1922 lines
60 KiB
C#
1922 lines
60 KiB
C#
using System;
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using System.Text;
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using UnityEngine;
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using FairyGUI.Utils;
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using System.Collections.Generic;
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namespace FairyGUI
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{
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/// <summary>
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///
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/// </summary>
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public class DisplayObject : EventDispatcher, IBatchable
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{
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/// <summary>
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///
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/// </summary>
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public string name;
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/// <summary>
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///
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/// </summary>
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public Container parent { get; private set; }
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/// <summary>
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///
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/// </summary>
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public GameObject gameObject { get; protected set; }
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/// <summary>
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///
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/// </summary>
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public Transform cachedTransform { get; protected set; }
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/// <summary>
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///
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/// </summary>
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public NGraphics graphics { get; protected set; }
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/// <summary>
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///
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/// </summary>
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public NGraphics paintingGraphics { get; protected set; }
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/// <summary>
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///
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/// </summary>
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public event Action onPaint;
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/// <summary>
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///
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/// </summary>
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public GObject gOwner;
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/// <summary>
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///
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/// </summary>
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public uint id;
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bool _visible;
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bool _touchable;
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Vector2 _pivot;
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Vector3 _pivotOffset;
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Vector3 _rotation; //由于万向锁,单独旋转一个轴是会影响到其他轴的,所以这里需要单独保存
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Vector2 _skew;
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int _renderingOrder;
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float _alpha;
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bool _grayed;
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BlendMode _blendMode;
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IFilter _filter;
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Transform _home;
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string _cursor;
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bool _perspective;
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int _focalLength;
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Vector3 _pixelPerfectAdjustment;
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int _checkPixelPerfect;
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EventListener _onClick;
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EventListener _onRightClick;
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EventListener _onTouchBegin;
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EventListener _onTouchMove;
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EventListener _onTouchEnd;
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EventListener _onRollOver;
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EventListener _onRollOut;
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EventListener _onMouseWheel;
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EventListener _onAddedToStage;
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EventListener _onRemovedFromStage;
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EventListener _onKeyDown;
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EventListener _onClickLink;
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EventListener _onFocusIn;
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EventListener _onFocusOut;
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protected internal int _paintingMode; //1-滤镜,2-blendMode,4-transformMatrix, 8-cacheAsBitmap
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protected internal PaintingInfo _paintingInfo;
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protected Rect _contentRect;
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protected NGraphics.VertexMatrix _vertexMatrix;
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protected internal Flags _flags;
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internal static uint _gInstanceCounter;
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internal static HideFlags hideFlags = HideFlags.None;
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public DisplayObject()
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{
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id = _gInstanceCounter++;
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_alpha = 1;
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_visible = true;
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_touchable = true;
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_blendMode = BlendMode.Normal;
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_focalLength = 2000;
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_flags |= Flags.OutlineChanged;
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if (UIConfig.makePixelPerfect)
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_flags |= Flags.PixelPerfect;
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onClick
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{
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get { return _onClick ?? (_onClick = new EventListener(this, "onClick")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onRightClick
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{
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get { return _onRightClick ?? (_onRightClick = new EventListener(this, "onRightClick")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onTouchBegin
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{
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get { return _onTouchBegin ?? (_onTouchBegin = new EventListener(this, "onTouchBegin")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onTouchMove
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{
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get { return _onTouchMove ?? (_onTouchMove = new EventListener(this, "onTouchMove")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onTouchEnd
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{
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get { return _onTouchEnd ?? (_onTouchEnd = new EventListener(this, "onTouchEnd")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onRollOver
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{
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get { return _onRollOver ?? (_onRollOver = new EventListener(this, "onRollOver")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onRollOut
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{
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get { return _onRollOut ?? (_onRollOut = new EventListener(this, "onRollOut")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onMouseWheel
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{
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get { return _onMouseWheel ?? (_onMouseWheel = new EventListener(this, "onMouseWheel")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onAddedToStage
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{
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get { return _onAddedToStage ?? (_onAddedToStage = new EventListener(this, "onAddedToStage")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onRemovedFromStage
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{
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get { return _onRemovedFromStage ?? (_onRemovedFromStage = new EventListener(this, "onRemovedFromStage")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onKeyDown
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{
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get { return _onKeyDown ?? (_onKeyDown = new EventListener(this, "onKeyDown")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onClickLink
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{
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get { return _onClickLink ?? (_onClickLink = new EventListener(this, "onClickLink")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onFocusIn
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{
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get { return _onFocusIn ?? (_onFocusIn = new EventListener(this, "onFocusIn")); }
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}
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/// <summary>
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///
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/// </summary>
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public EventListener onFocusOut
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{
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get { return _onFocusOut ?? (_onFocusOut = new EventListener(this, "onFocusOut")); }
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}
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protected void CreateGameObject(string gameObjectName)
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{
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gameObject = new GameObject(gameObjectName);
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cachedTransform = gameObject.transform;
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if (Application.isPlaying)
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{
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UnityEngine.Object.DontDestroyOnLoad(gameObject);
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DisplayObjectInfo info = gameObject.AddComponent<DisplayObjectInfo>();
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info.displayObject = this;
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}
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gameObject.hideFlags = DisplayObject.hideFlags;
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gameObject.SetActive(false);
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}
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protected void SetGameObject(GameObject gameObject)
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{
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this.gameObject = gameObject;
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this.cachedTransform = gameObject.transform;
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_rotation = cachedTransform.localEulerAngles;
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_flags |= Flags.UserGameObject;
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}
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protected void DestroyGameObject()
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{
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if ((_flags & Flags.UserGameObject) == 0 && gameObject != null)
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{
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if (Application.isPlaying)
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GameObject.Destroy(gameObject);
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else
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GameObject.DestroyImmediate(gameObject);
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gameObject = null;
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cachedTransform = null;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float alpha
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{
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get { return _alpha; }
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set { _alpha = value; }
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}
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/// <summary>
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///
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/// </summary>
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public bool grayed
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{
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get { return _grayed; }
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set { _grayed = value; }
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}
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/// <summary>
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///
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/// </summary>
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public bool visible
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{
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get { return _visible; }
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set
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{
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if (_visible != value)
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{
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_visible = value;
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_flags |= Flags.OutlineChanged;
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if (parent != null && _visible)
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{
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gameObject.SetActive(true);
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InvalidateBatchingState();
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if (this is Container)
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((Container)this).InvalidateBatchingState(true);
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}
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else
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gameObject.SetActive(false);
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}
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}
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}
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/// <summary>
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///
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/// </summary>
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public float x
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{
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get { return cachedTransform.localPosition.x; }
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set
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{
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SetPosition(value, -cachedTransform.localPosition.y, cachedTransform.localPosition.z);
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}
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}
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/// <summary>
