| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 | 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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