Browse Source

修复 一些bug

“hujiajun” 1 year ago
parent
commit
caf62f563f
90 changed files with 13630 additions and 108 deletions
  1. 10 1
      Assets/HotUpdate/GameManager.cs
  2. 4 4
      Assets/HotUpdate/LoginPanel.cs
  3. 8 0
      Assets/HotUpdate/ProceduralUIImage.meta
  4. 9 0
      Assets/HotUpdate/ProceduralUIImage/Demo.meta
  5. 9 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons.meta
  6. BIN
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/arrow_left.png
  7. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/arrow_left.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/arrow_right.png
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/checkmark.png
  11. 96 0
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  13. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/copy.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/cross.png
  15. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/cross.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/double_arrow_left.png
  17. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/double_arrow_left.png.meta
  18. BIN
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/menu.png
  19. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/menu.png.meta
  20. BIN
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/minus.png
  21. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/minus.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/play.png
  23. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/play.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/plus.png
  25. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/plus.png.meta
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      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/send.png
  27. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/send.png.meta
  28. BIN
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/share.png
  29. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/share.png.meta
  30. BIN
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/zoom.png
  31. 96 0
      Assets/HotUpdate/ProceduralUIImage/Demo/Icons/zoom.png.meta
  32. 633 0
      Assets/HotUpdate/ProceduralUIImage/Demo/SmartPhone Mockup.prefab
  33. 8 0
      Assets/HotUpdate/ProceduralUIImage/Demo/SmartPhone Mockup.prefab.meta
  34. 4848 0
      Assets/HotUpdate/ProceduralUIImage/Demo/demo_UI_with_Icons.unity
  35. 8 0
      Assets/HotUpdate/ProceduralUIImage/Demo/demo_UI_with_Icons.unity.meta
  36. 3761 0
      Assets/HotUpdate/ProceduralUIImage/Demo/demo_mobile.unity
  37. 8 0
      Assets/HotUpdate/ProceduralUIImage/Demo/demo_mobile.unity.meta
  38. 9 0
      Assets/HotUpdate/ProceduralUIImage/Scripts.meta
  39. 9 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Attributes.meta
  40. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Attributes/ModifierID.cs
  41. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Attributes/ModifierID.cs.meta
  42. 26 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/EmptySprite.cs
  43. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/EmptySprite.cs.meta
  44. 11 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ImageProxy.cs
  45. 11 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ImageProxy.cs.meta
  46. 60 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/MaterialHelper.cs
  47. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/MaterialHelper.cs.meta
  48. 9 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers.meta
  49. 18 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/CustomPremadeModifier.cs
  50. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/CustomPremadeModifier.cs.meta
  51. 24 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/FreeModifier.cs
  52. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/FreeModifier.cs.meta
  53. 55 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/OnlyOneEdgeModifier.cs
  54. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/OnlyOneEdgeModifier.cs.meta
  55. 13 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/RoundModifier.cs
  56. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/RoundModifier.cs.meta
  57. 26 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/UniformModifier.cs
  58. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/UniformModifier.cs.meta
  59. 196 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs
  60. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs.meta
  61. 190 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs
  62. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs.meta
  63. 322 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs
  64. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs.meta
  65. 15 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImageModifier.cs
  66. 12 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImageModifier.cs.meta
  67. 187 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs
  68. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs.meta
  69. 187 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs
  70. 17 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs.meta
  71. 9 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders.meta
  72. 160 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageClipping.shader
  73. 8 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageClipping.shader.meta
  74. 158 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageRuntime.shader
  75. 9 0
      Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageRuntime.shader.meta
  76. BIN
      Assets/HotUpdate/ProceduralUIImage/doc_ProceduralUIImage.pdf
  77. 8 0
      Assets/HotUpdate/ProceduralUIImage/doc_ProceduralUIImage.pdf.meta
  78. 23 0
      Assets/HotUpdate/RawImageDeviceManager.cs
  79. 11 0
      Assets/HotUpdate/RawImageDeviceManager.cs.meta
  80. 6 1
      Assets/HotUpdate/RouteCtr.cs
  81. 8 1
      Assets/HotUpdate/SceneChoose.cs
  82. 53 0
      Assets/HotUpdate/WindowGenSui.cs
  83. 11 0
      Assets/HotUpdate/WindowGenSui.cs.meta
  84. 387 49
      Assets/MRNavigatorPro.unity
  85. 349 48
      Assets/MRNavigatorStart/MRNavigatorStart.prefab
  86. BIN
      Assets/Resources/if-logout@3x.png
  87. 147 0
      Assets/Resources/if-logout@3x.png.meta
  88. BIN
      Assets/UIImage/361705909342_.pic.jpg
  89. 147 0
      Assets/UIImage/361705909342_.pic.jpg.meta
  90. 4 4
      ProjectSettings/ProjectSettings.asset

+ 10 - 1
Assets/HotUpdate/GameManager.cs

@@ -1,3 +1,4 @@
+using Blue;
 using Immersal.AR;
 using LitJson;
 using Newtonsoft.Json;
@@ -293,10 +294,18 @@ public class GameManager : MonoSingleton<GameManager>
             }
         }
     }
+    public List<SceneValue> sucessvalues;
+    public void exitscene()
+    {
+        UIManager.Instance.ShowUI(UINameConfig.SceneChoose, typeof(SceneChoose), sucessvalues);
+    }
 
     public bool isShowDownTip;
     private void Start()
-    {         
+    {
+#if UNITY_EDITOR
+        ArchitectureInitiator.Initiate();
+#endif
         ///神奇代码 但是不能删除 删除子线程使用opencv会闪退
         try
         {

+ 4 - 4
Assets/HotUpdate/LoginPanel.cs

@@ -554,7 +554,7 @@ public class LoginPanel : BaseUI
     /// <returns></returns>
     IEnumerator WaitSnInfo(List<SceneValue> scenes)
     {
-        List<SceneValue> sucessvalues = new List<SceneValue>();
+        GameManager.Instance.sucessvalues = new List<SceneValue>();
         List<SceneValue> failevalues = new List<SceneValue>();
         bool finish = false;
         for (int i = 0; i < scenes.Count; i++)
@@ -570,7 +570,7 @@ public class LoginPanel : BaseUI
                 JObject jobject = JObject.Parse(message);
                 if (jobject["code"].ToString() == "200")
                 {
-                    sucessvalues.Add(scenes[i]);
+                    GameManager.Instance.sucessvalues.Add(scenes[i]);
                 }
                 else
                 {
@@ -581,13 +581,13 @@ public class LoginPanel : BaseUI
         }
 
         UIManager.Instance.ShowUI(UINameConfig.LoadingPanel, typeof(LoadingPanel), (int)ELoadState.initscene);
-        string str = string.Format("{0}个场景绑定成功,{1}个场景绑定失败", sucessvalues.Count, failevalues.Count);
+        string str = string.Format("{0}个场景绑定成功,{1}个场景绑定失败", GameManager.Instance.sucessvalues.Count, failevalues.Count);
      //   Debug.Log(str);
         ((LoadingPanel)UIManager.Instance.GetUI(UINameConfig.LoadingPanel)).TextStr = str;
 
         yield return new WaitForSeconds(1f);
         yield return finish;
-        UIManager.Instance.ShowUI(UINameConfig.SceneChoose, typeof(SceneChoose), sucessvalues);
+        UIManager.Instance.ShowUI(UINameConfig.SceneChoose, typeof(SceneChoose), GameManager.Instance.sucessvalues);
         UIManager.Instance.HideUI(UINameConfig.LoadingPanel);
         Hide();
     }

+ 8 - 0
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+ 9 - 0
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+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Attributes/ModifierID.cs

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+namespace UnityEngine.UI
+{
+	[System.AttributeUsage(System.AttributeTargets.Class)]
+	public class ModifierID : System.Attribute{
+		private string name;
+		
+		public ModifierID(string name){
+			this.name = name;
+		}
+		
+		public string Name{
+			get{
+				return name;
+			}
+		}
+	}
+}

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Assets/HotUpdate/ProceduralUIImage/Scripts/EmptySprite.cs