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///
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/// </summary>
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public float y
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{
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get { return -cachedTransform.localPosition.y; }
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set
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{
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SetPosition(cachedTransform.localPosition.x, value, cachedTransform.localPosition.z);
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}
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}
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/// <summary>
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///
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/// </summary>
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public float z
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{
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get { return cachedTransform.localPosition.z; }
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set
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{
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SetPosition(cachedTransform.localPosition.x, -cachedTransform.localPosition.y, value);
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}
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}
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/// <summary>
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///
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/// </summary>
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public Vector2 xy
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{
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get { return new Vector2(this.x, this.y); }
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set { SetPosition(value.x, value.y, cachedTransform.localPosition.z); }
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}
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/// <summary>
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///
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/// </summary>
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public Vector3 position
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{
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get { return new Vector3(this.x, this.y, this.z); }
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set { SetPosition(value.x, value.y, value.z); }
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="xv"></param>
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/// <param name="yv"></param>
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public void SetXY(float xv, float yv)
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{
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SetPosition(xv, yv, cachedTransform.localPosition.z);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="xv"></param>
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/// <param name="yv"></param>
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/// <param name="zv"></param>
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public void SetPosition(float xv, float yv, float zv)
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{
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Vector3 v = new Vector3();
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v.x = xv;
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v.y = -yv;
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v.z = zv;
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if (v != cachedTransform.localPosition)
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{
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cachedTransform.localPosition = v;
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_flags |= Flags.OutlineChanged;
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if ((_flags & Flags.PixelPerfect) != 0)
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{
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//总在下一帧再完成PixelPerfect,这样当物体在连续运动时,不会因为PixelPerfect而发生抖动。
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_checkPixelPerfect = Time.frameCount;
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_pixelPerfectAdjustment = Vector3.zero;
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}
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}
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}
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/// <summary>
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/// If the object position is align by pixel
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/// </summary>
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public bool pixelPerfect
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{
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get { return (_flags & Flags.PixelPerfect) != 0; }
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set
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{
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if (value)
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_flags |= Flags.PixelPerfect;
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else
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_flags &= ~Flags.PixelPerfect;
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}
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}
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/// <summary>
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///
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/// </summary>
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public float width
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{
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get
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{
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EnsureSizeCorrect();
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return _contentRect.width;
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}
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set
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{
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if (!Mathf.Approximately(value, _contentRect.width))
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{
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_contentRect.width = value;
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_flags |= Flags.WidthChanged;
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_flags &= ~Flags.HeightChanged;
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OnSizeChanged();
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}
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}
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}
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/// <summary>
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///
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/// </summary>
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public float height
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{
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get
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{
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EnsureSizeCorrect();
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return _contentRect.height;
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}
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set
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{
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if (!Mathf.Approximately(value, _contentRect.height))
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{
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_contentRect.height = value;
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_flags &= ~Flags.WidthChanged;
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_flags |= Flags.HeightChanged;
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OnSizeChanged();
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}
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}
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}
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/// <summary>
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///
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/// </summary>
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public Vector2 size
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{
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get
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{
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EnsureSizeCorrect();
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return _contentRect.size;
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}
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set
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{
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SetSize(value.x, value.y);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="wv"></param>
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/// <param name="hv"></param>
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public void SetSize(float wv, float hv)
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{
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if (!Mathf.Approximately(wv, _contentRect.width))
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_flags |= Flags.WidthChanged;
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else
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_flags &= ~Flags.WidthChanged;
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if (!Mathf.Approximately(hv, _contentRect.height))
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_flags |= Flags.HeightChanged;
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else
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_flags &= ~Flags.HeightChanged;
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if ((_flags & Flags.WidthChanged) != 0 || (_flags & Flags.HeightChanged) != 0)
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{
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_contentRect.width = wv;
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_contentRect.height = hv;
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OnSizeChanged();
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}
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}
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virtual public void EnsureSizeCorrect()
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{
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}
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virtual protected void OnSizeChanged()
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{
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ApplyPivot();
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if (_paintingInfo != null)
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_paintingInfo.flag = 1;
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if (graphics != null)
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graphics.contentRect = _contentRect;
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_flags |= Flags.OutlineChanged;
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}
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/// <summary>
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///
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/// </summary>
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public float scaleX
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{
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get { return cachedTransform.localScale.x; }
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set
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{
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Vector3 v = cachedTransform.localScale;
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v.x = v.z = ValidateScale(value);
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cachedTransform.localScale = v;
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_flags |= Flags.OutlineChanged;
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ApplyPivot();
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}
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}
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/// <summary>
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///
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/// </summary>
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public float scaleY
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{
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get { return cachedTransform.localScale.y; }
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set
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{
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Vector3 v = cachedTransform.localScale;
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v.y = ValidateScale(value);
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cachedTransform.localScale = v;
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_flags |= Flags.OutlineChanged;
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ApplyPivot();
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}
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}
|
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|
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/// <summary>
|
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///
|
||
/// </summary>
|
||
/// <param name="xv"></param>
|
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/// <param name="yv"></param>
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public void SetScale(float xv, float yv)
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{
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Vector3 v = new Vector3();
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v.x = v.z = ValidateScale(xv);
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v.y = ValidateScale(yv);
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cachedTransform.localScale = v;
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_flags |= Flags.OutlineChanged;
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ApplyPivot();
|
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}
|
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|
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/// <summary>
|
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/// 在scale过小情况(极端情况=0),当使用Transform的坐标变换时,变换到世界,再从世界变换到本地,会由于精度问题造成结果错误。
|
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/// 这种错误会导致Batching错误,因为Batching会使用缓存的outline。
|
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/// 这里限制一下scale的最小值作为当前解决方案。
|
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/// 这个方案并不完美,因为限制了本地scale值并不能保证对世界scale不会过小。
|
||
/// </summary>
|
||
/// <param name="value"></param>
|
||
/// <returns></returns>
|
||
private float ValidateScale(float value)
|
||
{
|
||
if (value >= 0 && value < 0.001f)
|
||
value = 0.001f;
|
||
else if (value < 0 && value > -0.001f)
|
||
value = -0.001f;
|
||
return value;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Vector2 scale
|
||
{
|
||
get { return cachedTransform.localScale; }
|
||
set
|
||
{
|
||
SetScale(value.x, value.y);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public float rotation
|
||
{
|
||
get
|
||
{
|
||
//和Unity默认的旋转方向相反
|
||
return -_rotation.z;
|
||
}
|
||
set
|
||
{
|
||
_rotation.z = -value;
|
||
_flags |= Flags.OutlineChanged;
|
||
if (_perspective)
|
||
UpdateTransformMatrix();
|
||
else
|
||
{
|
||
cachedTransform.localEulerAngles = _rotation;
|
||
ApplyPivot();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public float rotationX
|
||
{
|
||
get
|
||
{
|
||
return _rotation.x;
|
||
}
|
||
set
|
||
{
|
||
_rotation.x = value;
|
||
_flags |= Flags.OutlineChanged;
|
||
if (_perspective)
|
||
UpdateTransformMatrix();
|
||
else
|
||
{
|
||
cachedTransform.localEulerAngles = _rotation;
|
||
ApplyPivot();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public float rotationY
|
||
{
|
||
get
|
||
{
|
||
return _rotation.y;
|
||
}
|
||
set
|
||
{
|
||
_rotation.y = value;
|
||
_flags |= Flags.OutlineChanged;
|
||
if (_perspective)
|
||
UpdateTransformMatrix();
|
||
else
|
||
{
|
||
cachedTransform.localEulerAngles = _rotation;
|
||
ApplyPivot();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Vector2 skew
|
||
{
|
||
get { return _skew; }
|
||
set
|
||
{
|
||
_skew = value;
|
||
_flags |= Flags.OutlineChanged;
|
||
|
||
if (!Application.isPlaying) //编辑期间不支持!!
