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添加单机数据 , 背景毛玻璃样式替换

胡佳骏 1 year ago
parent
commit
2783aa7f6f
100 changed files with 13601 additions and 472 deletions
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Assets/BlurScreen/ProceduralUIImage/Demo/demo_mobile.unity.meta

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Assets/BlurScreen/ProceduralUIImage/Editor.meta

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+ 47 - 0
Assets/BlurScreen/ProceduralUIImage/Editor/ModifierUtility.cs

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+using System;
+using System.Reflection;
+using System.Collections.Generic;
+
+namespace UnityEngine.UI{
+	/// <summary>
+	/// Helps with getting ModifierID Attributes etc.
+	/// </summary>
+	public static class ModifierUtility {
+		/// <summary>
+		/// Gets the instance with identifier specified in a ModifierID Attribute.
+		/// </summary>
+		/// <returns>The instance with identifier.</returns>
+		/// <param name="id">Identifier.</param>
+		public static ProceduralImageModifier GetInstanceWithId(string id){
+			return (ProceduralImageModifier)Activator.CreateInstance(GetTypeWithId(id));
+		}
+		/// <summary>
+		/// Gets the type with specified in a ModifierID Attribute.
+		/// </summary>
+		/// <returns>The type with identifier.</returns>
+		/// <param name="id">Identifier.</param>
+		public static Type GetTypeWithId(string id){
+			foreach(Type type in Assembly.GetAssembly(typeof(ProceduralImageModifier)).GetTypes()) {
+				if (type.IsSubclassOf(typeof(ProceduralImageModifier))){
+					if(((ModifierID[])type.GetCustomAttributes(typeof(ModifierID),false))[0].Name == id){
+						return type;
+					}
+				}
+			}
+			return null;
+		}
+		/// <summary>
+		/// Gets a list of Attributes of type ModifierID.
+		/// </summary>
+		/// <returns>The attribute list.</returns>
+		public static List<ModifierID> GetAttributeList(){
+			List<ModifierID> l = new List<ModifierID> ();
+			foreach(Type type in Assembly.GetAssembly(typeof(ProceduralImageModifier)).GetTypes()) {
+				if (type.IsSubclassOf(typeof(ProceduralImageModifier))){
+					l.Add (((ModifierID[])type.GetCustomAttributes(typeof(ModifierID),false))[0]);
+				}
+			}
+			return l;
+		}
+	}
+}

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Assets/BlurScreen/ProceduralUIImage/Editor/ProceduralImageEditorUtility.cs

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+using UnityEngine;
+using System.Collections;
+using UnityEditor;
+using UnityEngine.UI;
+
+namespace UnityEditor.UI {
+	/// <summary>
+	/// This class adds a Menu Item "GameObject/UI/Procedural Image"
+	/// Bahviour of this command is the same as with regular Images
+	/// </summary>
+	public class ProceduralImageEditorUtility {
+		[MenuItem("GameObject/UI/Procedural Image")]
+		public static void AddProceduralImage(){
+			GameObject o = new GameObject ();
+			o.AddComponent<ProceduralImage> ();
+			o.name = "Procedural Image";
+			if (Selection.activeGameObject != null && Selection.activeGameObject.GetComponentInParent<Canvas> () != null) {
+				o.transform.SetParent (Selection.activeGameObject.transform, false);
+				Selection.activeGameObject = o;
+			}
+			/*else if (Selection.activeGameObject != null) {
+				//selected GameObject is not child of canvas:
+			}*/
+			else {
+				if(GameObject.FindObjectOfType<Canvas>()==null)	{
+					EditorApplication.ExecuteMenuItem("GameObject/UI/Canvas");
+				}
+				Canvas c = GameObject.FindObjectOfType<Canvas>();
+				o.transform.SetParent (c.transform, false);
+				Selection.activeGameObject = o;
+			}
+		}
+		/// <summary>
+		/// Replaces an Image Component with a Procedural Image Component.
+		/// </summary>
+		[MenuItem("CONTEXT/Image/Replace with Procedural Image")]
+		public static void ReplaceWithProceduralImage(MenuCommand command){
+			Image image = (Image)command.context;
+			GameObject obj = image.gameObject;
+			GameObject.DestroyImmediate (image);
+			obj.AddComponent<ProceduralImage> ();
+		}
+	}
+}

+ 12 - 0
Assets/BlurScreen/ProceduralUIImage/Editor/ProceduralImageEditorUtility.cs.meta

@@ -0,0 +1,12 @@
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Assets/BlurScreen/ProceduralUIImage/Scripts.meta

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Assets/BlurScreen/ProceduralUIImage/Scripts/Attributes.meta

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+ 17 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/Attributes/ModifierID.cs

@@ -0,0 +1,17 @@
+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;
+			}
+		}
+	}
+}

