using Assets; using Bitsplash.DatePicker; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace Bitsplash.Vector { public class FlexibleFrame : MaskableGraphic , IDatePickerSettingsItem { [SerializeField] [HideInInspector] private bool isOpen; public string EditorTitle { get { return gameObject.name; } } public int Order { get { return 3; } } public bool ShowLeft = true; public bool ShowTop = true; public bool ShowRight = true; public bool ShowBottom = true; public float LineThickness = 2f; public float Offset = 0f; public float TextureTile = 1f; protected override void OnPopulateMesh(VertexHelper vh) { vh.Clear(); var rect = GetPixelAdjustedRect(); Rect xRect = CommonMethods.VerticalTextureTile(TextureTile); if(ShowLeft) CommonMethods.DrawVertical(rect.x - Offset, rect, LineThickness, xRect, color, vh); if(ShowRight) CommonMethods.DrawVertical(rect.x + rect.width + Offset, rect, LineThickness, xRect, color, vh); Rect yRect = CommonMethods.HorizontalTextureTile(TextureTile); if(ShowTop) CommonMethods.DrawHorizontal(rect.y - Offset, rect, LineThickness, yRect, color, vh); if (ShowBottom) CommonMethods.DrawHorizontal(rect.y + rect.height + Offset, rect, LineThickness, yRect, color, vh); } } }