|
||
return;
|
||
|
||
UpdateTransformMatrix();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 当对象处于ScreenSpace,也就是使用正交相机渲染时,对象虽然可以绕X轴或者Y轴旋转,但没有透视效果。设置perspective,可以模拟出透视效果。
|
||
/// </summary>
|
||
public bool perspective
|
||
{
|
||
get
|
||
{
|
||
return _perspective;
|
||
}
|
||
set
|
||
{
|
||
if (_perspective != value)
|
||
{
|
||
_perspective = value;
|
||
if (_perspective)//屏蔽Unity自身的旋转变换
|
||
cachedTransform.localEulerAngles = Vector3.zero;
|
||
else
|
||
cachedTransform.localEulerAngles = _rotation;
|
||
|
||
ApplyPivot();
|
||
UpdateTransformMatrix();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public int focalLength
|
||
{
|
||
get { return _focalLength; }
|
||
set
|
||
{
|
||
if (value <= 0)
|
||
value = 1;
|
||
|
||
_focalLength = value;
|
||
if (_vertexMatrix != null)
|
||
UpdateTransformMatrix();
|
||
}
|
||
}
|
||
|
||
void UpdateTransformMatrix()
|
||
{
|
||
Matrix4x4 matrix = Matrix4x4.identity;
|
||
if (_skew.x != 0 || _skew.y != 0)
|
||
ToolSet.SkewMatrix(ref matrix, _skew.x, _skew.y);
|
||
if (_perspective)
|
||
matrix *= Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(_rotation), Vector3.one);
|
||
if (matrix.isIdentity)
|
||
_vertexMatrix = null;
|
||
else if (_vertexMatrix == null)
|
||
_vertexMatrix = new NGraphics.VertexMatrix();
|
||
|
||
//组件的transformMatrix是通过paintingMode实现的,因为全部通过矩阵变换的话,和unity自身的变换混杂在一起,无力理清。
|
||
if (_vertexMatrix != null)
|
||
{
|
||
_vertexMatrix.matrix = matrix;
|
||
_vertexMatrix.cameraPos = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
|
||
|
||
if (graphics == null)
|
||
EnterPaintingMode(4, null);
|
||
}
|
||
else
|
||
{
|
||
if (graphics == null)
|
||
LeavePaintingMode(4);
|
||
}
|
||
|
||
if (_paintingMode > 0)
|
||
{
|
||
paintingGraphics.vertexMatrix = _vertexMatrix;
|
||
_paintingInfo.flag = 1;
|
||
}
|
||
else if (graphics != null)
|
||
graphics.vertexMatrix = _vertexMatrix;
|
||
|
||
_flags |= Flags.OutlineChanged;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Vector2 pivot
|
||
{
|
||
get { return _pivot; }
|
||
set
|
||
{
|
||
Vector3 deltaPivot = new Vector2((value.x - _pivot.x) * _contentRect.width, (_pivot.y - value.y) * _contentRect.height);
|
||
Vector3 oldOffset = _pivotOffset;
|
||
|
||
_pivot = value;
|
||
UpdatePivotOffset();
|
||
Vector3 v = cachedTransform.localPosition;
|
||
v += oldOffset - _pivotOffset + deltaPivot;
|
||
cachedTransform.localPosition = v;
|
||
_flags |= Flags.OutlineChanged;
|
||
}
|
||
}
|
||
|
||
void UpdatePivotOffset()
|
||
{
|
||
float px = _pivot.x * _contentRect.width;
|
||
float py = _pivot.y * _contentRect.height;
|
||
|
||
//注意这里不用处理skew,因为在顶点变换里有对pivot的处理
|
||
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, cachedTransform.localRotation, cachedTransform.localScale);
|
||
_pivotOffset = matrix.MultiplyPoint(new Vector3(px, -py, 0));
|
||
|
||
if (_vertexMatrix != null)
|
||
_vertexMatrix.cameraPos = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
|
||
}
|
||
|
||
void ApplyPivot()
|
||
{
|
||
if (_pivot.x != 0 || _pivot.y != 0)
|
||
{
|
||
Vector3 oldOffset = _pivotOffset;
|
||
|
||
UpdatePivotOffset();
|
||
Vector3 v = cachedTransform.localPosition;
|
||
|
||
if ((_flags & Flags.PixelPerfect) != 0)
|
||
{
|
||
v -= _pixelPerfectAdjustment;
|
||
_checkPixelPerfect = Time.frameCount;
|
||
_pixelPerfectAdjustment = Vector3.zero;
|
||
}
|
||
|
||
v += oldOffset - _pivotOffset;
|
||
cachedTransform.localPosition = v;
|
||
_flags |= Flags.OutlineChanged;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// This is the pivot position
|
||
/// </summary>
|
||
public Vector3 location
|
||
{
|
||
get
|
||
{
|
||
Vector3 pos = this.position;
|
||
pos.x += _pivotOffset.x;
|
||
pos.y -= _pivotOffset.y;
|
||
pos.z += _pivotOffset.z;
|
||
return pos;
|
||
}
|
||
|
||
set
|
||
{
|
||
this.SetPosition(value.x - _pivotOffset.x, value.y + _pivotOffset.y, value.z - _pivotOffset.z);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Material material
|
||
{
|
||
get
|
||
{
|
||
if (graphics != null)
|
||
return graphics.material;
|
||
else
|
||
return null;
|
||
}
|
||
set
|
||
{
|
||
if (graphics != null)
|
||
graphics.material = value;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public string shader
|
||
{
|
||
get
|
||
{
|
||
if (graphics != null)
|
||
return graphics.shader;
|
||
else
|
||
return null;
|
||
}
|
||
set
|
||
{
|
||
if (graphics != null)
|
||
graphics.shader = value;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public int renderingOrder
|
||
{
|
||
get
|
||
{
|
||
return _renderingOrder;
|
||
}
|
||
}
|
||
|
||
virtual public void SetRenderingOrder(UpdateContext context, bool inBatch)
|
||
{
|
||
if ((_flags & Flags.GameObjectDisposed) != 0)
|
||
{
|
||
DisplayDisposedWarning();
|
||
return;
|
||
}
|
||
|
||
_renderingOrder = context.renderingOrder;
|
||
if (graphics != null)
|
||
graphics.SetRenderingOrder(context, inBatch);
|
||
else
|
||
context.renderingOrder++;
|
||
|
||
if (_paintingMode > 0)
|
||
paintingGraphics.renderingOrder = _renderingOrder;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public int layer
|
||
{
|
||
get
|
||
{
|
||
if (_paintingMode > 0)
|
||
return paintingGraphics.gameObject.layer;
|
||
else
|
||
return gameObject.layer;
|
||
}
|
||
set
|
||
{
|
||
SetLayer(value, false);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// If the object can be focused?