@@ -0,0 +1,26 @@
+using UnityEngine;
+using System.Collections;
+
+public static class EmptySprite {
+	static Sprite instance;
+
+	///<summary>
+	/// Returns the instance of a (1 x 1) white Spprite
+	/// </summary>	
+	public static Sprite Get(){
+		if (instance == null) {
+			instance = OnePixelWhiteSprite();
+		}
+		return instance;
+	}
+	/// <summary>
+	/// Generates a white sprite (1 x 1).
+	/// </summary>
+	/// <returns>A white sprite (1 x 1).</returns>
+	static Sprite OnePixelWhiteSprite(){
+		Texture2D tex = new Texture2D (1,1);
+		tex.SetPixel (0,0,Color.white);
+		tex.Apply ();
+		return Sprite.Create(tex,new Rect(0,0,1,1),Vector2.zero);
+	}
+}

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Assets/HotUpdate/ProceduralUIImage/Scripts/ImageProxy.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+public class ImageProxy : Image {
+    public Color renderColor {
+        get { return canvasRenderer.GetColor(); }
+        set { canvasRenderer.SetColor(value); }
+    }
+
+}

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Assets/HotUpdate/ProceduralUIImage/Scripts/MaterialHelper.cs

@@ -0,0 +1,60 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace UnityEngine.UI
+{
+	public class MaterialHelper {
+		/// <summary>
+		/// Sets the material values.
+		/// </summary>
+		/// <returns>The material values.</returns>
+		/// <param name="info">Values to set.</param>
+		/// <param name="baseMaterial">Base material.</param>
+		public static Material SetMaterialValues(ProceduralImageMaterialInfo info,Material baseMaterial){
+			if (baseMaterial == null) {
+				throw new System.ArgumentNullException ("baseMaterial");
+			}
+			if (baseMaterial.shader.name != "UI/Procedural UI Image"&&baseMaterial.shader.name != "UI/Procedural UI Image Clip") {
+				Debug.LogWarning("Parameter 'baseMaterial' does not use shader 'UI/Procedural UI Image'. Method returns baseMaterial.");
+				return baseMaterial;
+			}
+			Material m;
+			m = baseMaterial; 
+			m.SetFloat("_Width",info.width);
+			m.SetFloat("_Height",info.height);
+			m.SetFloat ("_PixelWorldScale",info.pixelWorldScale);
+			m.SetVector("_Radius",info.radius);
+			m.SetFloat("_LineWeight",info.borderWidth);
+			return m;
+		}
+		
+	}
+	
+	/// <summary>
+	/// Material info. Contains values of "UI/Procedural UI Image" shader
+	/// </summary>
+	public struct ProceduralImageMaterialInfo{
+		public float width;
+		public float height;
+		public float pixelWorldScale;
+		public Vector4 radius;
+		public float borderWidth;
+		
+		public ProceduralImageMaterialInfo(float width,
+		                                   float height,
+		                                   float pixelWorldScale,
+		                                   Vector4 radius,
+		                                   float borderWidth){
+			this.width = width;
+			this.height = height;
+			this.pixelWorldScale = pixelWorldScale;
+			this.radius = radius;
+			this.borderWidth = borderWidth;
+		}
+		public override string ToString ()
+		{
+			return string.Format ("width:{0},height:{1},pws:{2},radius:{3},bw:{4}",width,height,pixelWorldScale,radius,borderWidth);
+		}
+	}
+}

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/MaterialHelper.cs.meta

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Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers.meta

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+ 18 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/CustomPremadeModifier.cs

@@ -0,0 +1,18 @@
+using UnityEngine;
+/* Uncomment this to work from it as a base for your own modifier
+ * 
+ * 
+[ModifierID("Your Modifier Identity here")]
+public class CustomPremadeModifier : ProceduralImageModifier {
+
+	#region implemented abstract members of ProceduralImageModifier
+
+	public override Vector4 CalculateRadius (Rect imageRect){
+		float r = Mathf.Min (imageRect.width,imageRect.height)*0.5f;
+		return new Vector4(r,r,r,0);
+	}
+
+	#endregion
+	
+}
+*/

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/CustomPremadeModifier.cs.meta

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+ 24 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/FreeModifier.cs

@@ -0,0 +1,24 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+[ModifierID("Free")]
+public class FreeModifier : ProceduralImageModifier {
+	[SerializeField]private Vector4 radius;
+
+	public Vector4 Radius {
+		get {
+			return radius;
+		}
+		set {
+			radius = value;
+		}
+	}
+
+	#region implemented abstract members of ProceduralImageModifier
+
+	public override Vector4 CalculateRadius (Rect imageRect){
+		return radius;
+	}
+
+	#endregion
+}

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/FreeModifier.cs.meta

@@ -0,0 +1,12 @@
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+guid: 68356c3764ad390429ddad9e48ce8c31
+timeCreated: 1447892238
+licenseType: Store
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+ 55 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/OnlyOneEdgeModifier.cs

@@ -0,0 +1,55 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+[ModifierID("Only One Edge")]
+public class OnlyOneEdgeModifier : ProceduralImageModifier {
+	[SerializeField]private float radius;
+	[SerializeField]private ProceduralImageEdge side;
+
+	public enum ProceduralImageEdge{
+		Top,
+		Bottom,
+		Left,
+		Right
+	}
+
+	public float Radius {
+		get {
+			return radius;
+		}
+		set {
+			radius = value;
+		}
+	}
+
+	public ProceduralImageEdge Side {
+		get {
+			return side;
+		}
+		set {
+			side = value;
+		}
+	}
+
+	#region implemented abstract members of ProceduralImageModifier
+
+	public override Vector4 CalculateRadius (Rect imageRect){
+		switch (side) {
+		case ProceduralImageEdge.Top:
+				return new Vector4(radius,radius,0,0);
+		case ProceduralImageEdge.Right:
+				return new Vector4(0,radius,radius,0);
+		case ProceduralImageEdge.Bottom:
+				return new Vector4(0,0,radius,radius);
+		case ProceduralImageEdge.Left:
+				return new Vector4(radius,0,0,radius);
+		default:
+				return new Vector4(0,0,0,0);
+		}
+	}
+
+	#endregion
+}
+
+

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/OnlyOneEdgeModifier.cs.meta

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+MonoImporter:
+  serializedVersion: 2
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+ 13 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/RoundModifier.cs

@@ -0,0 +1,13 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+[ModifierID("Round")]
+public class RoundModifier : ProceduralImageModifier {
+	#region implemented abstract members of ProceduralImageModifier
+	public override Vector4 CalculateRadius (Rect imageRect){
+		float r = Mathf.Min (imageRect.width,imageRect.height)*0.5f;
+		return new Vector4 (r,r,r,r);
+	}
+	#endregion
+}

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/RoundModifier.cs.meta

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+ 26 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/UniformModifier.cs

@@ -0,0 +1,26 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+[ModifierID("Uniform")]
+public class UniformModifier : ProceduralImageModifier {
+	[SerializeField]private float radius;
+
+	public float Radius {
+		get {
+			return radius;
+		}
+		set {
+			radius = value;
+		}
+	}
+
+	#region implemented abstract members of ProceduralImageModifier
+
+	public override Vector4 CalculateRadius (Rect imageRect){
+		float r = this.radius;
+		return new Vector4(r,r,r,r);
+	}
+
+	#endregion
+	
+}

+ 12 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Modifiers/UniformModifier.cs.meta

@@ -0,0 +1,12 @@
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {fileID: 2800000, guid: 9878ec7e833c99c47a973b33edb06f9b, type: 3}
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+ 196 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs

@@ -0,0 +1,196 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Sprites;
+using UnityEngine.UI;
+
+/* Author: Josh H.
+ * Procedural UI Image
+ * assetstore.joshh@gmail.com for feedback or questions
+ */
+
+namespace UnityEngine.UI
+{
+
+    public class ProcedurM2Image : RawImage
+    {
+        protected override void OnPopulateMesh(VertexHelper toFill)
+        {
+            //note: Sliced and Tiled have no effect to this currently.
+
+
+            GenerateSimpleSprite(toFill);
+        }
+        private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
+        {
+            var padding = sprite == null ? Vector4.zero : DataUtility.GetPadding(sprite);
+            Rect r = GetPixelAdjustedRect();
+            var size = sprite == null ? new Vector2(r.width, r.height) : new Vector2(sprite.rect.width, sprite.rect.height);
+            //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
+
+            int spriteW = Mathf.RoundToInt(size.x);
+            int spriteH = Mathf.RoundToInt(size.y);
+
+            if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
+            {
+                var spriteRatio = size.x / size.y;
+                var rectRatio = r.width / r.height;
+
+                if (spriteRatio > rectRatio)
+                {
+                    var oldHeight = r.height;
+                    r.height = r.width * (1.0f / spriteRatio);
+                    r.y += (oldHeight - r.height) * rectTransform.pivot.y;
+                }
+                else
+                {
+                    var oldWidth = r.width;
+                    r.width = r.height * spriteRatio;
+                    r.x += (oldWidth - r.width) * rectTransform.pivot.x;
+                }
+            }
+
+            var v = new Vector4(
+                    padding.x / spriteW,
+                    padding.y / spriteH,
+                    (spriteW - padding.z) / spriteW,
+                    (spriteH - padding.w) / spriteH);
+
+            v = new Vector4(
+                    r.x + r.width * v.x,
+                    r.y + r.height * v.y,
+                    r.x + r.width * v.z,
+                    r.y + r.height * v.w
+                    );
+
+            return v;
+        }
+
+        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        const int MaxTriangleNum = 20;
+        const int MinTriangleNum = 1;
+        [SerializeField]
+       public float Radius = 10;
+        //使用几个三角形去填充每个角的四分之一圆
+        [Range(MinTriangleNum, MaxTriangleNum)]
+        int TriangleNum = 4;
+
+        private Texture2D TextureToTexture2D(Texture texture)
+        {
+            Texture2D texture2d = texture as Texture2D;
+            return texture2d;
+        }
+        static Sprite sprite;
+
+        private VertexHelper nvh;
+        /// <summary>
+        /// Generates the Verticies needed.
+        /// </summary>
+        /// <param name="vh">vertex helper</param>
+        void GenerateSimpleSprite(VertexHelper vh)
+        {
+            if (texture != null && sprite == null)
+            {
+                sprite = Sprite.Create(TextureToTexture2D(texture), new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
+            }
+            Vector4 v = GetDrawingDimensions(false);
+            Vector4 uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;
+
+            var color32 = color;
+            vh.Clear();
+
+            if(this.GetComponent<RawImageDeviceManager>())
+            {
+                Radius = this.GetComponent<RawImageDeviceManager>().Radius;
+            }
+
+            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            float radius = Radius;
+            if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
+            if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
+            if (radius < 0) radius = 0;
+            //计算出uv中对应的半径值坐标轴的半径
+            float uvRadiusX = radius / (v.z - v.x);
+            float uvRadiusY = radius / (v.w - v.y);
+
+            //0,1
+            vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
+
+            //2,3,4,5
+            vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
+
+            //6,7,8,9
+            vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
+
+            //10,11
+            vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
+
+            //左边的矩形
+            vh.AddTriangle(1, 0, 3);
+            vh.AddTriangle(1, 3, 4);
+            //中间的矩形
+            vh.AddTriangle(5, 2, 6);
+            vh.AddTriangle(5, 6, 9);
+            //右边的矩形
+            vh.AddTriangle(8, 7, 10);
+            vh.AddTriangle(8, 10, 11);
+
+            //开始构造四个角
+            List<Vector2> vCenterList = new List<Vector2>();
+            List<Vector2> uvCenterList = new List<Vector2>();
+            List<int> vCenterVertList = new List<int>();
+
+            //右上角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(7);
+
+            //左上角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(3);
+
+            //左下角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(4);
+
+            //右下角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(8);
+
+            //每个三角形的顶角
+            float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
+            //当前的角度
+            float curDegree = 0;
+
+            for (int i = 0; i < vCenterVertList.Count; i++)
+            {
+                int preVertNum = vh.currentVertCount;
+                for (int j = 0; j <= TriangleNum; j++)
+                {
+                    float cosA = Mathf.Cos(curDegree);
+                    float sinA = Mathf.Sin(curDegree);
+                    Vector3 vPosition = new Vector3(vCenterList[i].x + cosA * radius, vCenterList[i].y + sinA * radius);
+                    Vector3 uvPosition = new Vector2(uvCenterList[i].x + cosA * uvRadiusX, uvCenterList[i].y + sinA * uvRadiusY);
+                    vh.AddVert(vPosition, color32, uvPosition);
+                    curDegree += degreeDelta;
+                }
+                curDegree -= degreeDelta;
+                for (int j = 0; j <= TriangleNum - 1; j++)
+                {
+                    vh.AddTriangle(vCenterVertList[i], preVertNum + j + 1, preVertNum + j);
+                }
+            }
+        }
+    }
+}

+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs.meta

@@ -0,0 +1,17 @@
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+ 190 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs

@@ -0,0 +1,190 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Sprites;
+using UnityEngine.UI;
+
+/* Author: Josh H.
+ * Procedural UI Image
+ * assetstore.joshh@gmail.com for feedback or questions
+ */
+
+namespace UnityEngine.UI
+{
+
+    public class ProcedurM3Image : RawImage
+    {
+        protected override void OnPopulateMesh(VertexHelper toFill)
+        {
+            //note: Sliced and Tiled have no effect to this currently.
+
+
+            GenerateSimpleSprite(toFill);
+        }
+        private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
+        {
+            var padding = sprite == null ? Vector4.zero : DataUtility.GetPadding(sprite);
+            Rect r = GetPixelAdjustedRect();
+            var size = sprite == null ? new Vector2(r.width, r.height) : new Vector2(sprite.rect.width, sprite.rect.height);
+            //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
+
+            int spriteW = Mathf.RoundToInt(size.x);
+            int spriteH = Mathf.RoundToInt(size.y);
+
+            if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
+            {
+                var spriteRatio = size.x / size.y;
+                var rectRatio = r.width / r.height;
+
+                if (spriteRatio > rectRatio)
+                {
+                    var oldHeight = r.height;
+                    r.height = r.width * (1.0f / spriteRatio);
+                    r.y += (oldHeight - r.height) * rectTransform.pivot.y;
+                }
+                else
+                {
+                    var oldWidth = r.width;
+                    r.width = r.height * spriteRatio;
+                    r.x += (oldWidth - r.width) * rectTransform.pivot.x;
+                }
+            }
+
+            var v = new Vector4(
+                    padding.x / spriteW,
+                    padding.y / spriteH,
+                    (spriteW - padding.z) / spriteW,
+                    (spriteH - padding.w) / spriteH);
+
+            v = new Vector4(
+                    r.x + r.width * v.x,
+                    r.y + r.height * v.y,
+                    r.x + r.width * v.z,
+                    r.y + r.height * v.w
+                    );
+
+            return v;
+        }
+
+        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        const int MaxTriangleNum = 20;
+        const int MinTriangleNum = 1;
+
+        float Radius = 10;
+        //使用几个三角形去填充每个角的四分之一圆
+        [Range(MinTriangleNum, MaxTriangleNum)]
+        int TriangleNum = 4;
+
+        private Texture2D TextureToTexture2D(Texture texture)
+        {
+            Texture2D texture2d = texture as Texture2D;
+            return texture2d;
+        }
+        static Sprite sprite;
+
+        private VertexHelper nvh;
+        /// <summary>
+        /// Generates the Verticies needed.
+        /// </summary>
+        /// <param name="vh">vertex helper</param>
+        void GenerateSimpleSprite(VertexHelper vh)
+        {
+            if (texture != null && sprite == null)
+            {
+                sprite = Sprite.Create(TextureToTexture2D(texture), new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
+            }
+            Vector4 v = GetDrawingDimensions(false);
+            Vector4 uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;
+
+            var color32 = color;
+            vh.Clear();
+            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            float radius = Radius;
+            if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
+            if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
+            if (radius < 0) radius = 0;
+            //计算出uv中对应的半径值坐标轴的半径
+            float uvRadiusX = radius / (v.z - v.x);
+            float uvRadiusY = radius / (v.w - v.y);
+
+            //0,1
+            vh.AddVert(new Vector3(v.x, v.w ), color32, new Vector2(uv.x, uv.w ));
+            vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
+
+            //2,3,4,5
+            vh.AddVert(new Vector3(v.x , v.w), color32, new Vector2(uv.x , uv.w));
+            vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
+
+            //6,7,8,9
+            vh.AddVert(new Vector3(v.z , v.w), color32, new Vector2(uv.z , uv.w));
+            vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
+
+            //10,11
+            vh.AddVert(new Vector3(v.z, v.w ), color32, new Vector2(uv.z, uv.w ));
+            vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
+
+            //左边的矩形
+            vh.AddTriangle(1, 0, 3);
+            vh.AddTriangle(1, 4, 3);
+            //中间的矩形
+            vh.AddTriangle(5, 2, 6);
+            vh.AddTriangle(5, 9, 6);
+            //右边的矩形
+            vh.AddTriangle(8, 7, 10);
+            vh.AddTriangle(8, 11, 10);
+
+            //开始构造四个角
+            List<Vector2> vCenterList = new List<Vector2>();
+            List<Vector2> uvCenterList = new List<Vector2>();
+            List<int> vCenterVertList = new List<int>();
+
+            //右上角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(7);
+
+            //左上角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(3);
+
+            //左下角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(4);
+
+            //右下角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(8);
+
+            //每个三角形的顶角
+            float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
+            //当前的角度
+            float curDegree = 0;
+
+            for (int i = 0; i < vCenterVertList.Count; i++)
+            {
+                int preVertNum = vh.currentVertCount;
+                for (int j = 0; j <= TriangleNum; j++)
+                {
+                    float cosA = Mathf.Cos(curDegree);
+                    float sinA = Mathf.Sin(curDegree);
+                    Vector3 vPosition = new Vector3(vCenterList[i].x + cosA * radius, vCenterList[i].y + sinA * radius);
+                    Vector3 uvPosition = new Vector2(uvCenterList[i].x + cosA * uvRadiusX, uvCenterList[i].y + sinA * uvRadiusY);
+                    vh.AddVert(vPosition, color32, uvPosition);
+                    curDegree += degreeDelta;
+                }
+                curDegree -= degreeDelta;
+                for (int j = 0; j <= TriangleNum - 1; j++)
+                {
+                    vh.AddTriangle(vCenterVertList[i], preVertNum + j + 1, preVertNum + j);
+                }
+            }
+        }
+    }
+}

