init ui line render

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2026-02-24 09:22:39 +08:00
commit 6300085854
19 changed files with 1221 additions and 0 deletions
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using UnityEngine;
using UnityEngine.UI;
namespace XericLibrary
{
[RequireComponent(typeof(CanvasRenderer))]
public class UILineRenderer : MaskableGraphic
{
public Vector2[] points;
public float thickness = 10f;
public bool center = true;
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
if (points.Length < 2)
return;
for (int i = 0; i < points.Length-1; i++)
{
// Create a line segment between the next two points
CreateLineSegment(points[i], points[i+1], vh);
int index = i * 5;
// Add the line segment to the triangles array
vh.AddTriangle(index, index+1, index+3);
vh.AddTriangle(index+3, index+2, index);
// These two triangles create the beveled edges
// between line segments using the end point of
// the last line segment and the start points of this one
if (i != 0)
{
vh.AddTriangle(index, index-1, index-3);
vh.AddTriangle(index+1, index-1, index-2);
}
}
}
/// <summary>
/// Creates a rect from two points that acts as a line segment
/// </summary>
/// <param name="point1">The starting point of the segment</param>
/// <param name="point2">The endint point of the segment</param>
/// <param name="vh">The vertex helper that the segment is added to</param>
private void CreateLineSegment(Vector3 point1, Vector3 point2, VertexHelper vh)
{
Vector3 offset = center ? (rectTransform.sizeDelta / 2) : Vector2.zero;
// Create vertex template
UIVertex vertex = UIVertex.simpleVert;
vertex.color = color;
// Create the start of the segment
Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
vertex.position += point1 - offset;
vh.AddVert(vertex);
vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
vertex.position += point1 - offset;
vh.AddVert(vertex);
// Create the end of the segment
Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
vertex.position += point2 - offset;
vh.AddVert(vertex);
vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
vertex.position += point2 - offset;
vh.AddVert(vertex);
// Also add the end point
vertex.position = point2 - offset;
vh.AddVert(vertex);
}
/// <summary>
/// Gets the angle that a vertex needs to rotate to face target vertex
/// </summary>
/// <param name="vertex">The vertex being rotated</param>
/// <param name="target">The vertex to rotate towards</param>
/// <returns>The angle required to rotate vertex towards target</returns>
private float RotatePointTowards(Vector2 vertex, Vector2 target)
{
return (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI));
}
}
}
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