|
||
/// </summary>
|
||
public bool focusable
|
||
{
|
||
get { return (_flags & Flags.NotFocusable) == 0; }
|
||
set
|
||
{
|
||
if (value)
|
||
_flags &= ~Flags.NotFocusable;
|
||
else
|
||
_flags |= Flags.NotFocusable;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// If the object can be navigated by TAB?
|
||
/// </summary>
|
||
public bool tabStop
|
||
{
|
||
get { return (_flags & Flags.TabStop) != 0; }
|
||
set
|
||
{
|
||
if (value)
|
||
_flags |= Flags.TabStop;
|
||
else
|
||
_flags &= ~Flags.TabStop;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// If the object focused?
|
||
/// </summary>
|
||
public bool focused
|
||
{
|
||
get
|
||
{
|
||
return Stage.inst.focus == this || (this is Container) && ((Container)this).IsAncestorOf(Stage.inst.focus);
|
||
}
|
||
}
|
||
|
||
internal bool _AcceptTab()
|
||
{
|
||
if (_touchable && _visible
|
||
&& ((_flags & Flags.TabStop) != 0 || (_flags & Flags.TabStopChildren) != 0)
|
||
&& (_flags & Flags.NotFocusable) == 0)
|
||
{
|
||
Stage.inst.SetFocus(this, true);
|
||
return true;
|
||
}
|
||
else
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <value></value>
|
||
public string cursor
|
||
{
|
||
get { return _cursor; }
|
||
set
|
||
{
|
||
_cursor = value;
|
||
if (Application.isPlaying
|
||
&& (this == Stage.inst.touchTarget || (this is Container) && ((Container)this).IsAncestorOf(Stage.inst.touchTarget)))
|
||
{
|
||
Stage.inst._ChangeCursor(_cursor);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public bool isDisposed
|
||
{
|
||
get { return (_flags & Flags.Disposed) != 0 || gameObject == null; }
|
||
}
|
||
|
||
internal void InternalSetParent(Container value)
|
||
{
|
||
if (parent != value)
|
||
{
|
||
if (value == null && (parent._flags & Flags.Disposed) != 0)
|
||
parent = value;
|
||
else
|
||
{
|
||
parent = value;
|
||
UpdateHierarchy();
|
||
}
|
||
_flags |= Flags.OutlineChanged;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Container topmost
|
||
{
|
||
get
|
||
{
|
||
DisplayObject currentObject = this;
|
||
while (currentObject.parent != null)
|
||
currentObject = currentObject.parent;
|
||
return currentObject as Container;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Stage stage
|
||
{
|
||
get
|
||
{
|
||
return topmost as Stage;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public Container worldSpaceContainer
|
||
{
|
||
get
|
||
{
|
||
Container wsc = null;
|
||
DisplayObject currentObject = this;
|
||
while (currentObject.parent != null)
|
||
{
|
||
if ((currentObject is Container) && ((Container)currentObject).renderMode == RenderMode.WorldSpace)
|
||
{
|
||
wsc = (Container)currentObject;
|
||
break;
|
||
}
|
||
currentObject = currentObject.parent;
|
||
}
|
||
|
||
return wsc;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public bool touchable
|
||
{
|
||
get { return _touchable; }
|
||
set
|
||
{
|
||
if (_touchable != value)
|
||
{
|
||
_touchable = value;
|
||
if (this is Container)
|
||
{
|
||
ColliderHitTest hitArea = ((Container)this).hitArea as ColliderHitTest;
|
||
if (hitArea != null)
|
||
hitArea.collider.enabled = value;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <value></value>
|
||
public bool touchDisabled
|
||
{
|
||
get { return (_flags & Flags.TouchDisabled) != 0; }
|
||
}
|
||
|
||
/// <summary>
|
||
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
|
||
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
|
||
/// </summary>
|
||
public void EnterPaintingMode()
|
||
{
|
||
EnterPaintingMode(16384, null, 1);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
|
||
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
|
||
/// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。
|
||
/// </summary>
|
||
/// <param name="requestId">请求者id</param>
|
||
/// <param name="extend">纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。</param>
|
||
public void EnterPaintingMode(int requestorId, Margin? extend)
|
||
{
|
||
EnterPaintingMode(requestorId, extend, 1);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
|
||
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
|
||
/// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。
|
||
/// </summary>
|
||
/// <param name="requestorId">请求者id</param>
|
||
/// <param name="extend">扩展纹理。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。</param>
|
||
/// <param name="scale">附加一个缩放系数</param>
|
||
public void EnterPaintingMode(int requestorId, Margin? extend, float scale)
|
||
{
|
||
bool first = _paintingMode == 0;
|
||
_paintingMode |= requestorId;
|
||
if (first)
|
||
{
|
||
if (_paintingInfo == null)
|
||
{
|
||
_paintingInfo = new PaintingInfo()
|
||
{
|
||
captureDelegate = Capture,
|
||
scale = 1
|
||
};
|
||
}
|
||
|
||
if (paintingGraphics == null)
|
||
{
|
||
if (graphics == null)
|
||
paintingGraphics = new NGraphics(this.gameObject);
|
||
else
|
||
{
|
||
GameObject go = new GameObject(this.gameObject.name + " (Painter)");
|
||
go.layer = this.gameObject.layer;
|
||
go.transform.SetParent(cachedTransform, false);
|
||
go.hideFlags = DisplayObject.hideFlags;
|
||
paintingGraphics = new NGraphics(go);
|
||
}
|
||
}
|
||
else
|
||
paintingGraphics.enabled = true;
|
||
paintingGraphics.vertexMatrix = null;
|
||
|
||
if (this is Container)
|
||
{
|
||
((Container)this).SetChildrenLayer(CaptureCamera.hiddenLayer);
|
||
((Container)this).UpdateBatchingFlags();
|
||
}
|
||
else
|
||
this.InvalidateBatchingState();
|
||
|
||
if (graphics != null)
|
||
_SetLayerDirect(CaptureCamera.hiddenLayer);
|
||
}
|
||
if (extend != null)
|
||
_paintingInfo.extend = (Margin)extend;
|
||
_paintingInfo.scale = scale;
|
||
_paintingInfo.flag = 1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 离开绘画模式
|
||
/// </summary>
|
||
/// <param name="requestId"></param>
|
||
public void LeavePaintingMode(int requestorId)
|
||
{
|
||
if (_paintingMode == 0 || (_flags & Flags.Disposed) != 0)
|
||
return;
|
||
|
||
_paintingMode ^= requestorId;
|
||
if (_paintingMode == 0)
|
||
{
|
||
paintingGraphics.enabled = false;
|
||
|
||
if (this is Container)
|
||
{
|
||
((Container)this).SetChildrenLayer(this.layer);