+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs.meta

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+ 322 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs

@@ -0,0 +1,322 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Sprites;
+using UnityEngine.UI;
+
+/* Author: Josh H.
+ * Procedural UI Image
+ * assetstore.joshh@gmail.com for feedback or questions
+ */
+
+namespace UnityEngine.UI {
+
+    [ExecuteInEditMode]
+    [AddComponentMenu("UI/Procedural Image")]
+	public class ProceduralImage : ImageProxy {
+        [SerializeField]private float borderWidth;
+		private ProceduralImageModifier modifier;
+        public  Material materialInstance;
+        public Material materialInstanceClip;
+		[SerializeField]private float falloffDistance = 1;
+        public bool needClipping = false;
+        public float BorderWidth {
+			get {
+				return borderWidth;
+			}
+			set {
+				borderWidth = value;
+				this.SetMaterialDirty();
+			}
+		}
+
+		public float FalloffDistance {
+			get {
+				return falloffDistance;
+			}
+			set {
+				falloffDistance = value;
+				this.SetMaterialDirty();
+			}
+		}
+
+		protected ProceduralImageModifier Modifier {
+			get {
+				if (modifier == null) {
+					//try to get the modifier on the object.
+					modifier = this.GetComponent<ProceduralImageModifier>();
+					//if we did not find any modifier
+					if(modifier == null){
+						//Add free modifier
+						ModifierType = typeof(FreeModifier);
+					}
+				}
+				return modifier;
+			}
+			set{
+				modifier = value;
+			}
+		}
+
+		/// <summary>
+		/// Gets or sets the type of the modifier. Adds a modifier of that type.
+		/// </summary>
+		/// <value>The type of the modifier.</value>
+		public System.Type ModifierType {
+			get {
+				return Modifier.GetType();
+			}
+			set {
+				if(this.GetComponent<ProceduralImageModifier>()!=null){
+					Destroy(this.GetComponent<ProceduralImageModifier>());
+				}
+				this.gameObject.AddComponent(value);
+				Modifier = this.GetComponent<ProceduralImageModifier>();
+				this.SetAllDirty();
+			}
+		}
+
+		override protected void OnEnable()
+        {
+            base.OnEnable ();
+          //  ScenceMain.MainUpdateEvent += MainUpdate;
+            this.Init ();
+		}
+
+		/// <summary>
+		/// Initializes this instance.
+		/// </summary>
+		public void Init (){
+        //    materialInstance = Image.defaultGraphicMaterial;
+        //    materialInstanceClip = Image.defaultETC1GraphicMaterial;
+         //   this.material = materialInstance;
+        }
+
+        protected override void OnDisable()
+        {
+            base.OnDisable();
+          //  ScenceMain.MainUpdateEvent -= MainUpdate;
+        }
+        public void Update(){
+			if (needClipping) {
+			//	this.material = materialInstanceClip;
+			} else {
+				//this.material = materialInstance;
+			}
+			this.UpdateMaterial ();
+		}
+		/// <summary>
+		/// Prevents radius to get bigger than rect size
+		/// </summary>
+		/// <returns>The fixed radius.</returns>
+		/// <param name="vec">border-radius as Vector4 (starting upper-left, clockwise)</param>
+		private Vector4 FixRadius(Vector4 vec){
+			Rect r = this.rectTransform.rect;
+			vec = new Vector4 (Mathf.Max(vec.x,0),Mathf.Max(vec.y,0),Mathf.Max(vec.z,0),Mathf.Max(vec.w,0));
+			//float maxRadiusSums = Mathf.Max (vec.x,vec.z) + Mathf.Max (vec.y,vec.w);
+			float scaleFactor = Mathf.Min(r.width/(vec.x+vec.y),r.width/(vec.z+vec.w),r.height/(vec.x+vec.w),r.height/(vec.z+vec.y),1);
+			return vec*scaleFactor;
+		}
+		protected override void OnPopulateMesh(VertexHelper toFill)
+		{
+			//note: Sliced and Tiled have no effect to this currently.
+
+			if (overrideSprite == null)
+			{
+				base.OnPopulateMesh(toFill);
+				return;
+			}
+			
+			switch (type)
+			{
+			case Type.Simple:
+				GenerateSimpleSprite(toFill);
+				break;
+			case Type.Sliced:
+				GenerateSimpleSprite(toFill);
+				break;
+			case Type.Tiled:
+				GenerateSimpleSprite(toFill);
+				break;
+			case Type.Filled:
+				base.OnPopulateMesh(toFill);
+				break;
+			}
+		}
+		#if UNITY_EDITOR
+		protected override void Reset (){
+			base.Reset ();
+			OnEnable ();
+		}
+#endif
+        private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
+        {
+            var padding = overrideSprite == null ? Vector4.zero : DataUtility.GetPadding(overrideSprite);
+            Rect r = GetPixelAdjustedRect();
+            var size = overrideSprite == null ? new Vector2(r.width, r.height) : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
+            //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
+
+            int spriteW = Mathf.RoundToInt(size.x);
+            int spriteH = Mathf.RoundToInt(size.y);
+
+            if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
+            {
+                var spriteRatio = size.x / size.y;
+                var rectRatio = r.width / r.height;
+
+                if (spriteRatio > rectRatio)
+                {
+                    var oldHeight = r.height;
+                    r.height = r.width * (1.0f / spriteRatio);
+                    r.y += (oldHeight - r.height) * rectTransform.pivot.y;
+                }
+                else
+                {
+                    var oldWidth = r.width;
+                    r.width = r.height * spriteRatio;
+                    r.x += (oldWidth - r.width) * rectTransform.pivot.x;
+                }
+            }
+
+            var v = new Vector4(
+                    padding.x / spriteW,
+                    padding.y / spriteH,
+                    (spriteW - padding.z) / spriteW,
+                    (spriteH - padding.w) / spriteH);
+
+            v = new Vector4(
+                    r.x + r.width * v.x,
+                    r.y + r.height * v.y,
+                    r.x + r.width * v.z,
+                    r.y + r.height * v.w
+                    );
+
+            return v;
+        }
+
+        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        const int MaxTriangleNum = 20;
+        const int MinTriangleNum = 1;
+
+        public float Radius=10;
+        //使用几个三角形去填充每个角的四分之一圆
+        [Range(MinTriangleNum, MaxTriangleNum)]
+        public int TriangleNum=6;
+        /// <summary>
+        /// Generates the Verticies needed.
+        /// </summary>
+        /// <param name="vh">vertex helper</param>
+        void GenerateSimpleSprite(VertexHelper vh){
+
+            Vector4 v = GetDrawingDimensions(false);
+            Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
+
+            var color32 = color;
+            vh.Clear();
+            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            float radius = Radius;
+            if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
+            if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
+            if (radius < 0) radius = 0;
+            //计算出uv中对应的半径值坐标轴的半径
+            float uvRadiusX = radius / (v.z - v.x);
+            float uvRadiusY = radius / (v.w - v.y);
+
+                //0,1
+                vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
+                vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
+
+                //2,3,4,5
+                vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
+                vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+                vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+                vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
+
+                //6,7,8,9
+                vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
+                vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+                vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+                vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
+
+                //10,11
+                vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
+                vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
+
+            //左边的矩形
+            vh.AddTriangle(1, 0, 3);
+            vh.AddTriangle(1, 4, 3);
+            //中间的矩形
+            vh.AddTriangle(5, 2, 6);
+            vh.AddTriangle(5, 9, 6);
+            //右边的矩形
+            vh.AddTriangle(8, 7, 10);
+            vh.AddTriangle(8, 11, 10);
+
+            //开始构造四个角
+            List<Vector2> vCenterList = new List<Vector2>();
+            List<Vector2> uvCenterList = new List<Vector2>();
+            List<int> vCenterVertList = new List<int>();
+
+            //右上角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(7);
+
+            //左上角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(3);
+
+            //左下角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(4);
+
+            //右下角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(8);
+
+            //每个三角形的顶角
+            float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
+            //当前的角度
+            float curDegree = 0;
+
+            for (int i = 0; i < vCenterVertList.Count; i++)
+            {
+                int preVertNum = vh.currentVertCount;
+                for (int j = 0; j <= TriangleNum; j++)
+                {
+                    float cosA = Mathf.Cos(curDegree);
+                    float sinA = Mathf.Sin(curDegree);
+                    Vector3 vPosition = new Vector3(vCenterList[i].x + cosA * radius, vCenterList[i].y + sinA * radius);
+                    Vector3 uvPosition = new Vector2(uvCenterList[i].x + cosA * uvRadiusX, uvCenterList[i].y + sinA * uvRadiusY);
+                    vh.AddVert(vPosition, color32, uvPosition);
+                    curDegree += degreeDelta;
+                }
+                curDegree -= degreeDelta;
+                for (int j = 0; j <= TriangleNum - 1; j++)
+                {
+                    vh.AddTriangle(vCenterVertList[i], preVertNum + j + 1, preVertNum + j);
+                }
+            }
+        }
+        /// <summary>
+        /// Sets the material values of shader.
+        /// Implementation of IMaterialModifier
+        /// </summary>
+        public override Material GetModifiedMaterial (Material baseMaterial){
+            return base.GetModifiedMaterial(baseMaterial);
+            Rect rect = this.GetComponent<RectTransform> ().rect;
+			//get world-space corners of rect
+			Vector3[] corners = new Vector3[4];
+			rectTransform.GetWorldCorners (corners);
+			float pixelSize = Vector3.Distance (corners [1], corners [2]) / rect.width;
+			pixelSize = pixelSize/falloffDistance;
+
+			Vector4 radius = FixRadius (Modifier.CalculateRadius (rect));
+			Material m = MaterialHelper.SetMaterialValues (new ProceduralImageMaterialInfo(rect.width+falloffDistance,rect.height+falloffDistance,1,radius,Mathf.Max(borderWidth,0)),baseMaterial);
+			return base.GetModifiedMaterial (m);
+		}
+	}
+}

