using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/Gradient")]
public class Gradient : BaseMeshEffect
{
[SerializeField]
private Color32
topColor = Color.white;
[SerializeField]
private Color32
bottomColor = Color.black;
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
{
return;
}
//Vector3[] vertexList = vh.currentVertCount;
int count = vh.currentVertCount;//获得当前的顶点数量
if (count == 0) return;
List<UIVertex> vertexs = new List<UIVertex>();//声明UI顶点列表
for (int i = 0; i < count; i++)
{
UIVertex vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, i);//用i中的顶点数据填充 vertex
vertexs.Add(vertex);//将填充好的vertex添加进列表
}
float topY = vertexs[0].position.y;
float bottomY = vertexs[0].position.y;
for (int i = 1; i < count; i++)
{
float y = vertexs[i].position.y;
if (y>topY)
{
topY = y;
}else if (y<bottomY)
{
bottomY = y;
}
}
float height = topY - bottomY;
for (int i = 0; i < count; i++)
{
UIVertex vertex = vertexs[i];
Color32 color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height);
vertex.color = color;
vh.SetUIVertex(vertex, i);
}
}
}