|
||
((Container)this).UpdateBatchingFlags();
|
||
}
|
||
else
|
||
this.InvalidateBatchingState();
|
||
|
||
if (graphics != null)
|
||
_SetLayerDirect(paintingGraphics.gameObject.layer);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public bool paintingMode
|
||
{
|
||
get { return _paintingMode > 0; }
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将整个显示对象(如果是容器,则容器包含的整个显示列表)静态化,所有内容被缓冲到一张纹理上。
|
||
/// DC将保持为1。CPU消耗将降到最低。但对象的任何变化不会更新。
|
||
/// 当cacheAsBitmap已经为true时,再次调用cacheAsBitmap=true将会刷新对象一次。
|
||
/// </summary>
|
||
public bool cacheAsBitmap
|
||
{
|
||
get { return (_flags & Flags.CacheAsBitmap) != 0; }
|
||
set
|
||
{
|
||
if (value)
|
||
{
|
||
_flags |= Flags.CacheAsBitmap;
|
||
EnterPaintingMode(8, null, UIContentScaler.scaleFactor);
|
||
}
|
||
else
|
||
{
|
||
_flags &= ~Flags.CacheAsBitmap;
|
||
LeavePaintingMode(8);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <param name="extend"></param>
|
||
/// <param name="scale"></param>
|
||
/// <returns></returns>
|
||
public Texture2D GetScreenShot(Margin? extend, float scale)
|
||
{
|
||
EnterPaintingMode(8, null, scale);
|
||
UpdatePainting();
|
||
Capture();
|
||
|
||
Texture2D output;
|
||
if (paintingGraphics.texture == null)
|
||
output = new Texture2D(1, 1, TextureFormat.RGBA32, false, true);
|
||
else
|
||
{
|
||
RenderTexture rt = (RenderTexture)paintingGraphics.texture.nativeTexture;
|
||
output = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false, true);
|
||
RenderTexture old = RenderTexture.active;
|
||
RenderTexture.active = rt;
|
||
output.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
|
||
output.Apply();
|
||
RenderTexture.active = old;
|
||
}
|
||
|
||
LeavePaintingMode(8);
|
||
|
||
return output;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public IFilter filter
|
||
{
|
||
get
|
||
{
|
||
return _filter;
|
||
}
|
||
|
||
set
|
||
{
|
||
if (!Application.isPlaying) //编辑期间不支持!!
|
||
return;
|
||
|
||
if (value == _filter)
|
||
return;
|
||
|
||
if (_filter != null)
|
||
_filter.Dispose();
|
||
|
||
if (value != null && value.target != null)
|
||
value.target.filter = null;
|
||
|
||
_filter = value;
|
||
if (_filter != null)
|
||
_filter.target = this;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public BlendMode blendMode
|
||
{
|
||
get { return _blendMode; }
|
||
set
|
||
{
|
||
_blendMode = value;
|
||
InvalidateBatchingState();
|
||
|
||
if (graphics == null)
|
||
{
|
||
if (_blendMode != BlendMode.Normal)
|
||
{
|
||
if (!Application.isPlaying) //Not supported in edit mode!
|
||
return;
|
||
|
||
EnterPaintingMode(2, null);
|
||
paintingGraphics.blendMode = _blendMode;
|
||
}
|
||
else
|
||
LeavePaintingMode(2);
|
||
}
|
||
else
|
||
graphics.blendMode = _blendMode;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <param name="targetSpace"></param>
|
||
/// <returns></returns>
|
||
virtual public Rect GetBounds(DisplayObject targetSpace)
|
||
{
|
||
EnsureSizeCorrect();
|
||
|
||
if (targetSpace == this) // optimization
|
||
{
|
||
return _contentRect;
|
||
}
|
||
else if (targetSpace == parent && _rotation.z == 0)
|
||
{
|
||
return new Rect(cachedTransform.localPosition.x, -cachedTransform.localPosition.y,
|
||
_contentRect.width * cachedTransform.localScale.x, _contentRect.height * cachedTransform.localScale.y);
|
||
}
|
||
else
|
||
return TransformRect(_contentRect, targetSpace);
|
||
}
|
||
|
||
internal DisplayObject InternalHitTest()
|
||
{
|
||
if (_visible && (!HitTestContext.forTouch || _touchable))
|
||
return HitTest();
|
||
else
|
||
return null;
|
||
}
|
||
|
||
internal DisplayObject InternalHitTestMask()
|
||
{
|
||
if (_visible)
|
||
return HitTest();
|
||
else
|
||
return null;
|
||
}
|
||
|
||
virtual protected DisplayObject HitTest()
|
||
{
|
||
Rect rect = GetBounds(this);
|
||
if (rect.width == 0 || rect.height == 0)
|
||
return null;
|
||
|
||
Vector2 localPoint = WorldToLocal(HitTestContext.worldPoint, HitTestContext.direction);
|
||
if (rect.Contains(localPoint))
|
||
return this;
|
||
else
|
||
return null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将舞台坐标转换为本地坐标
|
||
/// </summary>
|
||
/// <param name="point"></param>
|
||
/// <returns></returns>
|
||
public Vector2 GlobalToLocal(Vector2 point)
|
||
{
|
||
Container wsc = this.worldSpaceContainer;
|
||
|
||
if (wsc != null)//I am in a world space
|
||
{
|
||
Camera cam = wsc.GetRenderCamera();
|
||
Vector3 worldPoint;
|
||
Vector3 direction;
|
||
Vector3 screenPoint = new Vector3();
|
||
screenPoint.x = point.x;
|
||
screenPoint.y = Screen.height - point.y;
|
||
|
||
if (wsc.hitArea is MeshColliderHitTest)
|
||
{
|
||
Ray ray = cam.ScreenPointToRay(screenPoint);
|
||
RaycastHit hit;
|
||
if (((MeshColliderHitTest)wsc.hitArea).collider.Raycast(ray, out hit, 100))
|
||
{
|
||
point = new Vector2(hit.textureCoord.x * _contentRect.width, (1 - hit.textureCoord.y) * _contentRect.height);
|
||
worldPoint = Stage.inst.cachedTransform.TransformPoint(point.x, -point.y, 0);
|
||
direction = Vector3.back;
|
||
}
|
||
else //当射线没有击中模型时,无法确定本地坐标
|
||
return new Vector2(float.NaN, float.NaN);
|
||
}
|
||
else
|
||
{
|
||
screenPoint.z = cam.WorldToScreenPoint(this.cachedTransform.position).z;
|
||
worldPoint = cam.ScreenToWorldPoint(screenPoint);
|
||
Ray ray = cam.ScreenPointToRay(screenPoint);
|
||
direction = Vector3.zero - ray.direction;
|
||
}
|
||
|
||
return this.WorldToLocal(worldPoint, direction);
|
||
}
|
||
else //I am in stage space
|
||
{
|
||
Vector3 worldPoint = Stage.inst.cachedTransform.TransformPoint(point.x, -point.y, 0);
|
||
return this.WorldToLocal(worldPoint, Vector3.back);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将本地坐标转换为舞台坐标
|
||
/// </summary>
|
||
/// <param name="point"></param>
|
||
/// <returns></returns>
|
||
public Vector2 LocalToGlobal(Vector2 point)
|
||
{
|
||
Container wsc = this.worldSpaceContainer;
|
||
|
||
Vector3 worldPoint = this.cachedTransform.TransformPoint(point.x, -point.y, 0);
|
||
if (wsc != null)
|
||
{
|
||
if (wsc.hitArea is MeshColliderHitTest) //Not supported for UIPainter, use TransfromPoint instead.
