代码如下(示例):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MeshData : BaseMeshEffect
{
public List<Vector2> MeshPos;
public List<Vector2> Pos;
// List<UIVertex> vertexList = new List<UIVertex>();
UIVertex vertex;
PolygonCollider2D setCollider;
public override void ModifyMesh(VertexHelper vh)
{
setCollider = transform.GetComponent<PolygonCollider2D>();
MeshPos.Clear();
Pos.Clear();
// vh.GetUIVertexStream(vertex);
// Debug.Log("currentIndexCount " + vh.currentIndexCount);
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex,i);
// MeshPos.Add(transform.TransformPoint(vertex.position));
Vector2 v = new Vector2(vertex.position.x + this.transform.position.x, vertex.position.y + this.transform.position.y);
MeshPos.Add(vertex.position);
Pos.Add(v);
}
setCollider.SetPath(0, MeshPos);
}
}
该代码示例展示了如何在Unity中根据Image组件的顶点信息来设置PolygonCollider2D的形状。通过遍历VertexHelper获取UI图像的顶点位置,并进行变换,然后将处理后的顶点列表传递给PolygonCollider2D的SetPath方法,实现自定义碰撞器的形状。这在创建复杂形状的UI元素碰撞时非常有用。
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