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本文實例為大家分享了UGUI繪制動態曲線的具體代碼,供大家參考,具體內容如下
前言
等有空再補詳細說明,先上代碼。看官自行閱讀
代碼
UICurveData 類,用于存放點數據的基礎結構。
public class UICurveData { #region [Fields] public List<Vector2> Postion = new List<Vector2>(); public Color Ccolor; public float Thickness = 1; #endregion #region [PublicTools] public void Addpos(float varX, float varY) { Addpos(new Vector2(varX, varY)); } public void Addpos(Vector2 varV2) { Postion.Add(varV2); } #endregion }
UICurve 負責構建頂點數據,mesh。
public class UICurve : MaskableGraphic { #region [Fields] private Dictionary<int, UICurveData> mCurveData = new Dictionary<int, UICurveData>(); #endregion #region [Inherit] protected override void OnPopulateMesh(VertexHelper varVerHeler) { varVerHeler.Clear(); foreach (var tempKvp in mCurveData) { var tempUICurveData = tempKvp.Value; if (tempUICurveData.Postion.Count < 2) { continue; } for (int i = 1; i < tempUICurveData.Postion.Count; i++) { UIVertex[] verts = new UIVertex[4]; float x1 = tempUICurveData.Postion[i - 1].x; float y1 = tempUICurveData.Postion[i - 1].y; float x2 = tempUICurveData.Postion[i].x; float y2 = tempUICurveData.Postion[i].y; float xd = (y2 - y1) / Mathf.Sqrt(Mathf.Pow(x2 - x1, 2) * Mathf.Pow(y2 - y1, 2)) * tempKvp.Value.Thickness / 2; float yd = (x2 - x1) / Mathf.Sqrt(Mathf.Pow(x2 - x1, 2) * Mathf.Pow(y2 - y1, 2)) * tempKvp.Value.Thickness / 2; int idx = 0; verts[idx].position = new Vector3(tempUICurveData.Postion[i - 1].x - xd, tempUICurveData.Postion[i - 1].y + yd); verts[idx].color = tempUICurveData.Ccolor; verts[idx].uv0 = Vector2.zero; idx++; verts[idx].position = new Vector3(tempUICurveData.Postion[i].x - xd, tempUICurveData.Postion[i].y + yd); verts[idx].color = tempUICurveData.Ccolor; verts[idx].uv0 = Vector2.zero; idx++; verts[idx].position = new Vector3(tempUICurveData.Postion[i].x + xd, tempUICurveData.Postion[i].y - yd); verts[idx].color = tempUICurveData.Ccolor; verts[idx].uv0 = Vector2.zero; idx++; verts[idx].position = new Vector3(tempUICurveData.Postion[i - 1].x + xd, tempUICurveData.Postion[i - 1].y - yd); verts[idx].color = tempUICurveData.Ccolor; verts[idx].uv0 = Vector2.zero; varVerHeler.AddUIVertexQuad(verts); } } } #endregion #region [PublicTools] public void AddCurveData(int varID, UICurveData varCurveData) { mCurveData.Add(varID, varCurveData); SetAllDirty(); } public void Clear() { mCurveData.Clear(); SetAllDirty(); } public void RemovePointIDs(params int[] varRemovepoints) { List<int> tempL = new List<int>(); tempL.AddRange(varRemovepoints); RemovePointIDs(tempL); } public void RemovePointIDs(List<int> varRemovePoints) { foreach (var i in varRemovePoints) { if (!mCurveData.ContainsKey(i)) continue; mCurveData.Remove(i); } SetAllDirty(); } #endregion }
測試使用
public class TestCurve : MonoBehaviour { void Start() { var tempCurve = this.gameObject.AddComponent<UICurve>(); UICurveData tempcd = new UICurveData(); tempcd.Ccolor = Color.yellow; tempcd.Thickness = 2; for (int i = 0; i < 360; i++) { tempcd.Addpos(i * 2,(float)Mathf.Cos(i)); } tempCurve.AddCurveData(1,tempcd); } }
將該腳本掛在 Canvas 上,運行會看到
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。
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