using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TKS.OutGame
{
///
/// 아웃게임 와이어프레임 UI 도우미 — uGUI + Malgun Gothic(TextUtil) · 아트 없음 = 도형 + 글자 · 기준 1080×1920 · 색 = 목업 img03·06·08·11.
/// 위치 인자는 전부 「부모 안 기준점(anchor) · 피벗 · 기준점에서의 거리 · 크기」(UI px).
///
public static class UiKit
{
public static readonly Color Bg = new Color(0.95f, 0.92f, 0.85f);
public static readonly Color Paper = new Color(0.99f, 0.97f, 0.92f);
public static readonly Color Header = new Color(0.92f, 0.87f, 0.78f);
public static readonly Color Ink = new Color(0.17f, 0.12f, 0.10f);
public static readonly Color InkSoft = new Color(0.45f, 0.39f, 0.34f);
public static readonly Color Dark = new Color(0.21f, 0.16f, 0.14f);
public static readonly Color Red = new Color(0.74f, 0.26f, 0.19f);
public static readonly Color Line = new Color(0.33f, 0.26f, 0.22f);
public static readonly Color Slot = new Color(0.80f, 0.76f, 0.70f);
public static readonly Color Coin = new Color(0.88f, 0.67f, 0.20f);
public static readonly Color Jade = new Color(0.27f, 0.60f, 0.52f);
public static readonly Color Grain = new Color(0.76f, 0.58f, 0.38f);
public static readonly Color Ok = new Color(0.36f, 0.62f, 0.31f);
public static readonly Color Star = new Color(0.93f, 0.68f, 0.13f);
public static readonly Color Disabled = new Color(0.66f, 0.62f, 0.58f);
public static readonly Color Purple = new Color(0.58f, 0.36f, 0.70f);
public static readonly Color White = Color.white;
static Sprite round;
/// 둥근 모서리 9-slice(모서리 22 px).
public static Sprite Round
{
get
{
if (round == null) round = MakeRound(64, 22);
return round;
}
}
public static Sprite Circle
{
get { return ProceduralSprites.Circle; }
}
static Sprite MakeRound(int size, int radius)
{
var tex = new Texture2D(size, size, TextureFormat.RGBA32, false);
tex.wrapMode = TextureWrapMode.Clamp;
tex.hideFlags = HideFlags.DontSave;
var px = new Color[size * size];
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
float cx = Mathf.Clamp(x + 0.5f, radius, size - radius);
float cy = Mathf.Clamp(y + 0.5f, radius, size - radius);
float d = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy));
px[y * size + x] = new Color(1f, 1f, 1f, Mathf.Clamp01(radius - d + 0.5f));
}
tex.SetPixels(px);
tex.Apply();
float b = radius + 2;
var sp = Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f), 100f, 0, SpriteMeshType.FullRect, new Vector4(b, b, b, b));
sp.hideFlags = HideFlags.DontSave;
return sp;
}
// ---------- 기본 ----------
public static RectTransform Rect(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = rt.anchorMax = anchor;
rt.pivot = pivot;
rt.anchoredPosition = pos;
rt.sizeDelta = size;
return rt;
}
/// 부모 전체에서 안쪽 여백(왼·오·위·아래)만 뺀 영역.
public static RectTransform Fill(string name, Transform parent, float l = 0f, float r = 0f, float t = 0f, float b = 0f)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.pivot = new Vector2(0.5f, 0.5f);
rt.offsetMin = new Vector2(l, b);
rt.offsetMax = new Vector2(-r, -t);
return rt;
}
/// 위쪽 띠(부모 가로 전체 · 위에서 top 아래 · 높이 h).
public static RectTransform TopBand(string name, Transform parent, float top, float h, float l = 0f, float r = 0f)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = new Vector2(0f, 1f);
rt.anchorMax = new Vector2(1f, 1f);
rt.pivot = new Vector2(0.5f, 1f);
rt.offsetMin = new Vector2(l, -top - h);
rt.offsetMax = new Vector2(-r, -top);
return rt;
}
public static Image Paint(RectTransform rt, Color c, bool rounded = true, bool raycast = false)
{
var img = rt.gameObject.AddComponent();
img.color = c;
if (rounded)
{
img.sprite = Round;
img.type = Image.Type.Sliced;
}
img.raycastTarget = raycast;
return img;
}
public static Image Box(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Color c, bool rounded = true)
{
return Paint(Rect(name, parent, anchor, pivot, pos, size), c, rounded);
}
public static Image Dot(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, float d, Color c)
{
var img = Rect(name, parent, anchor, pivot, pos, new Vector2(d, d)).gameObject.AddComponent();
img.sprite = Circle;
img.color = c;
img.raycastTarget = false;
return img;
}
/// 테두리(외곽선 효과 · 둥근 상자에 굵은 선처럼 보임).
public static void Border(Graphic g, Color c, float w = 4f)
{
var o = g.gameObject.AddComponent();
o.effectColor = c;
o.effectDistance = new Vector2(w, -w);
o.useGraphicAlpha = false;
var o2 = g.gameObject.AddComponent();
o2.effectColor = c;
o2.effectDistance = new Vector2(-w, w);
o2.useGraphicAlpha = false;
}
public static Text Label(Transform parent, string s, int size, Color c, TextAnchor align, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 box, bool bold = true)
{
var rt = Rect("Text", parent, anchor, pivot, pos, box);
return Style(rt.gameObject.AddComponent(), s, size, c, align, bold);
}
/// 부모 전체에 꽉 찬 글자(가운데 정렬 기본).
public static Text FillLabel(Transform parent, string s, int size, Color c, TextAnchor align = TextAnchor.MiddleCenter, bool bold = true, float pad = 0f)
{
var rt = Fill("Text", parent, pad, pad, 0f, 0f);
return Style(rt.gameObject.AddComponent(), s, size, c, align, bold);
}
static Text Style(Text t, string s, int size, Color c, TextAnchor align, bool bold)
{
t.font = TextUtil.Font;
t.fontSize = size;
t.fontStyle = bold ? FontStyle.Bold : FontStyle.Normal;
t.alignment = align;
t.color = c;
t.horizontalOverflow = HorizontalWrapMode.Wrap;
t.verticalOverflow = VerticalWrapMode.Overflow;
t.supportRichText = true;
t.raycastTarget = false;
t.text = s;
return t;
}
public static Button Btn(string name, Transform parent, string label, int fontSize, Color bg, Color fg, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Action onClick)
{
var img = Box(name, parent, anchor, pivot, pos, size, bg);
img.raycastTarget = true;
var b = img.gameObject.AddComponent