+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs.meta

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+ 15 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImageModifier.cs

@@ -0,0 +1,15 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace UnityEngine.UI
+{
+	[DisallowMultipleComponent]
+	public abstract class ProceduralImageModifier : MonoBehaviour {
+		/// <summary>
+		/// Calculates the border-radius for Procedural Image.
+		/// </summary>
+		/// <returns>The radius as Vector4. (started top-left, clockwise)</returns>
+		/// <param name="imageRect">Rect of ProceduralImages RectTransform</param>
+		public abstract Vector4 CalculateRadius (Rect imageRect);
+	}
+}

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Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImageModifier.cs.meta

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+ 187 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs

@@ -0,0 +1,187 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Sprites;
+using UnityEngine.UI;
+
+/* Author: Josh H.
+ * Procedural UI Image
+ * assetstore.joshh@gmail.com for feedback or questions
+ */
+
+namespace UnityEngine.UI {
+    
+	public class ProceduralMImage : RawImage {
+		protected override void OnPopulateMesh(VertexHelper toFill)
+		{
+            //note: Sliced and Tiled have no effect to this currently.
+
+
+            GenerateSimpleSprite(toFill);
+		}
+        private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
+        {
+            var padding = sprite == null ? Vector4.zero : DataUtility.GetPadding(sprite);
+            Rect r = GetPixelAdjustedRect();
+            var size = sprite == null ? new Vector2(r.width, r.height) : new Vector2(sprite.rect.width, sprite.rect.height);
+            //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
+
+            int spriteW = Mathf.RoundToInt(size.x);
+            int spriteH = Mathf.RoundToInt(size.y);
+
+            if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
+            {
+                var spriteRatio = size.x / size.y;
+                var rectRatio = r.width / r.height;
+
+                if (spriteRatio > rectRatio)
+                {
+                    var oldHeight = r.height;
+                    r.height = r.width * (1.0f / spriteRatio);
+                    r.y += (oldHeight - r.height) * rectTransform.pivot.y;
+                }
+                else
+                {
+                    var oldWidth = r.width;
+                    r.width = r.height * spriteRatio;
+                    r.x += (oldWidth - r.width) * rectTransform.pivot.x;
+                }
+            }
+
+            var v = new Vector4(
+                    padding.x / spriteW,
+                    padding.y / spriteH,
+                    (spriteW - padding.z) / spriteW,
+                    (spriteH - padding.w) / spriteH);
+
+            v = new Vector4(
+                    r.x + r.width * v.x,
+                    r.y + r.height * v.y,
+                    r.x + r.width * v.z,
+                    r.y + r.height * v.w
+                    );
+
+            return v;
+        }
+
+        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        const int MaxTriangleNum = 20;
+        const int MinTriangleNum = 1;
+
+         float Radius=10;
+        //使用几个三角形去填充每个角的四分之一圆
+        [Range(MinTriangleNum, MaxTriangleNum)]
+         int TriangleNum=4;
+
+        private Texture2D TextureToTexture2D(Texture texture)
+        {
+            Texture2D texture2d = texture as Texture2D;
+            return texture2d;
+        }
+        static Sprite sprite;
+
+        private VertexHelper nvh;
+        /// <summary>
+        /// Generates the Verticies needed.
+        /// </summary>
+        /// <param name="vh">vertex helper</param>
+        void GenerateSimpleSprite(VertexHelper vh){
+            if(texture!=null&&sprite==null)
+            {
+                sprite = Sprite.Create(TextureToTexture2D(texture), new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
+            }
+            Vector4 v = GetDrawingDimensions(false);
+            Vector4 uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;
+
+            var color32 = color;
+            vh.Clear();
+            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            float radius = Radius;
+            if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
+            if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
+            if (radius < 0) radius = 0;
+            //计算出uv中对应的半径值坐标轴的半径
+            float uvRadiusX = radius / (v.z - v.x);
+            float uvRadiusY = radius / (v.w - v.y);
+
+            //0,1
+            vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x, v.y ), color32, new Vector2(uv.x, uv.y ));
+
+            //2,3,4,5
+            vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.x , v.y), color32, new Vector2(uv.x , uv.y));
+
+            //6,7,8,9
+            vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.z , v.y), color32, new Vector2(uv.z , uv.y));
+
+            //10,11
+            vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z, v.y ), color32, new Vector2(uv.z, uv.y ));
+
+            //左边的矩形
+            vh.AddTriangle(1, 0, 3);
+            vh.AddTriangle(1, 4, 3);
+            //中间的矩形
+            vh.AddTriangle(5, 2, 6);
+            vh.AddTriangle(5, 9, 6);
+            //右边的矩形
+            vh.AddTriangle(8, 7, 10);
+            vh.AddTriangle(8, 11, 10);
+
+            //开始构造四个角
+            List<Vector2> vCenterList = new List<Vector2>();
+            List<Vector2> uvCenterList = new List<Vector2>();
+            List<int> vCenterVertList = new List<int>();
+
+            //右上角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(7);
+
+            //左上角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(3);
+
+            //左下角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+          //  vCenterVertList.Add(4);
+
+            //右下角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+           // vCenterVertList.Add(8);
+
+            //每个三角形的顶角
+            float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
+            //当前的角度
+            float curDegree = 0;
+
+            for (int i = 0; i < vCenterVertList.Count; i++)
+            {
+                int preVertNum = vh.currentVertCount;
+                for (int j = 0; j <= TriangleNum; j++)
+                {
+                    float cosA = Mathf.Cos(curDegree);
+                    float sinA = Mathf.Sin(curDegree);
+                    Vector3 vPosition = new Vector3(vCenterList[i].x + cosA * radius, vCenterList[i].y + sinA * radius);
+                    Vector3 uvPosition = new Vector2(uvCenterList[i].x + cosA * uvRadiusX, uvCenterList[i].y + sinA * uvRadiusY);
+                    vh.AddVert(vPosition, color32, uvPosition);
+                    curDegree += degreeDelta;
+                }
+                curDegree -= degreeDelta;
+                for (int j = 0; j <= TriangleNum - 1; j++)
+                {
+                    vh.AddTriangle(vCenterVertList[i], preVertNum + j + 1, preVertNum + j);
+                }
+            }
+        }
+	}
+}