+ 12 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/Attributes/ModifierID.cs.meta

@@ -0,0 +1,12 @@
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+ 26 - 0
Assets/BlurScreen/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);
+	}
+}

+ 12 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/EmptySprite.cs.meta

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+ 11 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/ImageProxy.cs

@@ -0,0 +1,11 @@
+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); }
+    }
+
+}

+ 11 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/ImageProxy.cs.meta

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+ 60 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/MaterialHelper.cs.meta

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Assets/BlurScreen/ProceduralUIImage/Scripts/Modifiers.meta

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

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Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/Modifiers/FreeModifier.cs.meta

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+ 55 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/Modifiers/OnlyOneEdgeModifier.cs.meta

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+ 13 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/Modifiers/RoundModifier.cs.meta

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

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+ 196 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/ProcedurM2Image.cs.meta

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+ 190 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/ProcedurM3Image.cs.meta

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+ 322 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/ProceduralImage.cs.meta

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+ 15 - 0
Assets/BlurScreen/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);
+	}
+}

+ 12 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/ProceduralImageModifier.cs.meta

@@ -0,0 +1,12 @@
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+guid: cd3dc79489c3ee540859c99623006e48
+timeCreated: 1447959346
+licenseType: Store
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
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+ 187 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/ProceduralMImage.cs.meta

@@ -0,0 +1,17 @@
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+  serializedVersion: 2
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+  - m_Sprite: {instanceID: 0}
+  - m_sprite: {instanceID: 0}
+  - materialInstance: {fileID: 2100000, guid: f2d5dd6fea9060340808d20bdeceee14, type: 2}
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+      type: 2}
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+ 187 - 0
Assets/BlurScreen/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/BlurScreen/ProceduralUIImage/Scripts/ProceduralYuanImage.cs.meta

@@ -0,0 +1,17 @@
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+  - materialInstance: {fileID: 2100000, guid: f2d5dd6fea9060340808d20bdeceee14, type: 2}
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+      type: 2}
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Assets/BlurScreen/ProceduralUIImage/Scripts/Shaders.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 5a1352d95fac8a04e86a1c64b45f3585
+folderAsset: yes
+timeCreated: 1447713943
+licenseType: Store
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+ 160 - 0
Assets/BlurScreen/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
+		}
+	}
+}
+

+ 8 - 0
Assets/BlurScreen/ProceduralUIImage/Scripts/Shaders/ProceduralImageClipping.shader.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 2011d2e13442dee499ccdf61544818bf
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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

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+timeCreated: 1447154779
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
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+  assetBundleVariant: 

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Assets/BlurScreen/ProceduralUIImage/doc_ProceduralUIImage.pdf


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   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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+ 134 - 33
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   m_LocalRotation: {x: 0, y: 0, z: 1, w: 0}
-  m_LocalPosition: {x: 0, y: 0, z: 0}
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   m_Children: []
@@ -3499,6 +3499,34 @@ PrefabInstance:
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     m_Modifications:
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@@ -3591,13 +3619,60 @@ PrefabInstance:
       propertyPath: m_Name
       value: LoginButton
       objectReference: {fileID: 0}
-    m_RemovedComponents: []
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       value: 
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+ 16 - 12
Assets/FrameWork/Login/Scripts/LoginDataManager.cs

@@ -20,26 +20,30 @@ public class LoginDataManager:Singleton<LoginDataManager>
     //接口-----获取 账号登录的列表
     public void GetLoginData(Action<List<AccountData>> callback)
     {
+
+        ldata = new List<AccountData>();
+        if(WindowsManager.Instance.isTest)
+        {
+            AccountData adata;
+            for (int i = 0; i < testAclist.Length; i++)
+            {
+                adata = new AccountData();
+                adata.number = testAclist[i];
+                adata.name = testAclist[i];
+                adata.avatar = Application.streamingAssetsPath + "/icon/" + i + ".png";
+                ldata.Add(adata);
+            }
+        }
         HttpTool.Instance.Post(HttpEdustryAction.LoginList, "", (string msg) => {
 
             Debug.Log(msg);
             JObject jObject = JObject.Parse(msg);
-            ldata = new List<AccountData>();
             if (jObject["code"].ToString() == "200")
             {
                 Debug.Log("DGJ ==> "+ jObject["data"]["list"].ToString());
-               
-                ldata = JsonConvert.DeserializeObject<List<AccountData>>(jObject["data"]["list"].ToString());
+
+                ldata.AddRange(JsonConvert.DeserializeObject<List<AccountData>>(jObject["data"]["list"].ToString()));
                 Debug.Log(ldata.Count);
-                //AccountData adata;
-                //for (int i = 0; i < testAclist.Length; i++)
-                //{
-                //    adata = new AccountData();
-                //    adata.account = testAclist[i];
-                //    adata.name = testAclist[i];
-                //    adata.iconUrl = Application.streamingAssetsPath + "/icon/" + i + ".png";
-                //    ldata.Add(adata);
-                //}
                 WindowsManager.Instance.StartCoroutine(testBack(callback));
             }
             else

