项目中可能有些icon.有的地方显示矩形,有的地方又要显示圆形。
网上我看有人用shader实现了,我觉得使用起来不太方便。后来参考了一个工程 https://bitbucket.org/ddreaper/unity-ui-extensions
把sprite或者texture拽上去。在这里设置多边形的数量,我测试36就已经很圆了。。
然后就是代码
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using System; using UnityEngine; using UnityEngine.UI; public class UICircle : RawImage { const int FILL_PERCENT = 100; float thickness = 5; [SerializeField][Range(4,360)] int _segments = 36; public int segments { get { return _segments;} set { if (_segments != value) { _segments = value; SetVerticesDirty (); #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty (transform); #endif } } } protected override void OnRectTransformDimensionsChange () { base.OnRectTransformDimensionsChange (); this.thickness = (float)Mathf.Clamp (this.thickness, 0, rectTransform.rect.width / 2); } protected override void OnPopulateMesh(VertexHelper vh) { float outer = -rectTransform.pivot.x * rectTransform.rect.width; float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness; vh.Clear(); Vector2 prevX = Vector2.zero; Vector2 prevY = Vector2.zero; Vector2 uv0 = new Vector2(0, 0); Vector2 uv1 = new Vector2(0, 1); Vector2 uv2 = new Vector2(1, 1); Vector2 uv3 = new Vector2(1, 0); Vector2 pos0; Vector2 pos1; Vector2 pos2; Vector2 pos3; float tw = rectTransform.rect.width; float th = rectTransform.rect.height; float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments; float currentAngle = 0f; for (int i = 0; i < segments + 1; i++) { float c = Mathf.Cos(currentAngle); float s = Mathf.Sin(currentAngle); StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s); uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f); uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f); uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f); uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f); vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 })); currentAngle += angleByStep; } } private void StepThroughPointsAndFill(float outer, float inner, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s) { pos0 = prevX; pos1 = new Vector2(outer * c, outer * s); pos2 = Vector2.zero; pos3 = Vector2.zero; prevX = pos1; prevY = pos2; } protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs) { UIVertex[] vbo = new UIVertex[4]; for (int i = 0; i < vertices.Length; i++) { var vert = UIVertex.simpleVert; vert.color = color; vert.position = vertices[i]; vert.uv0 = uvs[i]; vbo[i] = vert; } return vbo; } } |
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.UI; [CustomEditor(typeof(UICircle), true)] [CanEditMultipleObjects] public class UICircleInspector : RawImageEditor { public override void OnInspectorGUI() { base.OnInspectorGUI (); UICircle circle = target as UICircle; circle.segments = Mathf.Clamp(EditorGUILayout.IntField ("UICircle多边形", circle.segments),4,360); } } |
OK,因为继承的是RawImage所以缺点就是没办法合并批次了。(因为我们项目icon比较多,不想把图集撑得很大,而带来内存的问题,所以暂时没考虑合并批次的问题)
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您好 rawImageEditor 继承不到 在UnityEditor后点不到UI这个 我版本时5.6.0
谢谢大神
5.6里我把
protected override void OnPopulateMesh(VertexHelper vh)
改成
public override void ModifyMesh(VertexHelper vh)
对吗?
在不运行的时候是正确的,但是一运行,图形就不对了。
RawImageEditor哪来的?
这个组件在线框模式下为什么看不到线框?
大神RawImageEditor我的unity继承不到5.5.2
大侠,Unity3D 切面视图怎么做啊?比如建立一个透明面片,移动面片可以看到模型与面片切面的视图效果。没有思路啊!