| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889 | // UnityEngine.UI was moved to a package in 2019.2.0// Unfortunately no way to test for this across all Unity versions yet// You can set up the asmdef to reference the new package, but the package doesn't // existing in Unity 2017 etc, and it throws an error due to missing reference#define AVPRO_PACKAGE_UNITYUI#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)using UnityEngine;using UnityEngine.UI;namespace RenderHeads.Media.AVProVideo.Demos.UI{	/// Fill a rectangle region with horizontal segments along it	[ExecuteInEditMode]	public class HorizontalSegmentsPrimitive : Graphic	{		private float[] _segments = { 0f, 0f };		public float[] Segments { get { return _segments; } set { SetSegments(value); } }		private void SetSegments(float[] segments)		{			if (segments != null && segments.Length > 1)			{				_segments = segments;			}			else			{				_segments = new float[] { 0f, 0f };			}			// TODO: detect whether a change actually occured before setting to dirty			SetVerticesDirty();		}		protected override void OnPopulateMesh(VertexHelper vh)		{			Vector2 corner1 = Vector2.zero;			Vector2 corner2 = Vector2.zero;			corner1.x = 0f;			corner1.y = 0f;			corner2.x = 1f;			corner2.y = 1f;			corner1.x -= rectTransform.pivot.x;			corner1.y -= rectTransform.pivot.y;			corner2.x -= rectTransform.pivot.x;			corner2.y -= rectTransform.pivot.y;			corner1.x *= rectTransform.rect.width;			corner1.y *= rectTransform.rect.height;			corner2.x *= rectTransform.rect.width;			corner2.y *= rectTransform.rect.height;			vh.Clear();			int numQuads = _segments.Length / 2;			UIVertex vert = UIVertex.simpleVert;			int vi = 0;			for (int i = 0; i < numQuads; i++)			{				float x1 = _segments[i * 2 + 0] * (corner2.x - corner1.x) + corner1.x;				float x2 = _segments[i * 2 + 1] * (corner2.x - corner1.x) + corner1.x;				vert.position = new Vector2(x1, corner1.y);				vert.color = color;				vh.AddVert(vert);				vert.position = new Vector2(x1, corner2.y);				vert.color = color;				vh.AddVert(vert);				vert.position = new Vector2(x2, corner2.y);				vert.color = color;				vh.AddVert(vert);				vert.position = new Vector2(x2, corner1.y);				vert.color = color;				vh.AddVert(vert);				vh.AddTriangle(0 + vi, 1 + vi, 2 + vi);				vh.AddTriangle(2 + vi, 3 + vi, 0 + vi);				vi += 4;			}		}	}}#endif
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