2016.8.22 孙广东
游戏选/创建角色界面中 职业能力图六角形
主要说的是 UGUI 的实现方式!!!!!!
下面这个六边形在很多游戏中都存在了(随便在网上找的, 一会就使用这个图片)。:
在 Asset Store 上搜索, Chart 会得到相关的结果
先使用最简单的方式绘制Mesh多边形。
using UnityEngine; using System.Collections; public class MeshTest : MonoBehaviour { privateMeshFilter m_MeshFilter; void Start() { Meshmesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), // 顶点:0 new Vector3(1, 0, 0), // 顶点:1 new Vector3(1.5f, 1, 0), // 顶点:2 new Vector3(0.6f, 1.5f, 0), // 顶点:3 new Vector3(-0.8f, 1, 0), //顶点:4 }; //遵循顺时针三顶点确定一面 mesh.triangles = new int[] { 0, 2, 1, // 面:0, 2, 1 0, 4, 2, // 面:0, 4, 2 4, 3, 2, // 面:4, 3, 2 }; m_MeshFilter = GetComponent<MeshFilter>(); m_MeshFilter.mesh = mesh; } }
顶点和三角面 就组成这个多边形。
这个功能肯定是 放在UI上, 对 UGUI
首先大概介绍下uGUI的体系结构。在uGUI中,所有的UI组件都要放置在Canvas组件下,由Canvas来管理它的渲染和自适应屏幕等。uGUI提供了Graphic基类,运行时,Canvas会使用CanvasRenderer来渲染它的子级中全部的Graphic组件。所以,如果要自定义外观的控件,从Graphic继承是一个不错的选择。
我们都知道,在unity中3d物体最终是转化成若干网格数据来渲染的,其实ui的渲染也是一样的方法(注意 是Unity5.3之后UGUI才引入 Mesh这个东东)。比如一个Image组件,内部其实是使用4个顶点构成的2个三角形网格外加一个Texture贴图来渲染的。那么要改变控件的外形,只要改变网格数据就可以了,对,就是这么个思路。
Graphic提供了一个虚方法
protected virtual void OnPopulateMesh(VertexHelper vh);
通过重写这个方法,即可修改或重新生成控件的网格数据,从而达到自定义控件显示外观的需求(Unity4为另一个接口OnFillVBO,不过原理是一致的)。而VertexHelper是unity提供的简化网格操作的辅助类,它提供的接口也很简单,诸如添加顶点、添加三角形、添加Quad等。
需要注意的一点是,顶点的坐标是由控件的位置、大小和锚点等决定的,计算时需要综合考虑这些因素。
看 UGUI的源代码 :
说的是当该控件(例如Text,Image,RawImage)需要改变顶点的时候,就会自动调用 OnPopulateMesh。
不过该函数是只有在该Craphic组件需要修改的时候才会调用,比如你修改Image的大小,或者它加载的时候才会调用。
这样就导致我们没法及时在编辑器状态下看到我们对mesh的修改, 比如用是将一张Image的四个角分别用四个对象表示,这四个对象的移动,会让这种Image发生形变。但是没法及时更新就没办法了。
还好有 SetNativeSize() 这个方法,其实跟刷新差不多。
直接上代码:
/// CreditCiaccoDavide /// Sourced from - http://ciaccodavi.de/unity/UIPolygon namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Primitives/UI Polygon")] public class UIPolygon : UIPrimitiveBase { public bool fill = true; public float thickness = 5; [Range(3, 360)] public int sides = 3; [Range(0, 360)] public float rotation = 0; [Range(0, 1)] public float[] VerticesDistances = newfloat[3]; private float size = 0; public void DrawPolygon(int _sides) { sides = _sides; VerticesDistances = newfloat[_sides + 1]; for (int i = 0; i < _sides; i++)VerticesDistances[i] = 1; ; rotation = 0; } public void DrawPolygon(int _sides,float[] _VerticesDistances) { sides = _sides; VerticesDistances =_VerticesDistances; rotation = 0; } public void DrawPolygon(int _sides,float[] _VerticesDistances, float _rotation) { sides = _sides; VerticesDistances =_VerticesDistances; rotation = _rotation; } void Update() { size = rectTransform.rect.width; if (rectTransform.rect.width >rectTransform.rect.height) size =rectTransform.rect.height; else size =rectTransform.rect.width; thickness =(float)Mathf.Clamp(thickness, 0, size / 2); } protected override voidOnPopulateMesh(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 = newfloat[vertices]; for (int i = 0; i < vertices- 1; i++) VerticesDistances[i] = 1; } // last vertex is also the first! 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] + thickness; 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(SetVbo(new[]{ pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 })); } } } }
它继承自封装的基类:
using System; namespaceUnityEngine.UI.Extensions { public class UIPrimitiveBase :MaskableGraphic, ILayoutElement, ICanvasRaycastFilter { [SerializeField] private Sprite m_Sprite; public Sprite sprite { get { returnm_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value))SetAllDirty(); } } [NonSerialized] private Sprite m_OverrideSprite; public Sprite overrideSprite { get {return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if(SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } } // Not serialized until we supportread-enabled sprites better. internal float m_EventAlphaThreshold =1; public float eventAlphaThreshold { get{ return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } } /// <summary> /// Image's texture comes from theUnityEngine.Image. /// </summary> public override Texture mainTexture { get { if (overrideSprite == null) { if (material != null&& material.mainTexture != null) { returnmaterial.mainTexture; } return s_WhiteTexture; } return overrideSprite.texture; } } public float pixelsPerUnit { get { float spritePixelsPerUnit =100; if (sprite) spritePixelsPerUnit =sprite.pixelsPerUnit; float referencePixelsPerUnit =100; if (canvas) referencePixelsPerUnit =canvas.referencePixelsPerUnit; return spritePixelsPerUnit /referencePixelsPerUnit; } } 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; } #region ILayoutElement Interface public virtual voidCalculateLayoutInputHorizontal() { } public virtual voidCalculateLayoutInputVertical() { } public virtual float minWidth { get {return 0; } } public virtual float preferredWidth { get { if (overrideSprite == null) return 0; returnoverrideSprite.rect.size.x / pixelsPerUnit; } } public virtual float flexibleWidth {get { return -1; } } public virtual float minHeight { get {return 0; } } public virtual float preferredHeight { get { if (overrideSprite == null) return 0; returnoverrideSprite.rect.size.y / pixelsPerUnit; } } public virtual float flexibleHeight {get { return -1; } } public virtual int layoutPriority { get{ return 0; } } #endregion #region ICanvasRaycastFilter Interface public virtual boolIsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) { if (m_EventAlphaThreshold >= 1) return true; Sprite sprite = overrideSprite; if (sprite == null) return true; Vector2 local; RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform,screenPoint, eventCamera, out local); Rect rect = GetPixelAdjustedRect(); // Convert to have lower leftcorner as reference point. local.x += rectTransform.pivot.x *rect.width; local.y += rectTransform.pivot.y *rect.height; local = MapCoordinate(local, rect); // Normalize local coordinates. Rect spriteRect =sprite.textureRect; Vector2 normalized = newVector2(local.x / spriteRect.width, local.y / spriteRect.height); // Convert to texture space. float x = Mathf.Lerp(spriteRect.x,spriteRect.xMax, normalized.x) / sprite.texture.width; float y = Mathf.Lerp(spriteRect.y,spriteRect.yMax, normalized.y) / sprite.texture.height; try { returnsprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold; } catch (UnityException e) { Debug.LogError("UsingclickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read." + e.Message + " Also make sure to disable sprite packing for thissprite.", this); return true; } } /// <summary> /// Return image adjusted position /// **Copied from Unity's Imagecomponent for now and simplified for UI Extensions primatives /// </summary> /// <paramname="local"></param> /// <paramname="rect"></param> /// <returns></returns> private Vector2 MapCoordinate(Vector2local, Rect rect) { Rect spriteRect = sprite.rect; return new Vector2(local.x *spriteRect.width / rect.width, local.y * spriteRect.height / rect.height); } Vector4 GetAdjustedBorders(Vector4border, Rect rect) { for (int axis = 0; axis <= 1;axis++) { float combinedBorders =border[axis] + border[axis + 2]; if (rect.size[axis] <combinedBorders && combinedBorders != 0) { float borderScaleRatio =rect.size[axis] / combinedBorders; border[axis] *=borderScaleRatio; border[axis + 2] *=borderScaleRatio; } } return border; } #endregion } }
将脚本拖拽到 Canvas 下的一个空对象上。
然后设置参数(六边形,随便着色、为了和背景图一直旋转了一下,然后就是六个值的设定)
效果就和一开始的截图一样了!
提到的 OnFillVBO 的实现方式(这个方法是 Unity5.3 之前的版本和 SetNativeSize一个原理)
using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; [ExecuteInEditMode] public class SimpleImage : Graphic { protected override voidOnFillVBO (List<UIVertex> vbo) { Vector2 corner1 =Vector2.zero; Vector2 corner2 =Vector2.zero; corner1.x = 0f; corner1.y = 0f; corner2.x = 1f; corner2.y = 1f; corner1.x -=rectTransform.pivot.x; corner1.y -=rectTransform.pivot.y; corner2.x -=rectTransform.pivot.x; corner2.y -=rectTransform.pivot.y; corner1.x *=rectTransform.rect.width; corner1.y *=rectTransform.rect.height; corner2.x *=rectTransform.rect.width; corner2.y *=rectTransform.rect.height; vbo.Clear(); UIVertex vert =UIVertex.simpleVert; vert.position = newVector2(corner1.x, corner1.y); vert.color = color; vbo.Add(vert); vert.position = newVector2(corner1.x, corner2.y); vert.color = color; vbo.Add(vert); vert.position = newVector2(corner2.x, corner2.y); vert.color = color; vbo.Add(vert); vert.position = newVector2(corner2.x, corner1.y); vert.color = color; vbo.Add(vert); } }