+ 12 - 4
Assets/FrameWork/Login/Scripts/LoginManager.cs

@@ -68,10 +68,17 @@ public class LoginManager : MonoSingleton<LoginManager>
                 //HttpTool.Instance.PostLogin("/cmcc-endustry/v1/user/login", data.ToJson(), RTCTestLoginCallBack);*/
                 //isTongxun = true;
                 //ShowInfoTipManager.Instance.showTip("正在登录,请稍后");
-
                 JsonData data = new JsonData();
-                data["account"] = LoginPassWordManager.Instance.nameText.text;
-                data["password"] = LoginPassWordManager.Instance.tmpField.text;
+                if (WindowsManager.Instance.isTest)
+                {
+                    data["account"] = "dgj2";
+                    data["password"] = "00000000";
+                }
+                else
+                {
+                    data["account"] = UserManager.Instance.NowChoose.number;
+                    data["password"] = LoginPassWordManager.Instance.tmpField.text;
+                }
                 Debug.Log("DGJ ==> Login " + data.ToJson());
                 HttpTool.Instance.PostLogin(HttpEdustryAction.Login, data.ToJson(), LogingCallBack);
             }
@@ -125,7 +132,8 @@ public class LoginManager : MonoSingleton<LoginManager>
                 bigitem = GameObject.Instantiate(bigLoginItem, itemRoot.transform);
                 biglistItem.Add(bigitem);
                 //创建smallLoginItem
-                for (int j = i; j < i + 10; j++)
+                int max = i * 10;
+                for (int j = max; j < max + 10; j++)
                 {
                     if (adata.Count > j)
                     {

+ 6 - 0
Assets/FrameWork/Login/Scripts/SmallLoginItem.cs

@@ -16,6 +16,12 @@ public class SmallLoginItem : MonoBehaviour
         this.isChooseBig = isChooseBig;
         this.ad = ad;
         textName.text = ad.name;
+
+        if(ad.avatar=="")
+        {
+            ad.avatar = Application.streamingAssetsPath + "/icon/1.png";
+        }
+
         DownLoadXRManager.DownLoadForTexture(DownLoadXRManager.getTestData(( ad.avatar)), (Texture2D tex) => {
             texture = tex;
             iconImg.texture = tex;

+ 100 - 11
Assets/FrameWork/Login/SmallIconItem.prefab

@@ -1,5 +1,93 @@
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+  m_Icon: {fileID: 0}
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@@ -33,6 +121,7 @@ RectTransform:
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   m_Father: {fileID: 0}
@@ -58,14 +147,14 @@ MonoBehaviour:
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   m_PrefabAsset: {fileID: 0}
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   m_Name: 
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   m_Name: 
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-  iconImg: {fileID: 7076662985206441265}
+  iconImg: {fileID: 7340932885374205909}
   textName: {fileID: 1870493516478241319}
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@@ -132,7 +221,7 @@ MonoBehaviour:
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     m_DisabledTrigger: Disabled
   m_Interactable: 1
-  m_TargetGraphic: {fileID: 3176420488534560842}
+  m_TargetGraphic: {fileID: 2397651762510645632}
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   m_Children: []
   m_Father: {fileID: 6496858072940881962}
-  m_RootOrder: 0
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   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchoredPosition: {x: 0, y: -60.1}
-  m_SizeDelta: {x: 200, y: 50}
+  m_SizeDelta: {x: 142.3784, y: 50}
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   - component: {fileID: 2043204740585578648}
-  - component: {fileID: 7076662985206441265}
+  - component: {fileID: 7340932885374205909}
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@@ -327,7 +416,7 @@ RectTransform:
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   m_Father: {fileID: 6496858072940881962}
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@@ -342,7 +431,7 @@ CanvasRenderer:
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   m_GameObject: {fileID: 8130156694790476941}
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+--- !u!114 &7340932885374205909
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@@ -362,7 +451,7 @@ MonoBehaviour:
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+  m_Texture: {fileID: 0}
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+ 4 - 4
Assets/FrameWork/Login/UserIcon.prefab

@@ -10,7 +10,7 @@ GameObject:
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   - component: {fileID: 1788977070213402945}
-  - component: {fileID: 3176420488534560842}
+  - component: {fileID: 9183120740543960490}
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@@ -46,7 +46,7 @@ CanvasRenderer:
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   m_GameObject: {fileID: 2484990173723969103}
   m_CullTransparentMesh: 1
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+ 40 - 40
Assets/FrameWork/Login/数字键盘.prefab