|
||
return new Vector2(float.NaN, float.NaN);
|
||
|
||
Vector3 screePoint = wsc.GetRenderCamera().WorldToScreenPoint(worldPoint);
|
||
return new Vector2(screePoint.x, Stage.inst.size.y - screePoint.y);
|
||
}
|
||
else
|
||
{
|
||
point = Stage.inst.cachedTransform.InverseTransformPoint(worldPoint);
|
||
point.y = -point.y;
|
||
return point;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 转换世界坐标点到等效的本地xy平面的点。等效的意思是他们在屏幕方向看到的位置一样。
|
||
/// 返回的点是在对象的本地坐标空间,且z=0
|
||
/// </summary>
|
||
/// <param name="worldPoint"></param>
|
||
/// <param name="direction"></param>
|
||
/// <returns></returns>
|
||
public Vector3 WorldToLocal(Vector3 worldPoint, Vector3 direction)
|
||
{
|
||
Vector3 localPoint = this.cachedTransform.InverseTransformPoint(worldPoint);
|
||
if (localPoint.z != 0) //如果对象绕x轴或y轴旋转过,或者对象是在透视相机,那么z值可能不为0,
|
||
{
|
||
//将世界坐标的摄影机方向在本地空间上投射,求出与xy平面的交点
|
||
direction = this.cachedTransform.InverseTransformDirection(direction);
|
||
float distOnLine = Vector3.Dot(Vector3.zero - localPoint, Vector3.forward) / Vector3.Dot(direction, Vector3.forward);
|
||
if (float.IsInfinity(distOnLine))
|
||
return Vector2.zero;
|
||
|
||
localPoint = localPoint + direction * distOnLine;
|
||
}
|
||
else if (_vertexMatrix != null)
|
||
{
|
||
Vector3 center = _vertexMatrix.cameraPos;
|
||
center.z = 0;
|
||
center -= _vertexMatrix.matrix.MultiplyPoint(center);
|
||
|
||
Matrix4x4 mm = _vertexMatrix.matrix.inverse;
|
||
|
||
localPoint -= center;
|
||
localPoint = mm.MultiplyPoint(localPoint);
|
||
|
||
Vector3 camPos = mm.MultiplyPoint(_vertexMatrix.cameraPos);
|
||
Vector3 vec = localPoint - camPos;
|
||
float lambda = -camPos.z / vec.z;
|
||
localPoint = camPos + lambda * vec;
|
||
localPoint.z = 0;
|
||
}
|
||
localPoint.y = -localPoint.y;
|
||
|
||
return localPoint;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <param name="localPoint"></param>
|
||
/// <returns></returns>
|
||
public Vector3 LocalToWorld(Vector3 localPoint)
|
||
{
|
||
localPoint.y = -localPoint.y;
|
||
if (_vertexMatrix != null)
|
||
{
|
||
Vector3 center = _vertexMatrix.cameraPos;
|
||
center.z = 0;
|
||
center -= _vertexMatrix.matrix.MultiplyPoint(center);
|
||
|
||
localPoint = _vertexMatrix.matrix.MultiplyPoint(localPoint);
|
||
localPoint += center;
|
||
|
||
Vector3 camPos = _vertexMatrix.cameraPos;
|
||
Vector3 vec = localPoint - camPos;
|
||
float lambda = -camPos.z / vec.z;
|
||
localPoint = camPos + lambda * vec;
|
||
localPoint.z = 0;
|
||
}
|
||
|
||
return this.cachedTransform.TransformPoint(localPoint);
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <param name="point"></param>
|
||
/// <param name="targetSpace">null if to world space</param>
|
||
/// <returns></returns>
|
||
public Vector2 TransformPoint(Vector2 point, DisplayObject targetSpace)
|
||
{
|
||
if (targetSpace == this)
|
||
return point;
|
||
|
||
point = LocalToWorld(point);
|
||
if (targetSpace != null)
|
||
point = targetSpace.WorldToLocal(point, Vector3.back);
|
||
|
||
return point;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
/// <param name="rect"></param>
|
||
/// <param name="targetSpace">null if to world space</param>
|
||
/// <returns></returns>
|
||
public Rect TransformRect(Rect rect, DisplayObject targetSpace)
|
||
{
|
||
if (targetSpace == this)
|
||
return rect;
|
||
|
||
if (targetSpace == parent && _rotation.z == 0) // optimization
|
||
{
|
||
Vector3 vec = cachedTransform.localScale;
|
||
return new Rect((this.x + rect.x) * vec.x, (this.y + rect.y) * vec.y,
|
||
rect.width * vec.x, rect.height * vec.y);
|
||
}
|
||
else
|
||
{
|
||
Vector4 vec4 = new Vector4(float.MaxValue, float.MaxValue, float.MinValue, float.MinValue);
|
||
|
||
TransformRectPoint(rect.xMin, rect.yMin, targetSpace, ref vec4);
|
||
TransformRectPoint(rect.xMax, rect.yMin, targetSpace, ref vec4);
|
||
TransformRectPoint(rect.xMin, rect.yMax, targetSpace, ref vec4);
|
||
TransformRectPoint(rect.xMax, rect.yMax, targetSpace, ref vec4);
|
||
|
||
return Rect.MinMaxRect(vec4.x, vec4.y, vec4.z, vec4.w);
|
||
}
|
||
}
|
||
|
||
protected void TransformRectPoint(float px, float py, DisplayObject targetSpace, ref Vector4 vec4)
|
||
{
|
||
Vector2 v = TransformPoint(new Vector2(px, py), targetSpace);
|
||
|
||
if (vec4.x > v.x) vec4.x = v.x;
|
||
if (vec4.z < v.x) vec4.z = v.x;
|
||
if (vec4.y > v.y) vec4.y = v.y;
|
||
if (vec4.w < v.y) vec4.w = v.y;
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public void RemoveFromParent()
|
||
{
|
||
if (parent != null)
|
||
parent.RemoveChild(this);
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public void InvalidateBatchingState()
|
||
{
|
||