+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs.meta

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+ 187 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs

@@ -0,0 +1,187 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Sprites;
+using UnityEngine.UI;
+
+/* Author: Josh H.
+ * Procedural UI Image
+ * assetstore.joshh@gmail.com for feedback or questions
+ */
+
+namespace UnityEngine.UI {
+    
+	public class ProceduralYuanImage : RawImage {
+		protected override void OnPopulateMesh(VertexHelper toFill)
+		{
+            //note: Sliced and Tiled have no effect to this currently.
+
+
+            GenerateSimpleSprite(toFill);
+		}
+        private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
+        {
+            var padding = sprite == null ? Vector4.zero : DataUtility.GetPadding(sprite);
+            Rect r = GetPixelAdjustedRect();
+            var size = sprite == null ? new Vector2(r.width, r.height) : new Vector2(sprite.rect.width, sprite.rect.height);
+            //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
+
+            int spriteW = Mathf.RoundToInt(size.x);
+            int spriteH = Mathf.RoundToInt(size.y);
+
+            if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
+            {
+                var spriteRatio = size.x / size.y;
+                var rectRatio = r.width / r.height;
+
+                if (spriteRatio > rectRatio)
+                {
+                    var oldHeight = r.height;
+                    r.height = r.width * (1.0f / spriteRatio);
+                    r.y += (oldHeight - r.height) * rectTransform.pivot.y;
+                }
+                else
+                {
+                    var oldWidth = r.width;
+                    r.width = r.height * spriteRatio;
+                    r.x += (oldWidth - r.width) * rectTransform.pivot.x;
+                }
+            }
+
+            var v = new Vector4(
+                    padding.x / spriteW,
+                    padding.y / spriteH,
+                    (spriteW - padding.z) / spriteW,
+                    (spriteH - padding.w) / spriteH);
+
+            v = new Vector4(
+                    r.x + r.width * v.x,
+                    r.y + r.height * v.y,
+                    r.x + r.width * v.z,
+                    r.y + r.height * v.w
+                    );
+
+            return v;
+        }
+
+        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        const int MaxTriangleNum = 20;
+        const int MinTriangleNum = 1;
+
+         float Radius=120;
+        //使用几个三角形去填充每个角的四分之一圆
+        [Range(MinTriangleNum, MaxTriangleNum)]
+         int TriangleNum=10;
+
+        private Texture2D TextureToTexture2D(Texture texture)
+        {
+            Texture2D texture2d = texture as Texture2D;
+            return texture2d;
+        }
+        static Sprite sprite;
+
+        private VertexHelper nvh;
+        /// <summary>
+        /// Generates the Verticies needed.
+        /// </summary>
+        /// <param name="vh">vertex helper</param>
+        void GenerateSimpleSprite(VertexHelper vh){
+            if(texture!=null&&sprite==null)
+            {
+                sprite = Sprite.Create(TextureToTexture2D(texture), new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
+            }
+            Vector4 v = GetDrawingDimensions(false);
+            Vector4 uv = sprite != null ? DataUtility.GetOuterUV(sprite) : Vector4.zero;
+
+            var color32 = color;
+            vh.Clear();
+            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            float radius = Radius;
+            if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
+            if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
+            if (radius < 0) radius = 0;
+            //计算出uv中对应的半径值坐标轴的半径
+            float uvRadiusX = radius / (v.z - v.x);
+            float uvRadiusY = radius / (v.w - v.y);
+
+            //0,1
+            vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
+
+            //2,3,4,5
+            vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
+
+            //6,7,8,9
+            vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
+            vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
+
+            //10,11
+            vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
+            vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
+
+            //左边的矩形
+            vh.AddTriangle(1, 0, 3);
+            vh.AddTriangle(1, 3, 4);
+            //中间的矩形
+            vh.AddTriangle(5, 2, 6);
+            vh.AddTriangle(5, 6, 9);
+            //右边的矩形
+            vh.AddTriangle(8, 7, 10);
+            vh.AddTriangle(8, 10, 11);
+
+            //开始构造四个角
+            List<Vector2> vCenterList = new List<Vector2>();
+            List<Vector2> uvCenterList = new List<Vector2>();
+            List<int> vCenterVertList = new List<int>();
+
+            //右上角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(7);
+
+            //左上角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
+            vCenterVertList.Add(3);
+
+            //左下角的圆心
+            vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(4);
+
+            //右下角的圆心
+            vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
+            uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
+            vCenterVertList.Add(8);
+
+            //每个三角形的顶角
+            float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
+            //当前的角度
+            float curDegree = 0;
+
+            for (int i = 0; i < vCenterVertList.Count; i++)
+            {
+                int preVertNum = vh.currentVertCount;
+                for (int j = 0; j <= TriangleNum; j++)
+                {
+                    float cosA = Mathf.Cos(curDegree);
+                    float sinA = Mathf.Sin(curDegree);
+                    Vector3 vPosition = new Vector3(vCenterList[i].x + cosA * radius, vCenterList[i].y + sinA * radius);
+                    Vector3 uvPosition = new Vector2(uvCenterList[i].x + cosA * uvRadiusX, uvCenterList[i].y + sinA * uvRadiusY);
+                    vh.AddVert(vPosition, color32, uvPosition);
+                    curDegree += degreeDelta;
+                }
+                curDegree -= degreeDelta;
+                for (int j = 0; j <= TriangleNum - 1; j++)
+                {
+                    vh.AddTriangle(vCenterVertList[i], preVertNum + j + 1, preVertNum + j);
+                }
+            }
+        }
+	}
+}

+ 17 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs.meta

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Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders.meta

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+ 160 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageClipping.shader

