UI变形倾斜
UI雷达效果,可以画出多边形,(UGUI是quad,而不是三角面构成)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIRado : MaskableGraphic
{
[SerializeField]
Texture m_Texture;
/// <summary>
/// 填充
/// </summary>
public bool fill = true;
/// <summary>
/// 边数
/// </summary>
[Range(3, 360)]
public int sides = 5;
/// <summary>
/// 旋转角度
/// </summary>
[Range(0, 360)]
public float rotation = 0;
/// <summary>
/// 顶点数组
/// </summary>
[Range(0, 1)]
public float[] VerticesDistances = new float[5];
private float size = 0;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value) return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
#region 提供外部的接口
public void DrawPolygon(int _sides)
{
sides = _sides;
VerticesDistances = new float[_sides + 1];
for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1;
}
public void DrawPolygon(List<float> datas)
{
List<float> finalDatas = new List<float>(datas);
sides = finalDatas.Count;
// 加上最后一个点,最后一个点与第一个点重合
finalDatas.Add(finalDatas[0]);
VerticesDistances = finalDatas.ToArray();
// 触发重绘
SetVerticesDirty();
}
#endregion
void Update()
{
// 根据宽高适配尺寸
size = rectTransform.rect.width;
if (rectTransform.rect.width > rectTransform.rect.height)
size = rectTransform.rect.height;
else
size = rectTransform.rect.width;
}
protected UIVertex[] SetVertexs(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;
}
/// <summary>
/// 重写OnPopulateMesh方法
/// </summary>
/// <param name="vh"></param>
protected override void OnPopulateMesh(VertexHelper vh)
{
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 degrees = 360f / sides;
int vertices = sides + 1;
if (VerticesDistances.Length != vertices)
{
VerticesDistances = new float[vertices];
for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
}
// 最后一个顶点,也即是第一个顶点
VerticesDistances[vertices - 1] = VerticesDistances[0];
for (int i = 0; i < vertices; i++)
{
float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
float inner = -rectTransform.pivot.x * size * VerticesDistances[i];
float rad = Mathf.Deg2Rad * (i * degrees + rotation);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
uv0 = new Vector2(0, 1);
uv1 = new Vector2(1, 1);
uv2 = new Vector2(1, 0);
uv3 = new Vector2(0, 0);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
pos3 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
pos3 = prevY;
}
prevX = pos1;
prevY = pos2;
vh.AddUIVertexQuad(SetVertexs(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
}
}
}