Initial Unity project commit
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Michsky.MUIP
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{
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[AddComponentMenu("Modern UI Pack/Layout Group/Radial Layout Group")]
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public class RadialLayoutGroup : LayoutGroup
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{
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public enum Direction { Clockwise = 0, Counterclockwise = 1, Bidirectional = 2 }
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public enum ConstraintMode { Interval = 0, Range = 1 }
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[SerializeField] private Direction refLayoutDir;
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public Direction layoutDir { get { return refLayoutDir; } set { SetProperty(ref refLayoutDir, value); } }
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[SerializeField] private float refRadiusStart = 200;
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public float radiusStart { get { return refRadiusStart; } set { SetProperty(ref refRadiusStart, value); } }
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[SerializeField] private float refRadiusDelta;
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public float radiusDelta { get { return refRadiusDelta; } set { SetProperty(ref refRadiusDelta, value); } }
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[SerializeField] private float refRadiusRange;
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public float radiusRange { get { return refRadiusRange; } set { SetProperty(ref refRadiusRange, value); } }
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[SerializeField] private float refAngleDelta;
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public float angleDelta { get { return refAngleDelta; } set { SetProperty(ref refAngleDelta, value); } }
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[SerializeField] private float refAngleStart;
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public float angleStart { get { return refAngleStart; } set { SetProperty(ref refAngleStart, value); } }
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[SerializeField] private float refAngleCenter;
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public float angleCenter { get { return refAngleCenter; } set { SetProperty(ref refAngleCenter, value); } }
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[SerializeField] private float refAngleRange = 200;
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public float angleRange { get { return refAngleRange; } set { SetProperty(ref refAngleRange, value); } }
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[SerializeField] private bool refChildRotate = false;
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public bool childRotate { get { return refChildRotate; } set { SetProperty(ref refChildRotate, value); } }
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public override void CalculateLayoutInputVertical() { }
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public override void CalculateLayoutInputHorizontal() { }
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public override void SetLayoutHorizontal() { CalculateChildrenPositions(); }
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public override void SetLayoutVertical() { CalculateChildrenPositions(); }
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private List<RectTransform> childList = new List<RectTransform>();
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private List<ILayoutIgnorer> ignoreList = new List<ILayoutIgnorer>();
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private void CalculateChildrenPositions()
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{
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this.m_Tracker.Clear();
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childList.Clear();
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for (int i = 0; i < this.transform.childCount; ++i)
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{
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RectTransform rect = this.transform.GetChild(i) as RectTransform;
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if (!rect.gameObject.activeSelf)
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continue;
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ignoreList.Clear();
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rect.GetComponents(ignoreList);
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if (ignoreList.Count == 0)
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{
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childList.Add(rect);
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continue;
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}
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for (int j = 0; j < ignoreList.Count; j++)
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{
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if (!ignoreList[j].ignoreLayout)
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{
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childList.Add(rect);
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break;
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}
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}
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ignoreList.Clear();
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}
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EnsureParameters(childList.Count);
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for (int i = 0; i < childList.Count; ++i)
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{
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var child = childList[i];
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float delta = i * angleDelta;
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float angle = layoutDir == Direction.Clockwise ? angleStart - delta : angleStart + delta;
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ProcessOneChild(child, angle, radiusStart + (i * radiusDelta));
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}
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childList.Clear();
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}
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private void EnsureParameters(int childCount)
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{
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EnsureAngleParameters(childCount);
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EnsureRadiusParameters(childCount);
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}
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private void EnsureAngleParameters(int childCount)
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{
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int intervalCount = childCount - 1;
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switch (layoutDir)
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{
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case Direction.Clockwise:
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if (intervalCount > 0) { this.angleDelta = this.angleRange / intervalCount; }
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else { this.angleDelta = 0; }
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break;
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case Direction.Counterclockwise:
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if (intervalCount > 0) { this.angleDelta = this.angleRange / intervalCount; }
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else { this.angleDelta = 0; }
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break;
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case Direction.Bidirectional:
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if (intervalCount > 0) { this.angleDelta = this.angleRange / intervalCount; }
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else { this.angleDelta = 0; }
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this.angleStart = this.angleCenter - angleRange * 0.5f;
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break;
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}
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}
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private void EnsureRadiusParameters(int childCount)
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{
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int intervalCount = childCount - 1;
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switch (layoutDir)
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{
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case Direction.Clockwise:
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if (intervalCount > 0) { this.radiusDelta = radiusRange / intervalCount; }
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else { this.radiusDelta = 0; }
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break;
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case Direction.Counterclockwise:
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case Direction.Bidirectional:
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if (intervalCount > 0) { this.radiusDelta = radiusRange / intervalCount; }
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else { this.radiusDelta = 0; }
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break;
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}
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}
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private static readonly Vector2 center = new Vector2(0.5f, 0.5f);
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private void ProcessOneChild(RectTransform child, float angle, float radius)
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{
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Vector3 pos = new Vector3(
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Mathf.Cos(angle * Mathf.Deg2Rad),
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Mathf.Sin(angle * Mathf.Deg2Rad),
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0.0f);
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child.localPosition = pos * radius;
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DrivenTransformProperties drivenProperties =
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DrivenTransformProperties.Anchors | DrivenTransformProperties.AnchoredPosition | DrivenTransformProperties.Rotation | DrivenTransformProperties.Pivot;
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m_Tracker.Add(this, child, drivenProperties);
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child.anchorMin = center;
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child.anchorMax = center;
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child.pivot = center;
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if (this.childRotate) { child.localEulerAngles = new Vector3(0, 0, angle); }
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else { child.localEulerAngles = Vector3.zero; }
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}
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}
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}
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