@@ -0,0 +1,160 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "UI/Procedural UI Image Clip"
+{
+	Properties
+	{
+		[PerRendererData]_MainTex ("Base (RGB)", 2D) = "white" {}
+		_Width("width", float) = 100
+		_Height("height", float) = 100
+		_Radius("radius", Vector) = (0,0,0,0)
+		_LineWeight("line weight", float) = 0
+		_PixelWorldScale("Pixel world scale", float) = 1
+		// required for UI.Mask
+        _StencilComp ("Stencil Comparison", Float) = 8
+        _Stencil ("Stencil ID", Float) = 0
+        _StencilOp ("Stencil Operation", Float) = 0
+        _StencilWriteMask ("Stencil Write Mask", Float) = 255
+        _StencilReadMask ("Stencil Read Mask", Float) = 255
+        
+        _ColorMask ("Color Mask", Float) = 15
+	}
+	SubShader
+	{
+		Tags
+		{ 
+			"Queue"="Transparent" 
+			"IgnoreProjector"="True" 
+			"RenderType"="Transparent" 
+			"PreviewType"="Plane"
+			"CanUseSpriteAtlas"="True"
+		}
+		
+		Stencil
+		{
+			Ref [_Stencil]
+			Comp [_StencilComp]
+			Pass [_StencilOp] 
+			ReadMask [_StencilReadMask]
+			WriteMask [_StencilWriteMask]
+		}
+
+		Cull Off
+		Lighting Off
+		ZWrite Off
+		ZTest [unity_GUIZTestMode]
+		Blend SrcAlpha OneMinusSrcAlpha
+		ColorMask [_ColorMask]
+        
+		Pass
+		{
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			//#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+			#include "UnityCG.cginc"
+			#include "UnityUI.cginc"
+			
+			//#pragma target 3.0
+			
+			struct appdata_t
+			{
+				float4 vertex   : POSITION;
+				float4 color    : COLOR;
+				float2 texcoord : TEXCOORD0;
+				
+			};
+
+			struct v2f
+			{
+				float4 vertex   : POSITION;
+				fixed4 color    : COLOR;
+				half2 texcoord  : TEXCOORD0;
+				float4 worldPosition : TEXCOORD1;
+				float2 uv : TEXCOORD2;
+			};
+			
+			fixed4 _TextureSampleAdd;
+	
+			bool _UseClipRect;
+			float4 _ClipRect;
+
+			bool _UseAlphaClip;
+			
+			half _Width;
+			half _Height;
+			half _PixelWorldScale;
+			half4 _Radius;
+			half _LineWeight;
+			sampler2D _MainTex;
+			
+			v2f vert(appdata_t IN){
+				v2f OUT;
+				OUT.worldPosition = IN.vertex;
+				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+	
+
+				OUT.texcoord = IN.texcoord/10000*float2(_Width,_Height);
+				OUT.uv = IN.texcoord % 1000;
+				#ifdef UNITY_HALF_TEXEL_OFFSET
+				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
+				#endif
+				OUT.color = IN.color*(1+_TextureSampleAdd);
+				return OUT;
+			}
+			
+//			half visible(half2 pos,half4 r){
+//				half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
+//				half v = min(min(min(p.x,p.y),p.z),p.w);
+//				if(all(p.xw<r[0])){
+//					//v = min(r[0]-distance(p.xw,half2(r[0],r[0])),v);
+//					v = min(r[0]-length(p.xw-r[0]),v);
+//				}
+//				else if(all(p.zw<r[1])){
+//					//v = min(r[1]-distance(p.zw,half2(r[1],r[1])),v);
+//					v = min(r[1]-length(p.zw-r[1]),v);
+//				}
+//				if(all(p.zy<r[2])){
+//					//v = min(r[2]-distance(p.zy,half2(r[2],r[2])),v);
+//					v = min(r[2]-length(p.zy-r[2]),v);
+//				}
+//				else if(all(p.xy<r[3])){
+//					//v = min(r[3]-distance(p.xy,half2(r[3],r[3])),v);
+//					v = min(r[3]-length(p.xy-r[3]),v);
+//				}
+//				return v;
+//			}
+			//more optmised version without dynamic branching
+			half visible(half2 pos,half4 r){
+				half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
+				half v = min(min(min(p.x,p.y),p.z),p.w);
+				bool4 b = bool4(all(p.xw<r[0]),all(p.zw<r[1]),all(p.zy<r[2]),all(p.xy<r[3]));
+				half4 vis = r-half4(length(p.xw-r[0]),length(p.zw-r[1]),length(p.zy-r[2]),length(p.xy-r[3]));
+				half4 foo = min(b*max(vis,0),v)+(1-b)*v;
+				v = any(b)*min(min(min(foo.x,foo.y),foo.z),foo.w)+v*(1-any(b));
+				return v;
+			}
+
+			fixed4 frag (v2f IN) : SV_Target
+			{
+				//half4 color = IN.color;
+				half4 color = tex2D(_MainTex, IN.uv)*IN.color;
+				if (_UseClipRect)
+					color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+				
+				if (_UseAlphaClip)
+					clip (color.a - 0.001);
+				if(_LineWeight>0){
+					half l = (_LineWeight+1/_PixelWorldScale)/2;
+					color.a *= saturate((l-distance(visible(IN.texcoord,_Radius),l))*_PixelWorldScale);
+				}
+				else{
+					color.a *= saturate(visible(IN.texcoord,_Radius)*_PixelWorldScale);
+				}
+				return color;
+			}
+			ENDCG
+		}
+	}
+}
+

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Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageClipping.shader.meta

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+ 158 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageRuntime.shader

@@ -0,0 +1,158 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "UI/Procedural UI Image"
+{
+	Properties
+	{
+		[PerRendererData]_MainTex ("Base (RGB)", 2D) = "white" {}
+		_Width("width", float) = 100
+		_Height("height", float) = 100
+		_Radius("radius", Vector) = (0,0,0,0)
+		_LineWeight("line weight", float) = 0
+		_PixelWorldScale("Pixel world scale", float) = 1
+		// required for UI.Mask
+        _StencilComp ("Stencil Comparison", Float) = 8
+        _Stencil ("Stencil ID", Float) = 0
+        _StencilOp ("Stencil Operation", Float) = 0
+        _StencilWriteMask ("Stencil Write Mask", Float) = 255
+        _StencilReadMask ("Stencil Read Mask", Float) = 255
+        
+        _ColorMask ("Color Mask", Float) = 15
+	}
+	SubShader
+	{
+		Tags
+		{ 
+			"Queue"="Transparent" 
+			"IgnoreProjector"="True" 
+			"RenderType"="Transparent" 
+			"PreviewType"="Plane"
+			"CanUseSpriteAtlas"="True"
+		}
+		
+		Stencil
+		{
+			Ref [_Stencil]
+			Comp [_StencilComp]
+			Pass [_StencilOp] 
+			ReadMask [_StencilReadMask]
+			WriteMask [_StencilWriteMask]
+		}
+
+		Cull Off
+		Lighting Off
+		ZWrite Off
+		ZTest [unity_GUIZTestMode]
+		Blend SrcAlpha OneMinusSrcAlpha
+		ColorMask [_ColorMask]
+        
+		Pass
+		{
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			//#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+			#include "UnityCG.cginc"
+			#include "UnityUI.cginc"
+			
+			//#pragma target 3.0
+			
+			struct appdata_t
+			{
+				float4 vertex   : POSITION;
+				float4 color    : COLOR;
+				float2 texcoord : TEXCOORD0;
+				
+			};
+
+			struct v2f
+			{
+				float4 vertex   : POSITION;
+				fixed4 color    : COLOR;
+				half2 texcoord  : TEXCOORD0;
+				float4 worldPosition : TEXCOORD1;
+				float2 uv : TEXCOORD2;
+			};
+			
+			fixed4 _TextureSampleAdd;
+	
+			bool _UseClipRect;
+			float4 _ClipRect;
+
+			bool _UseAlphaClip;
+			
+			half _Width;
+			half _Height;
+			half _PixelWorldScale;
+			half4 _Radius;
+			half _LineWeight;
+			sampler2D _MainTex;
+			
+			v2f vert(appdata_t IN){
+				v2f OUT;
+				OUT.worldPosition = IN.vertex;
+				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+				OUT.texcoord = IN.texcoord*float2(_Width,_Height);
+				OUT.uv = IN.texcoord;
+				#ifdef UNITY_HALF_TEXEL_OFFSET
+				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
+				#endif
+				OUT.color = IN.color*(1+_TextureSampleAdd);
+				return OUT;
+			}
+			
+//			half visible(half2 pos,half4 r){
+//				half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
+//				half v = min(min(min(p.x,p.y),p.z),p.w);
+//				if(all(p.xw<r[0])){
+//					//v = min(r[0]-distance(p.xw,half2(r[0],r[0])),v);
+//					v = min(r[0]-length(p.xw-r[0]),v);
+//				}
+//				else if(all(p.zw<r[1])){
+//					//v = min(r[1]-distance(p.zw,half2(r[1],r[1])),v);
+//					v = min(r[1]-length(p.zw-r[1]),v);
+//				}
+//				if(all(p.zy<r[2])){
+//					//v = min(r[2]-distance(p.zy,half2(r[2],r[2])),v);
+//					v = min(r[2]-length(p.zy-r[2]),v);
+//				}
+//				else if(all(p.xy<r[3])){
+//					//v = min(r[3]-distance(p.xy,half2(r[3],r[3])),v);
+//					v = min(r[3]-length(p.xy-r[3]),v);
+//				}
+//				return v;
+//			}
+			//more optmised version without dynamic branching
+			half visible(half2 pos,half4 r){
+				half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
+				half v = min(min(min(p.x,p.y),p.z),p.w);
+				bool4 b = bool4(all(p.xw<r[0]),all(p.zw<r[1]),all(p.zy<r[2]),all(p.xy<r[3]));
+				half4 vis = r-half4(length(p.xw-r[0]),length(p.zw-r[1]),length(p.zy-r[2]),length(p.xy-r[3]));
+				half4 foo = min(b*max(vis,0),v)+(1-b)*v;
+				v = any(b)*min(min(min(foo.x,foo.y),foo.z),foo.w)+v*(1-any(b));
+				return v;
+			}
+
+			fixed4 frag (v2f IN) : SV_Target
+			{
+				//half4 color = IN.color;
+				half4 color = tex2D(_MainTex, IN.uv)*IN.color;
+				if (_UseClipRect)
+					color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+				
+				if (_UseAlphaClip)
+					clip (color.a - 0.001);
+				if(_LineWeight>0){
+					half l = (_LineWeight+1/_PixelWorldScale)/2;
+					color.a *= saturate((l-distance(visible(IN.texcoord,_Radius),l))*_PixelWorldScale);
+				}
+				else{
+					color.a *= saturate(visible(IN.texcoord,_Radius)*_PixelWorldScale);
+				}
+				return color;
+			}
+			ENDCG
+		}
+	}
+}
+

