounds.size.x; | |
var scaleY = r.height / bounds.size.y; | |
if (preserveAspect) | |
{ | |
var minScale = Mathf.Min(scaleX, scaleY); | |
scaleX = scaleY = minScale; | |
} | |
var offsetImgX = RectTransform.rect.center.x; | |
var offsetImgY = RectTransform.rect.center.y; | |
var offsetSpX = -scaleX * bounds.center.x; | |
var offsetSpY = -scaleY * bounds.center.y; | |
for (var i = 0; i < overrideSprite.vertices.Length; i++) | |
{ | |
var x = overrideSprite.vertices[i].x * scaleX + offsetImgX + offsetSpX; | |
var y = overrideSprite.vertices[i].y * scaleY + offsetImgY + offsetSpY; | |
toFill.AddVert(new Vector3(x, y, 0), spColor, overrideSprite.uv[i]); | |
} | |
var triangles = overrideSprite.triangles; | |
for (var i = 0; i < triangles.Length; i += 3) | |
{ | |
toFill.AddTriangle(triangles[i], triangles[i + 1], triangles[i + 2]); | |
} | |
} | |
} |
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