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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Skewable : BaseMeshEffect {
public float skew = 1.0f;
readonly List<UIVertex> verts = new List<UIVertex>();
public override void ModifyMesh(VertexHelper vh) {
if (!IsActive())
return;
vh.GetUIVertexStream(verts);
for (int i = 0; i < verts.Count; ++i) {
UIVertex pos = verts[i];
//just need to find the factor to match whatever your animator set in skew
pos.position.x += pos.position.y * skew;
verts[i] = pos;
}
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
}