+ 9 - 0
Assets/HotUpdate/ProceduralUIImage/Scripts/Shaders/ProceduralImageRuntime.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 27d83044d20c5de4e9d57d35e4fda368
+timeCreated: 1447154779
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
Assets/HotUpdate/ProceduralUIImage/doc_ProceduralUIImage.pdf


+ 8 - 0
Assets/HotUpdate/ProceduralUIImage/doc_ProceduralUIImage.pdf.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1d9680190374fd64a91d8f0d787302fc
+timeCreated: 1450462470
+licenseType: Store
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 23 - 0
Assets/HotUpdate/RawImageDeviceManager.cs

@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class RawImageDeviceManager : MonoBehaviour
+{
+    public int Radius = 10;
+    private void Start()
+    {
+        ProcedurM2Image p2image = this.GetComponent<ProcedurM2Image>();
+        if(p2image!=null)
+        {
+            p2image.Radius = Radius;
+            Debug.Log("ProcedurM2Image");
+        }
+        ProceduralYuanImage Yuanimage = this.GetComponent<ProceduralYuanImage>();
+        if (Yuanimage != null)
+        {
+            Debug.Log("ProceduralYuanImage");
+        }
+    }
+}

+ 11 - 0
Assets/HotUpdate/RawImageDeviceManager.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 92f8fde8bf8b84784b81709bcf84e1af
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 6 - 1
Assets/HotUpdate/RouteCtr.cs

@@ -24,12 +24,17 @@ public class RouteCtr : MonoBehaviour
     }
 
     private void Start()
+    {
+        oninit();
+    }
+
+    public void oninit()
     {
         list_route = new List<GameObject>();
         m_RoutePoints = new Dictionary<int, List<Vector3>>();
         m_CurrentPoints = new List<Vector3>();
-    }
 
+    }
 
     public List<GameObject> List_route
     {

+ 8 - 1
Assets/HotUpdate/SceneChoose.cs

@@ -73,7 +73,7 @@ public class SceneChoose : BaseUI
 
     public void OnClickOKBtn(SceneValue m_CurrentData)
     {
-        GetComponent<RectTransform>().position = new Vector3(1000000,42.1f,0);
+     //   GetComponent<RectTransform>().position = new Vector3(1000000,42.1f,0);
         this.m_CurrentData = m_CurrentData;
         MQTTClient.Instance.SubscribeScene(this.m_CurrentData.id.ToString());
         Sid = this.m_CurrentData.id;
@@ -231,7 +231,14 @@ public class SceneChoose : BaseUI
                     message = jObject["data"].ToString();
                     Debug.Log("Hjj  jObjectjObjectjObject " + message);
                     SpoitValueDetail spoit = JsonConvert.DeserializeObject<SpoitValueDetail>(message);
+                    if(!GameManager.Instance.SpoitsValueDetail.ContainsKey(spoit.id))
                     GameManager.Instance.SpoitsValueDetail.Add(spoit.id, spoit);
+                    else
+                    {
+                        GameManager.Instance.SpoitsValueDetail[spoit.id] = spoit;
+                    }
+
+
                 }else
                 {
 

+ 53 - 0
Assets/HotUpdate/WindowGenSui.cs

@@ -0,0 +1,53 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class WindowGenSui : MonoSingleton<WindowGenSui>
+{
+
+    public float jd = 30;
+
+    // Update is called once per frame
+    void Update()
+    {
+        this.transform.position = OpenXRCamera.Instance.head.position;
+        float f = Mathf.Abs(this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) - jd;
+        if (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y >= jd&& this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y < jd+180)
+        {
+            if (Mathf.Abs(this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) > 180)
+            {
+
+                transform.RotateAround(Vector3.zero, Vector3.up,f);
+            }
+            else
+            {
+                transform.RotateAround(Vector3.zero, Vector3.up, -f);
+
+            }
+        }
+        else if (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y < -jd && this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y > -jd - 180)
+        {
+            if (Mathf.Abs(this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) > 180)
+            {
+
+                transform.RotateAround(Vector3.zero, Vector3.up, -f);
+            }
+            else
+            {
+                transform.RotateAround(Vector3.zero, Vector3.up,f);
+
+            }
+
+        }
+        else if (360 -(this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) >= jd && 360 - (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) < 180)
+        {
+            transform.RotateAround(Vector3.zero, Vector3.up, -jd - 360 - (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y));
+
+        }
+        else if(360 + (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y) >= jd && 360 + (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y)<180)
+        {
+
+            transform.RotateAround(Vector3.zero, Vector3.up, jd - (360 + (this.transform.eulerAngles.y - OpenXRCamera.Instance.head.eulerAngles.y)));
+        }
+    }
+}

+ 11 - 0
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+ 387 - 49
Assets/MRNavigatorPro.unity

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   m_Sun: {fileID: 0}
-  m_IndirectSpecularColor: {r: 0.3708625, g: 0.37838694, b: 0.35726872, a: 1}
+  m_IndirectSpecularColor: {r: 0.4439403, g: 0.4931519, b: 0.5722083, a: 1}
   m_UseRadianceAmbientProbe: 0
 --- !u!157 &3
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 LightingSettings:
   m_ObjectHideFlags: 0
@@ -292,6 +620,11 @@ PrefabInstance:
       propertyPath: m_Name
       value: Load
       objectReference: {fileID: 0}
+    - target: {fileID: 8995410257178949536, guid: 1e1da0ee90ebd42968dbff1f2f6a626f,
+        type: 3}
+      propertyPath: m_IsActive
+      value: 1
+      objectReference: {fileID: 0}
     - target: {fileID: 8995410257178949538, guid: 1e1da0ee90ebd42968dbff1f2f6a626f,
         type: 3}
       propertyPath: EditorGame
@@ -366,15 +699,45 @@ PrefabInstance:
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     m_TransformParent: {fileID: 0}
     m_Modifications:
-    - target: {fileID: 5423198094227880370, guid: 9aa3328b080774e6a968fc5910820dbf,
+    - target: {fileID: 3776807000290791924, guid: 9aa3328b080774e6a968fc5910820dbf,
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-      value: 10
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+      value: -96.255226
       objectReference: {fileID: 0}
-    - target: {fileID: 6567009357187275782, guid: 9aa3328b080774e6a968fc5910820dbf,
+    - target: {fileID: 3776807000290791924, guid: 9aa3328b080774e6a968fc5910820dbf,
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+    - target: {fileID: 3776807000290791924, guid: 9aa3328b080774e6a968fc5910820dbf,
+        type: 3}
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+      value: 0.710621
+      objectReference: {fileID: 0}
+    - target: {fileID: 3776807000290791924, guid: 9aa3328b080774e6a968fc5910820dbf,
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+      objectReference: {fileID: 0}
+    - target: {fileID: 3776807000290791924, guid: 9aa3328b080774e6a968fc5910820dbf,
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+    Android: VUFORIA_ANDROID_SETTINGS;UNITY_CCU;CURVEDUI_TMP;TRILIB_ENABLE_DAE_IMPORT;TRILIB_FORCE_SYNC;TRILIB_ENABLE_UWP_THREADS;TRILIB_DRACO;ISLOCAL
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     iPhone: VUFORIA_IOS_SETTINGS
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