@@ -83,8 +83,8 @@ GameObject:
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   - component: {fileID: 7300900980170995561}
-  - component: {fileID: 5752182196919870677}
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+  - component: {fileID: 5823557476431279158}
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@@ -132,33 +132,6 @@ CanvasRenderer:
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+ 217 - 88
Assets/FrameWork/ProjectManager/Model.prefab

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@@ -33,7 +36,7 @@ RectTransform:
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@@ -89,6 +92,7 @@ MonoBehaviour:
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@@ -143,93 +148,217 @@ MonoBehaviour:
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+ 15 - 0
Assets/FrameWork/ProjectManager/Scripts/JinRuRenwu.cs

@@ -52,6 +52,16 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
         base.OnEnable();
     }
 
+    private void Start()
+    {
+        /*
+        paizhaoanniu.transform.parent = ChangeCameraSaoMiao.Instance.transform;
+        paizhaoanniu.transform.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(75.62f, -654.5f,0);
+        paizhaoanniu.transform.GetComponent<RectTransform>().localEulerAngles = Vector3.zero;
+        */
+
+    }
+
     public void isPaiZhao(bool isPaizhao)
     {
         if(isPaizhao)
@@ -113,6 +123,10 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
             case RenWuModelType.DingWeiBan:
                 saotuTip.GetComponent<SaoTuManager>().showSaoTu();
                 break;
+           case RenWuModelType.None:
+                XunJianDataManager.Instance.chooseXunJian.nowIndex = -1;
+                show();
+                break;
         }
 
 
@@ -467,6 +481,7 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
     }
     public void gotoNextItem()
     {
+        closeAll();
         saotuTip.SetActive(false);
         StartGo.SetActive(true);
         ARSpace.isFind = false;

+ 148 - 62
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/XunJianDataManager.cs

@@ -15,26 +15,8 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
 
     public void GetXunJianList(Action<List<XunJianListData>> callback)
     {
-      // WindowsManager.Instance.StartCoroutine(testBack(callback));
-
-        HttpTool.Instance.Post(HttpEdustryAction.InspectionList, "", (string msg) =>
-        {
-            Debug.Log("DGJ ===>InspectionList  " + msg);
-            JObject jObject = JObject.Parse(msg);
-            if(jObject["code"].ToString()== "200")
-            {
-
-            
-                List<XunJianData> data = JsonConvert.DeserializeObject<List<XunJianData>>(jObject["data"]["list"].ToString());
-                Debug.Log(data.Count);
-                callback(XunJianDataParetListData(data));
-            }
-            else
-            {
-                Debug.LogError("获取巡检列表失败  "+ jObject["code"].ToString());
-                callback(new List<XunJianListData>());
-            }
-        });
+       WindowsManager.Instance.StartCoroutine(testBack(callback));
+     
     }
 
     XunJianListData testData()
@@ -42,7 +24,7 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
         XunJianListData xj = new XunJianListData();
         xj.id = "saotu";
         xj.url = Application.streamingAssetsPath + "/DianYun/85471-ghzoffice (2).bytes";
-        xj.projectname = "(扫图版本)GHZ-巡检测试";
+        xj.projectname = "工厂巡检";
         xj.inarea = "杨浦区";
         xj.updateState = "新项目";
         xj.projectState = "测试巡检 ";
@@ -58,7 +40,7 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
         XunJianListData xj = new XunJianListData();
         xj.id = "saotu";
         xj.url = Application.streamingAssetsPath + "/DianYun/85471-ghzoffice (2).bytes";
-        xj.projectname = "(点云版本)GHZ-巡检测试";
+        xj.projectname = "办公室巡检";
         xj.inarea = "杨浦区";
         xj.updateState = "新项目";
         xj.projectState = "测试巡检 ";
@@ -69,6 +51,22 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
 
         return xj;
     }
+    XunJianListData testData3()
+    {
+        XunJianListData xj = new XunJianListData();
+        xj.id = "saotu";
+        xj.url = Application.streamingAssetsPath + "/DianYun/85471-ghzoffice (2).bytes";
+        xj.projectname = "机房巡检";
+        xj.inarea = "杨浦区";
+        xj.updateState = "新项目";
+        xj.projectState = "巡检 ";
+        xj.projectType = "未开始 ";
+        xj.projectTime = "2023/11/23 10:53 ";
+        xj.renwuModelType = RenWuModelType.None;
+        xj.itemList = getRenwuData();
+
+        return xj;
+    }
     List<RenWuItem> getRenwuData()
     {
         List < RenWuItem > itemlist = new List<RenWuItem>();
@@ -77,12 +75,16 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
         {
             RenWuItem rw = new RenWuItem();
 
-            rw.imageUrl = Application.streamingAssetsPath + "/ARTargetImage/" + (j + 1) + ".png";
+            rw.imageUrl ="";
 