if (parent != null)
|
||
parent.InvalidateBatchingState(true);
|
||
}
|
||
|
||
virtual public void Update(UpdateContext context)
|
||
{
|
||
if (_checkPixelPerfect != 0)
|
||
{
|
||
if (_rotation == Vector3.zero)
|
||
{
|
||
Vector3 v = cachedTransform.localPosition;
|
||
v.x = Mathf.Round(v.x);
|
||
v.y = Mathf.Round(v.y);
|
||
_pixelPerfectAdjustment = v - cachedTransform.localPosition;
|
||
if (_pixelPerfectAdjustment != Vector3.zero)
|
||
cachedTransform.localPosition = v;
|
||
}
|
||
_checkPixelPerfect = 0;
|
||
}
|
||
|
||
if (graphics != null)
|
||
graphics.Update(context, context.alpha * _alpha, context.grayed | _grayed);
|
||
|
||
if (_paintingMode != 0)
|
||
{
|
||
UpdatePainting();
|
||
|
||
//如果是容器,Capture要等到Container.Update的最后执行,因为容器中可能也有需要Capture的内容,要等他们完成后再进行容器的Capture。
|
||
if (!(this is Container))
|
||
{
|
||
if ((_flags & Flags.CacheAsBitmap) == 0 || _paintingInfo.flag != 2)
|
||
UpdateContext.OnEnd += _paintingInfo.captureDelegate;
|
||
}
|
||
|
||
paintingGraphics.Update(context, 1, false);
|
||
}
|
||
|
||
if (_filter != null)
|
||
_filter.Update();
|
||
|
||
Stats.ObjectCount++;
|
||
}
|
||
|
||
void UpdatePainting()
|
||
{
|
||
NTexture paintingTexture = paintingGraphics.texture;
|
||
if (paintingTexture != null && paintingTexture.disposed) //Texture可能已被Stage.MonitorTexture销毁
|
||
{
|
||
paintingTexture = null;
|
||
_paintingInfo.flag = 1;
|
||
}
|
||
|
||
if (_paintingInfo.flag == 1)
|
||
{
|
||
_paintingInfo.flag = 0;
|
||
|
||
//从优化考虑,决定使用绘画模式的容器都需要明确指定大小,而不是自动计算包围。这在UI使用上并没有问题,因为组件总是有固定大小的
|
||
Margin extend = _paintingInfo.extend;
|
||
paintingGraphics.contentRect = new Rect(-extend.left, -extend.top, _contentRect.width + extend.left + extend.right, _contentRect.height + extend.top + extend.bottom);
|
||
int textureWidth = Mathf.RoundToInt(paintingGraphics.contentRect.width * _paintingInfo.scale);
|
||
int textureHeight = Mathf.RoundToInt(paintingGraphics.contentRect.height * _paintingInfo.scale);
|
||
if (paintingTexture == null || paintingTexture.width != textureWidth || paintingTexture.height != textureHeight)
|
||
{
|
||
if (paintingTexture != null)
|
||
paintingTexture.Dispose();
|
||
if (textureWidth > 0 && textureHeight > 0)
|
||
{
|
||
paintingTexture = new NTexture(CaptureCamera.CreateRenderTexture(textureWidth, textureHeight, UIConfig.depthSupportForPaintingMode));
|
||
Stage.inst.MonitorTexture(paintingTexture);
|
||
}
|
||
else
|
||
paintingTexture = null;
|
||
paintingGraphics.texture = paintingTexture;
|
||
}
|
||
}
|
||
|
||
if (paintingTexture != null)
|
||
paintingTexture.lastActive = Time.time;
|
||
}
|
||
|
||
void Capture()
|
||
{
|
||
if (paintingGraphics.texture == null)
|
||
return;
|
||
|
||
Vector2 offset = new Vector2(_paintingInfo.extend.left, _paintingInfo.extend.top);
|
||
CaptureCamera.Capture(this, (RenderTexture)paintingGraphics.texture.nativeTexture, paintingGraphics.contentRect.height, offset);
|
||
|
||
_paintingInfo.flag = 2; //2表示已完成一次Capture
|
||
if (onPaint != null)
|
||
onPaint();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 为对象设置一个默认的父Transform。当对象不在显示列表里时,它的GameObject挂到哪里。
|
||
/// </summary>
|
||
public Transform home
|
||
{
|
||
get { return _home; }
|
||
set
|
||
{
|
||
_home = value;
|
||
if (value != null && cachedTransform.parent == null)
|
||
cachedTransform.SetParent(value, false);
|
||
}
|
||
}
|
||
|
||
void UpdateHierarchy()
|
||
{
|
||
if ((_flags & Flags.GameObjectDisposed) != 0)
|
||
return;
|
||
|
||
if ((_flags & Flags.UserGameObject) != 0)
|
||
{
|
||
//we dont change transform parent of this object
|
||
if (gameObject != null)
|
||
{
|
||
if (parent != null && visible)
|
||
gameObject.SetActive(true);
|
||
else
|
||
gameObject.SetActive(false);
|
||
}
|
||
}
|
||
else if (parent != null)
|
||
{
|
||
cachedTransform.SetParent(parent.cachedTransform, false);
|
||
|
||
if (_visible)
|
||
gameObject.SetActive(true);
|
||
|
||
int layerValue = parent.gameObject.layer;
|
||
if (parent._paintingMode != 0)
|
||
layerValue = CaptureCamera.hiddenLayer;
|
||
SetLayer(layerValue, true);
|
||
}
|
||
else if ((_flags & Flags.Disposed) == 0 && this.gameObject != null && !StageEngine.beingQuit)
|
||
{
|
||
if (Application.isPlaying)
|
||
{
|
||
if (gOwner == null || gOwner.parent == null)//如果gOwner还有parent的话,说明只是暂时的隐藏
|
||
{
|
||
cachedTransform.SetParent(_home, false);
|
||
if (_home == null)
|
||
UnityEngine.Object.DontDestroyOnLoad(this.gameObject);
|
||
}
|
||
}
|
||
|
||
gameObject.SetActive(false);
|
||
}
|
||
}
|
||
|
||
virtual protected bool SetLayer(int value, bool fromParent)
|
||
{
|
||
if ((_flags & Flags.LayerSet) != 0) //setted
|
||
{
|
||
if (fromParent)
