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using Unity.UIWidgets.ui;
using UnityEngine;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Color = Unity.UIWidgets.ui.Color;
using Rect = Unity.UIWidgets.ui.Rect;
namespace Unity.UIWidgets.flow {
public class PhysicalShapeLayer : ContainerLayer {
public PhysicalShapeLayer(
Clip clipBehavior) {
_isRect = false;
_clip_behavior = clipBehavior;
}
float _elevation;
Color _color;
Color _shadow_color;
float _device_pixel_ratio;
Path _path;
#pragma warning disable 0414
bool _isRect;
#pragma warning restore 0414
Rect _frameRRect;
Clip _clip_behavior;
public Path path {
set {
//todo: xingwei.zhu : try to do path => rect transfer
_path = value;
_isRect = false;
_frameRRect = value.getBounds();
}
}
public float elevation {
set { _elevation = value; }
}
public Color color {
set { _color = value; }
}
public Color shadowColor {
set { _shadow_color = value; }
}
public float devicePixelRatio {
set { _device_pixel_ratio = value; }
}
public override void preroll(PrerollContext context, Matrix3 matrix) {
Rect child_paint_bounds = Rect.zero;
prerollChildren(context, matrix, ref child_paint_bounds);
if (_elevation == 0) {
paintBounds = _path.getBounds();
}
else {
Rect bounds = _path.getBounds();
Rect outset = bounds.outset(20.0f, 20.0f);
paintBounds = outset;
}
}
Paint _shadowPaint = new Paint();
public override void paint(PaintContext context) {
if (_elevation != 0) {
drawShadow(context.canvas, _path, _shadow_color, _elevation,
_color.alpha != 255, _device_pixel_ratio);
}
_shadowPaint.color = _color;
context.canvas.drawPath(_path, _shadowPaint);
context.canvas.save();
context.canvas.clipPath(_path);
paintChildren(context);
context.canvas.restore();
}
const float kAmbientAlpha = 0.039f;
const float kLightHeight = 600f;
const float kLightRadius = 800f;
const float kSpotAlpha = 0.25f;
public static void drawShadow(Canvas canvas, Path path, Color color, float elevation, bool transparentOccluder,
float dpr) {
Rect bounds = path.getBounds();
float shadow_x = (bounds.left + bounds.right) / 2f;
float shadow_y = bounds.top - 600.0f;
uiColor uicolor = uiColor.fromColor(color);
uiColor inAmbient = uicolor.withAlpha((int) (kAmbientAlpha * uicolor.alpha));
uiColor inSpot = uicolor.withAlpha((int) (kSpotAlpha * uicolor.alpha));
uiColor? ambientColor = null;
uiColor? spotColor = null;
ShadowUtils.computeTonalColors(inAmbient, inSpot, ref ambientColor, ref spotColor);
ShadowUtils.drawShadow(
canvas,
path,
new Vector3(0, 0, dpr * elevation),
new Vector3(shadow_x, shadow_y, dpr * kLightHeight),
dpr * kLightRadius,
ambientColor.Value,
spotColor.Value,
0
);
}
}
}