 
             //任务id
             rw.id = j.ToString();
 
+            RenWuTypeModel rwtm = new RenWuTypeModel();
+            RenWuTypeModel rwtm2 = new RenWuTypeModel();
+            RenWuTypeModel rwtm3 = new RenWuTypeModel();
+            RenWuTypeModel rwtm4 = new RenWuTypeModel();
             //任务索引
             rw.index = j;
             switch(j)
@@ -93,19 +95,64 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
                     rw.roadList.Add(new Vector3(-4.2f+0.5f, 0, 0.92f));
                     rw.roadList.Add(new Vector3(-4.2f + 0.5f, 0, 2));
                     rw.roadList.Add(new Vector3(-5 + 0.5f, 0, 2));
-                    rw.info = "请检查办公室大门------并拍照/录像记录";
+                    rw.info = "请检查机房空调温度是否正常";
+
+
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+
+                    rwtm.id = "1";
+                    rwtm.type = RenWuType.Image;
+                    rwtm.url = Application.streamingAssetsPath + "/Demo1/温湿度.jpeg";
+                    rw.typeList.Add(rwtm);
+
+
+                    rwtm4.id = "4";
+                    rwtm4.type = RenWuType.Text;
+                    rwtm4.info = "通常要求机房长期工作环境温度: 0'C'4S'C; 短期工作环境温度: -5C~SSC";
+                    rw.typeList.Add(rwtm4);
                     break;
                 case 1:
                     //任务路线 (空间定位时才有)
                     rw.roadList = new List<Vector3>();
                     rw.roadList.Add(new Vector3(-4.2f + 0.5f, 0, 0.92f));
-                    rw.info = "查看垃圾桶是否有垃圾------并拍照/录像记录";
+                    rw.info = "请检查机房湿度是否正常";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+                    rwtm4.id = "4";
+                    rwtm4.type = RenWuType.Text;
+                    rwtm4.info = "通常机房的长期工作环境相对漫庭应在5%RH~85%RH之间,不结露;短期工作环境相对湿度应在0%RH~95%RH之间,不结露.";
+                    rw.typeList.Add(rwtm4);
+
+                    rwtm.id = "1";
+                    rwtm.type = RenWuType.Image;
+                    rwtm.url = Application.streamingAssetsPath + "/Demo1/温湿度.jpeg";
+                    rw.typeList.Add(rwtm);
+
                     break;
                 case 2:
                     //任务路线 (空间定位时才有)
                     rw.roadList = new List<Vector3>();
                     rw.roadList.Add(new Vector3(-4.2f + 0.5f, 0, -1.6f));
-                    rw.info = "检查空调是否正常------并拍照/录像记录";
+                    rw.info = "请检查服务器电源灯是否正常";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+
+
+                    rwtm.id = "1";
+                    rwtm.type = RenWuType.Image;
+                    rwtm.url = Application.streamingAssetsPath + "/Demo1/服务器指示灯.png";
+                    rw.typeList.Add(rwtm);
+
+                    rwtm3.id = "3";
+                    rwtm3.type = RenWuType.Model;
+                    rwtm3.url = Application.streamingAssetsPath + "/Demo1/dell poweredge.fbx";
+                    rw.typeList.Add(rwtm3);
+
+
                     break;
                 case 3:
                     //任务路线 (空间定位时才有)
@@ -113,20 +160,52 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
                     rw.roadList.Add(new Vector3(-4.2f + 0.5f, 0, 0.52f));
                     rw.roadList.Add(new Vector3(-1.78f, 0, 0.52f));
                     rw.roadList.Add(new Vector3(-1.78f, 0, -1.6f));
-                    rw.info = "请打开窗户并处于通风状态------并拍照/录像记录";
+                    rw.info = "请检查服务器告警灯状态是否正常";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+                    rwtm3.id = "3";
+                    rwtm3.type = RenWuType.Model;
+                    rwtm3.url = Application.streamingAssetsPath + "/Demo1/dell poweredge.fbx";
+                    rw.typeList.Add(rwtm3);
+
+
+
+                    rwtm2.id = "2";
+                    rwtm2.type = RenWuType.Video;
+                    rwtm2.url = Application.streamingAssetsPath + "/Demo1/服务器告警灯2.mp4";
+                    rw.typeList.Add(rwtm2);
                     break;
                 case 4:
                     //任务路线 (空间定位时才有)
                     rw.roadList = new List<Vector3>();
                     rw.roadList.Add(new Vector3(-1.78f, 0, 0.52f));
                     rw.roadList.Add(new Vector3(-5.18f + 0.5f, 0, 0.52f));
-                    rw.info = "冰箱内是否有过期食品------并拍照/录像记录";
+                    rw.info = "请检查服务器网线连接是否正常";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+
+                    rwtm2.id = "2";
+                    rwtm2.type = RenWuType.Video;
+                    rwtm2.url = Application.streamingAssetsPath + "/Demo1/网线.mp4";
+                    rw.typeList.Add(rwtm2);
+
                     break;
                 case 5:
                     //任务路线 (空间定位时才有)
                     rw.roadList = new List<Vector3>();
                     rw.roadList.Add(new Vector3(-1.78f, 0, 0.52f));
-                    rw.info = "确保所有眼镜都在充电------并拍照/录像记录";
+                    rw.info = "机房室内消防设施是否齐全";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+
+                    rwtm.id = "1";
+                    rwtm.type = RenWuType.Image;
+                    rwtm.url = Application.streamingAssetsPath + "/Demo1/机房消防设施巡检.jpeg";
+                    rw.typeList.Add(rwtm);
+
                     break;
                 case 6:
                     //任务路线 (空间定位时才有)
@@ -134,7 +213,16 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
                     rw.roadList.Add(new Vector3(-4.2f + 0.5f, 0, 0.52f));
                     rw.roadList.Add(new Vector3(-1.78f, 0, 0.52f));
                     rw.roadList.Add(new Vector3(-1.78f, 0, -1f));
-                    rw.info = "请回到工位继续工作------并拍照/录像记录";
+                    rw.info = "机房室内消防设施摆放是否规范";
+                    //单个任务素材
+                    rw.typeList = new List<RenWuTypeModel>();
+
+
+                    rwtm.id = "1";
+                    rwtm.type = RenWuType.Image;
+                    rwtm.url = Application.streamingAssetsPath + "/Demo1/机房消防设施摆放.jpeg";
+                    rw.typeList.Add(rwtm);
+
                     break;
 
