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using UnityEngine;
using UnityEditor;
using System.Reflection;
using System.Linq;
using Activator = System.Activator;
using Array = System.Array;
using Type = System.Type;
[System.Serializable]
public class GradientWrapper
{
/// <summary>
/// Wrapper for <c>GradientColorKey</c>.
/// </summary>
public struct ColorKey
{
public Color color;
public float time;
public ColorKey(Color color, float time)
{
this.color = color;
this.time = time;
}
}
/// <summary>
/// Wrapper for <c>GradientAlphaKey</c>.
/// </summary>
public struct AlphaKey
{
public float alpha;
public float time;
public AlphaKey(float alpha, float time)
{
this.alpha = alpha;
this.time = time;
}
}
#region Initial Setup
/// <summary>
/// Type of gradient.
/// </summary>
public static Type s_tyGradient;
#if (UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
private static MethodInfo s_miEvaluate;
private static PropertyInfo s_piColorKeys;
private static PropertyInfo s_piAlphaKeys;
private static Type s_tyGradientColorKey;
private static Type s_tyGradientAlphaKey;
#endif
/// <summary>
/// Perform one-off setup when class is accessed for first time.
/// </summary>
static GradientWrapper()
{
#if (UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
Assembly editorAssembly = typeof(Editor).Assembly;
s_tyGradientColorKey = editorAssembly.GetType("UnityEditor.GradientColorKey");
s_tyGradientAlphaKey = editorAssembly.GetType("UnityEditor.GradientAlphaKey");
// Note that `Gradient` is defined in the editor namespace in Unity 3.5.7!
s_tyGradient = editorAssembly.GetType("UnityEditor.Gradient");
s_miEvaluate = s_tyGradient.GetMethod("CalcColor", BindingFlags.Public | BindingFlags.Instance, null, new Type[] { typeof(float) }, null);
s_piColorKeys = s_tyGradient.GetProperty("colorKeys", BindingFlags.Public | BindingFlags.Instance);
s_piAlphaKeys = s_tyGradient.GetProperty("alphaKeys", BindingFlags.Public | BindingFlags.Instance);
#else
// In Unity 4 this is easy :)
s_tyGradient = typeof(Gradient);
#endif
}
#endregion
#if (UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
#region Unity 3.5.7 Implementation
private object _gradient = Activator.CreateInstance(s_tyGradient);
public object GradientData {
get { return _gradient; }
set { _gradient = value; }
}
public Color Evaluate(float time) {
return (Color)s_miEvaluate.Invoke(_gradient, new object[] { time });
}
public void SetKeys(ColorKey[] colorKeys, AlphaKey[] alphaKeys) {
if (colorKeys != null) {
Array colorKeyParam = (Array)Activator.CreateInstance(s_tyGradientColorKey.MakeArrayType(), new object[] { colorKeys.Length });
for (int i = 0; i < colorKeys.Length; ++i)
colorKeyParam.SetValue(Activator.CreateInstance(s_tyGradientColorKey, colorKeys[i].color, colorKeys[i].time), i);
s_piColorKeys.SetValue(_gradient, colorKeyParam, null);
}
if (alphaKeys != null) {
Array alphaKeyParam = (Array)Activator.CreateInstance(s_tyGradientAlphaKey.MakeArrayType(), new object[] { alphaKeys.Length });
for (int i = 0; i < alphaKeys.Length; ++i)
alphaKeyParam.SetValue(Activator.CreateInstance(s_tyGradientAlphaKey, alphaKeys[i].alpha, alphaKeys[i].time), i);
s_piAlphaKeys.SetValue(_gradient, alphaKeyParam, null);
}
}
#endregion
#else
#region Unity 4.x Implementation
private Gradient _gradient = new Gradient();
public object GradientData
{
get { return _gradient; }
set { _gradient = value as Gradient; }
}
public Color Evaluate(float time)
{
return _gradient.Evaluate(time);
}
public void SetKeys(ColorKey[] colorKeys, AlphaKey[] alphaKeys)
{
GradientColorKey[] actualColorKeys = null;
GradientAlphaKey[] actualAlphaKeys = null;
if (colorKeys != null)
actualColorKeys = colorKeys.Select(key => new GradientColorKey(key.color, key.time)).ToArray();
if (alphaKeys != null)
actualAlphaKeys = alphaKeys.Select(key => new GradientAlphaKey(key.alpha, key.time)).ToArray();
_gradient.SetKeys(actualColorKeys, actualAlphaKeys);
}
#endregion
#endif
}