using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System;
[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 (!this.IsActive())
return;
List vertexList = new List();
vh.GetUIVertexStream(vertexList);
ModifyVertices(vertexList);
vh.Clear();
vh.AddUIVertexTriangleStream(vertexList);
}
public void ModifyVertices(List vertexList)
{
if (!IsActive())
{
return;
}
int count = vertexList.Count;
if (count > 0)
{
float bottomY = vertexList[0].position.y;
float topY = vertexList[0].position.y;
for (int i = 1; i topY)
{
topY = y;
}
else if (y < bottomY)
{
bottomY = y;
}
}
float uiElementHeight = topY – bottomY;
for (int i = 0; i < count; i )
{
UIVertex uiVertex = vertexList[i];
uiVertex.color = Color32.Lerp(bottomColor, topColor, (uiVertex.position.y – bottomY) / uiElementHeight);
vertexList[i] = uiVertex;
}
}
}
}
Unity5.2.1p4版本