             }
@@ -149,45 +237,42 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
             rw.isYuanCheng = randomInt2 > 5 ? true : false;
 
 
-            //单个任务素材
-            rw.typeList = new List<RenWuTypeModel>();
 
-
-            RenWuTypeModel rwtm = new RenWuTypeModel();
-            rwtm.id = "1";
-            rwtm.type = RenWuType.Image;
-            rwtm.url = Application.streamingAssetsPath + "/Art/16:9.jpg";
-            rw.typeList.Add(rwtm);
-
-
-            RenWuTypeModel rwtm2 = new RenWuTypeModel();
-            rwtm2.id = "2";
-            rwtm2.type = RenWuType.Video;
-            rwtm2.url = Application.streamingAssetsPath + "/Art/Video.mp4";
-            rw.typeList.Add(rwtm2);
-
-            RenWuTypeModel rwtm3 = new RenWuTypeModel();
-            rwtm3.id = "3";
-            rwtm3.type = RenWuType.Model;
-            rwtm3.url = Application.streamingAssetsPath + "/Art/ExampleCar.fbx";
-            rw.typeList.Add(rwtm3);
-
-            RenWuTypeModel rwtm4 = new RenWuTypeModel();
-            rwtm4.id = "4";
-            rwtm4.type = RenWuType.Text;
-            rwtm4.info = rw.info;
-            rw.typeList.Add(rwtm4);
             itemlist.Add(rw);
         }
         return itemlist;
     }
     IEnumerator testBack(Action<List<XunJianListData>> callback)
     {
-        xjDataList = new List<XunJianListData>();
-        xjDataList.Add(testData());
-        xjDataList.Add(testData2());
-        yield return null;
-        callback.Invoke(xjDataList);
+        yield return WindowsManager.Instance.StartCoroutine(HttpTool.Instance.SendHttp(HttpEdustryAction.InspectionList, "", (string msg) =>
+        {
+            Debug.Log("DGJ ===>InspectionList  " + msg);
+            JObject jObject = JObject.Parse(msg);
+            if (jObject["code"].ToString() == "200")
+            {
+                List<XunJianData> data = JsonConvert.DeserializeObject<List<XunJianData>>(jObject["data"]["list"].ToString());
+                if(WindowsManager.Instance.isTest)
+                {
+                    xjDataList.Add(testData3());
+                    xjDataList.Add(testData());
+                    xjDataList.Add(testData2());
+                }
+                xjDataList.AddRange(XunJianDataParetListData(data));
+                callback(xjDataList);
+            }
+            else
+            {
+                Debug.LogError("获取巡检列表失败  " + jObject["code"].ToString());
+                xjDataList = new List<XunJianListData>();
+                if (WindowsManager.Instance.isTest)
+                {
+                    xjDataList.Add(testData3());
+                    xjDataList.Add(testData());
+                    xjDataList.Add(testData2());
+                }
+                callback(xjDataList);
+            }
+        }));
     }
 
