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							- using UnityEngine;
 
- namespace FairyGUI.Utils
 
- {
 
-     /// <summary>
 
-     /// 
 
-     /// </summary>
 
-     public static class ToolSet
 
-     {
 
-         public static Color ConvertFromHtmlColor(string str)
 
-         {
 
-             if (str.Length < 7 || str[0] != '#')
 
-                 return Color.black;
 
-             if (str.Length == 9)
 
-             {
 
-                 //optimize:avoid using Convert.ToByte and Substring
 
-                 //return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16),
 
-                 //  Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16));
 
-                 return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
 
-                     (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
 
-                     (byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])),
 
-                     (byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])));
 
-             }
 
-             else
 
-             {
 
-                 //return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16),
 
-                 //Convert.ToByte(str.Substring(5, 2), 16), 255);
 
-                 return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])),
 
-                     (byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
 
-                     (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
 
-                     255);
 
-             }
 
-         }
 
-         public static Color ColorFromRGB(int value)
 
-         {
 
-             return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1);
 
-         }
 
-         public static Color ColorFromRGBA(uint value)
 
-         {
 
-             return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f);
 
-         }
 
-         public static int CharToHex(char c)
 
-         {
 
-             if (c >= '0' && c <= '9')
 
-                 return (int)c - 48;
 
-             if (c >= 'A' && c <= 'F')
 
-                 return 10 + (int)c - 65;
 
-             else if (c >= 'a' && c <= 'f')
 
-                 return 10 + (int)c - 97;
 
-             else
 
-                 return 0;
 
-         }
 
-         public static Rect Intersection(ref Rect rect1, ref Rect rect2)
 
-         {
 
-             if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0)
 
-                 return new Rect(0, 0, 0, 0);
 
-             float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin;
 
-             float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax;
 
-             float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin;
 
-             float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax;
 
-             if (left > right || top > bottom)
 
-                 return new Rect(0, 0, 0, 0);
 
-             else
 
-                 return Rect.MinMaxRect(left, top, right, bottom);
 
-         }
 
-         public static Rect Union(ref Rect rect1, ref Rect rect2)
 
-         {
 
-             if (rect2.width == 0 || rect2.height == 0)
 
-                 return rect1;
 
-             if (rect1.width == 0 || rect1.height == 0)
 
-                 return rect2;
 
-             float x = Mathf.Min(rect1.x, rect2.x);
 
-             float y = Mathf.Min(rect1.y, rect2.y);
 
-             return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y);
 
-         }
 
-         public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY)
 
-         {
 
-             skewX = -skewX * Mathf.Deg2Rad;
 
-             skewY = -skewY * Mathf.Deg2Rad;
 
-             float sinX = Mathf.Sin(skewX);
 
-             float cosX = Mathf.Cos(skewX);
 
-             float sinY = Mathf.Sin(skewY);
 
-             float cosY = Mathf.Cos(skewY);
 
-             float m00 = matrix.m00 * cosY - matrix.m10 * sinX;
 
-             float m10 = matrix.m00 * sinY + matrix.m10 * cosX;
 
-             float m01 = matrix.m01 * cosY - matrix.m11 * sinX;
 
-             float m11 = matrix.m01 * sinY + matrix.m11 * cosX;
 
-             float m02 = matrix.m02 * cosY - matrix.m12 * sinX;
 
-             float m12 = matrix.m02 * sinY + matrix.m12 * cosX;
 
-             matrix.m00 = m00;
 
-             matrix.m10 = m10;
 
-             matrix.m01 = m01;
 
-             matrix.m11 = m11;
 
-             matrix.m02 = m02;
 
-             matrix.m12 = m12;
 
-         }
 
-         public static void RotateUV(Vector2[] uv, ref Rect baseUVRect)
 
-         {
 
-             int vertCount = uv.Length;
 
-             float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax);
 
-             float yMin = baseUVRect.yMin;
 
-             float yMax = baseUVRect.yMax;
 
-             if (yMin > yMax)
 
-             {
 
-                 yMin = yMax;
 
-                 yMax = baseUVRect.yMin;
 
-             }
 
-             float tmp;
 
-             for (int i = 0; i < vertCount; i++)
 
-             {
 
-                 Vector2 m = uv[i];
 
-                 tmp = m.y;
 
-                 m.y = yMin + m.x - xMin;
 
-                 m.x = xMin + yMax - tmp;
 
-                 uv[i] = m;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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