|
||
return false;
|
||
}
|
||
else if ((_flags & Flags.LayerFromParent) != 0) //inherit from parent
|
||
{
|
||
if (!fromParent)
|
||
_flags |= Flags.LayerSet;
|
||
}
|
||
else
|
||
{
|
||
if (fromParent)
|
||
_flags |= Flags.LayerFromParent;
|
||
else
|
||
_flags |= Flags.LayerSet;
|
||
}
|
||
|
||
if (_paintingMode > 0)
|
||
paintingGraphics.gameObject.layer = value;
|
||
else if (gameObject.layer != value)
|
||
{
|
||
_SetLayerDirect(value);
|
||
|
||
if (this is Container)
|
||
{
|
||
int cnt = ((Container)this).numChildren;
|
||
for (int i = 0; i < cnt; i++)
|
||
{
|
||
DisplayObject child = ((Container)this).GetChildAt(i);
|
||
child.SetLayer(value, true);
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
virtual internal void _SetLayerDirect(int value)
|
||
{
|
||
gameObject.layer = value;
|
||
|
||
if (graphics != null && graphics.subInstances != null)
|
||
{
|
||
foreach (var g in graphics.subInstances)
|
||
{
|
||
g.gameObject.layer = value;
|
||
}
|
||
}
|
||
}
|
||
|
||
virtual public void Dispose()
|
||
{
|
||
if ((_flags & Flags.Disposed) != 0)
|
||
return;
|
||
|
||
_flags |= Flags.Disposed;
|
||
RemoveFromParent();
|
||
RemoveEventListeners();
|
||
if (graphics != null)
|
||
graphics.Dispose();
|
||
if (_filter != null)
|
||
_filter.Dispose();
|
||
if (paintingGraphics != null)
|
||
{
|
||
if (paintingGraphics.texture != null)
|
||
paintingGraphics.texture.Dispose();
|
||
|
||
paintingGraphics.Dispose();
|
||
if (paintingGraphics.gameObject != this.gameObject)
|
||
{
|
||
if (Application.isPlaying)
|
||
UnityEngine.Object.Destroy(paintingGraphics.gameObject);
|
||
else
|
||
UnityEngine.Object.DestroyImmediate(paintingGraphics.gameObject);
|
||
}
|
||
}
|
||
DestroyGameObject();
|
||
}
|
||
|
||
internal void DisplayDisposedWarning()
|
||
{
|
||
if ((_flags & Flags.DisposedWarning) == 0)
|
||
{
|
||
_flags |= Flags.DisposedWarning;
|
||
|
||
StringBuilder sb = new StringBuilder();
|
||
sb.Append("DisplayObject is still in use but GameObject was disposed. (");
|
||
if (gOwner != null)
|
||
{
|
||
sb.Append("type=").Append(gOwner.GetType().Name).Append(", x=").Append(gOwner.x).Append(", y=").Append(gOwner.y).Append(", name=").Append(gOwner.name);
|
||
if (gOwner.packageItem != null)
|
||
sb.Append(", res=" + gOwner.packageItem.name);
|
||
}
|
||
else
|
||
{
|
||
sb.Append("id=").Append(id).Append(", type=").Append(this.GetType().Name).Append(", name=").Append(name);
|
||
}
|
||
sb.Append(")");
|
||
Debug.LogError(sb.ToString());
|
||
}
|
||
}
|
||
|
||
BatchElement _batchElement;
|
||
virtual public BatchElement AddToBatch(List<BatchElement> batchElements, bool force)
|
||
{
|
||
if (graphics != null || force)
|
||
{
|
||
if (_batchElement == null)
|
||
_batchElement = new BatchElement(this, null);
|
||
_batchElement.material = material;
|
||
_batchElement.breakBatch = (_flags & Flags.SkipBatching) != 0;
|
||
batchElements.Add(_batchElement);
|
||
|
||
if (graphics != null && graphics.subInstances != null)
|
||
{
|
||
foreach (var g in graphics.subInstances)
|
||
{
|
||
var m = g.material;
|
||
if (m != null)
|
||
{
|
||
var subBatchElement = g._batchElement;
|
||
if (subBatchElement == null)
|
||
subBatchElement = new BatchElement(g, _batchElement.bounds);
|
||
subBatchElement.material = m;
|
||
batchElements.Add(subBatchElement);
|
||
}
|
||
}
|
||
}
|
||
|
||
return _batchElement;
|
||
}
|
||
else
|
||
return null;
|
||
}
|
||
|
||
protected internal class PaintingInfo
|
||
{
|
||
public Action captureDelegate; //缓存这个delegate,可以防止Capture状态下每帧104B的GC
|
||
public Margin extend;
|
||
public float scale;
|
||
public int flag;
|
||
}
|
||
|
||
[Flags]
|
||
public enum Flags
|
||
{
|
||
Disposed = 1,
|
||
UserGameObject = 2,
|
||
TouchDisabled = 4,
|
||
OutlineChanged = 8,
|
||
UpdatingSize = 0x10,
|
||
WidthChanged = 0x20,
|
||
HeightChanged = 0x40,
|
||
PixelPerfect = 0x80,
|
||
LayerSet = 0x100,
|
||
LayerFromParent = 0x200,
|
||
NotFocusable = 0x400,
|
||
TabStop = 0x800,
|
||
TabStopChildren = 0x1000,
|
||
FairyBatching = 0x2000,
|
||
BatchingRequested = 0x4000,
|
||
BatchingRoot = 0x8000,
|
||
SkipBatching = 0x10000,
|
||
CacheAsBitmap = 0x20000,
|
||
GameObjectDisposed = 0x40000,
|
||
DisposedWarning = 0x80000
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
///
|
||
/// </summary>
|
||
public class DisplayObjectInfo : MonoBehaviour
|
||
{
|
||
/// <summary>
|
||
///
|
||
/// /// </summary>
|
||
[System.NonSerialized]
|
||
public DisplayObject displayObject;
|
||
|
||
private void OnDestroy()
|
||
{
|
||
if (displayObject != null)
|
||
displayObject._flags |= DisplayObject.Flags.GameObjectDisposed;
|
||
}
|
||
}
|
||
}
|