     List<XunJianListData> XunJianDataParetListData(List<XunJianData> data)
@@ -333,6 +418,7 @@ public class XunJianDataManager : Singleton<XunJianDataManager>
         SaoTu = 100001, // 扫图
         DingWeiBan = 100002, // 定位板
         DianYun = 100003, // 点云
+        None = 100004, // 无
     }
 
     public enum ProjectType

+ 9 - 0
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/CaoZuoLanManager.cs

@@ -1,3 +1,4 @@
+using LitJson;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
@@ -41,6 +42,14 @@ public class CaoZuoLanManager : MonoSingleton<CaoZuoLanManager>
     }
     public void failItem()
     {
+        List<string> backTip = new List<string>();
+        JsonData data = new JsonData();
+        data["type"] = "30002";
+        backTip.Add("1");
+        backTip.Add(data.ToJson());
+        backTip.Add("3");
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("提示", "是否需要拍照记录?", Color.gray, "icon", backTip, false, "自动退出", 5, "", "需要", "不需要").ToJson());
+
         JinRuRenwu.Instance.failItem();
         nextInteractable(true);
 

+ 1 - 1
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/FollowCameraSaoMiao.cs

@@ -7,7 +7,7 @@ public class FollowCameraSaoMiao : MonoSingleton<FollowCameraSaoMiao>
     private void OnEnable()
     {
         this.transform.parent = OpenXRCamera.Instance.head;
-        this.transform.localPosition = OpenXRCamera.Instance.head.forward * 2;
+        this.transform.position = OpenXRCamera.Instance.head.forward * 2;
         this.transform.localEulerAngles = Vector3.zero;
     }
 }

+ 5 - 0
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/PaiZhaoItem.cs

@@ -36,7 +36,12 @@ public class PaiZhaoItem : MonoBehaviour
                 {
                      _mat = GameUtility.zoomByteByOpenCV(data.url, 0.1f, true, true);
                     Loom.QueueOnMainThread(()=> {
+                        if(tex!=null)
+                        {
+                            Destroy(tex);
+                        }
                         tex = GameUtility.TextureByMat(_mat);
+                        if(item)
                         item.GetComponent<RawImage>().texture = tex;
                         /*
                         float xx = 100f / (float)tex.width;

+ 1 - 0
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/RenWuListWindow.cs

@@ -25,6 +25,7 @@ public class RenWuListWindow : WindowSingleton<RenWuListWindow>
         for (int i = 0; i < XunJianDataManager.Instance.chooseXunJian.itemList.Count; i++)
         {
             GameObject RenwuItem = GameObject.Instantiate(item,this.transform);
+            RenwuItem.transform.localPosition = new Vector3(0,0,-1f);
             RenwuItem.GetComponent<RenWuListItemWindow>().UpdateData(XunJianDataManager.Instance.chooseXunJian.itemList[i]) ;
             objlist.Add(RenwuItem);
         }

+ 11 - 5
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/RenWuTypeWindow.cs

@@ -10,6 +10,7 @@ public class RenWuTypeWindow : MonoBehaviour
 {
     public RenWuTypeModel data;
 
+    public TextMeshProUGUI info;
     Texture2D tex;
 
     public void updateData(RenWuTypeModel data)
@@ -25,8 +26,8 @@ public class RenWuTypeWindow : MonoBehaviour
                 DownLoadXRManager.DownLoadForFilePath(DownLoadXRManager.getTestData(data.url), (string bytes) => {
                     this.GetComponent<ShowVideoManager>().url = bytes;
                 }, (float f) => {
-
-
+                   // info.gameObject.SetActive(true);
+                    //info.text = "视频加载中" + f.ToString("F2")+"%";
                 });
                 break;
             case RenWuType.Text:
@@ -40,14 +41,19 @@ public class RenWuTypeWindow : MonoBehaviour
                 }, (float f) => {
 
 
+                  //  info.gameObject.SetActive(true);
+                  //  info.text = "图片加载中" + f.ToString("F2") + "%";
                 });
                 break;
             case RenWuType.Model:
                 DownLoadXRManager.DownLoadForFilePath(DownLoadXRManager.getTestData(data.url),(string bytes)=> {
+                    info.gameObject.SetActive(false);
                     this.GetComponent<ShowModelManager>().Onupdate(bytes);
-                },(float f)=> { 
-                
-                
+                },(float f)=> {
+
+
+                    info.gameObject.SetActive(true);
+                    info.text = "模型下载中" + f.ToString("F2") + "%";
                 });
                 break;
         }

+ 30 - 3
Assets/FrameWork/ProjectManager/Scripts/Project/XunJian/进入任务/ShowModelManager.cs

