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
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;
}
}
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!