@@ -1,34 +1,61 @@
 using System.Collections;
 using System.Collections.Generic;
+using TMPro;
 using TriLibCore;
 using UnityEngine;
 
 public class ShowModelManager : MonoBehaviour
 {
     public GameObject root;
+
+    public TextMeshProUGUI info;
+    private void OnEnable()
+    {
+       this.transform.localPosition = Vector3.zero;
+        this.transform.localEulerAngles = Vector3.zero;
+        this.transform.localScale = Vector3.one;
+    }
     public void Onupdate(string url)
     {
         if(root!=null)
         {
             Destroy(root);
+            root = null;
         }
 
         TriLibModelLoad.Load(url, (AssetLoaderContext ac) => {
             ac.RootGameObject.SetActive(false);
             //Debug.Log("模型加载完成");
         }, (AssetLoaderContext ac) => {
+            info.gameObject.SetActive(false);
+            if (root != null)
+            {
+                Destroy(root);
+                root = null;
+            }
             //Debug.Log("载材质加完成");
             root = ac.RootGameObject;
-            ac.RootGameObject.transform.parent = this.transform;
+            ac.RootGameObject.transform.localEulerAngles = new Vector3(0, -90, 0);
             ac.RootGameObject.transform.localPosition = Vector3.zero;
-            ac.RootGameObject.transform.localEulerAngles = Vector3.zero;
-            ac.RootGameObject.transform.localScale = Vector3.one;
+            Bounds bounds = GetAllBounds.GetRendererBounds(root);
+            GameObject obj = new GameObject("Test");
+            obj.transform.parent = ac.RootGameObject.transform;
+            obj.transform.position = bounds.center;
+            float bizhi = 0.4f / bounds.size.x;
+            ac.RootGameObject.transform.localScale = Vector3.one*bizhi;
+            ac.RootGameObject.transform.parent = this.transform;
+            ac.RootGameObject.transform.localPosition = Vector3.zero- obj.transform.position * 1000;
             ac.RootGameObject.SetActive(true);
         }, (AssetLoaderContext ac, float f) => {
 
+            info.gameObject.SetActive(true);
+            info.text = "模型努力加载中\n" + (f*100).ToString("F2") + "%";
             //Debug.Log("加载中==》" + f);
         }, (IContextualizedError error) => {
 
+
+            info.gameObject.SetActive(true);
+            info.text = "加载失败" + error;
             //Debug.Log("加载失败" + error);
         });
     }

+ 3 - 22
Assets/FrameWork/ProjectManager/Scripts/ShowInfoTipManager.cs

@@ -1,3 +1,4 @@
+using SC.XR.Unity.Module_InputSystem;
 using System.Collections;
 using System.Collections.Generic;
 using TMPro;
@@ -43,34 +44,14 @@ public class ShowInfoTipManager : MonoSingleton<ShowInfoTipManager>
     {
         get
         {
-            if (API_GSXR_Module_InputSystem_Head.GSXR_Head != null)
+            if (!Module_InputSystem.instance.GetInputDeviceStatus(InputDeviceType.KS)) 
             {
                 return API_GSXR_Module_InputSystem_Head.GSXR_Get_HeadCursor.transform;
             }
-            else if (API_GSXR_Module_InputSystem_BT3Dof.GSXR_BTRight != null)
-            {
-                return API_GSXR_Module_InputSystem_BT3Dof.GSXR_Get_BTCursor(API_GSXR_Module_InputSystem_BT3Dof.BTType.Right).transform;
-            }
-            else if (API_GSXR_Module_InputSystem_BT3Dof.GSXR_BTLeft != null)
-            {
-                return API_GSXR_Module_InputSystem_BT3Dof.GSXR_Get_BTCursor(API_GSXR_Module_InputSystem_BT3Dof.BTType.Left).transform;
-            }
-            else if (API_GSXR_Module_InputSystem_GGT26Dof.GSXR_GGTRight != null)
-            {
-                return API_GSXR_Module_InputSystem_GGT26Dof.GSXR_Get_GGTCursor(API_GSXR_Module_InputSystem_GGT26Dof.GGestureType.Right).transform;
-            }
-            else if (API_GSXR_Module_InputSystem_GGT26Dof.GSXR_GGTLeft != null)
-            {
-                return API_GSXR_Module_InputSystem_GGT26Dof.GSXR_Get_GGTCursor(API_GSXR_Module_InputSystem_GGT26Dof.GGestureType.Left).transform;
-            }
-            else if (API_GSXR_Module_InputSystem_KS.GSXR_KSRight != null)
+            else
             {
                 return API_GSXR_Module_InputSystem_KS.GSXR_Get_KSCursor(API_GSXR_Module_InputSystem_KS.GCType.Right).transform;
             }
-            else if (API_GSXR_Module_InputSystem_KS.GSXR_KSLeft != null)
-            {
-                return API_GSXR_Module_InputSystem_KS.GSXR_Get_KSCursor(API_GSXR_Module_InputSystem_KS.GCType.Left).transform;
-            }
             return null;
         }
     }

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