Archived
给组件改名了
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Pool;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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using XericLibrary.Runtime.Debuger;
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using XericLibrary.Runtime.MacroLibrary;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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namespace XericLibrary.Runtime.UIGraph
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{
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/// <summary>
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/// UI多边形图形图案渲染组件(三角形,菱形,五边形...三十二边形)
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/// 支持倒角
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/// </summary>
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[AddComponentMenu("Xeric Library/UI/UIPatternRenderer", 15)]
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public class UIPatternRenderer : XericRendererComponent
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{
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#region 字段属性
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public override string ShaderName => "XericLibrary/UILine/UIPattern";
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[Header("多边形设置"), Range(3, 32)] public int sides = 6;
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[SerializeField, Tooltip("多边形的大小 (相对于矩形区域的比例 0-1)")]
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#if ODIN_INSPECTOR
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[PropertyRange("ScaleMin", "GetMaxScale")]
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#else
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[Range(0f, 1f)]
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#endif
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private float scale = 1f;
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[Tooltip("倒角尺寸")][Range(0f, 1f)] public float roundingSize = 0;
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[Tooltip("倒角细分")][Range(2f, 32f)] public int roundingTime = 3;
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[Tooltip("倒角形状")][Range(0f, 1f)] public float roundingPower = 1;
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public AngleSelectMode angleMode;
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[ShowIf("angleMode", optionalValue: AngleSelectMode.Angle)]
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[Tooltip("起始角度")] public float startAngle = 90f;
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[ShowIf("angleMode", optionalValue: AngleSelectMode.Multiples)]
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[Tooltip("起始角度(倍数对齐)")] public float startAngleTime = 1;
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[SerializeField, Tooltip("边框厚度")] [Range(0f, 1f)]
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private float borderThickness = .1f;
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[SerializeField, Tooltip("边框颜色")] private Color borderColor = Color.white;
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[SerializeField, Tooltip("边框颜色渐变")] private Color borderColor2 = Color.white;
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[SerializeField, Tooltip("填充颜色")] private Color fillColor = Color.gray;
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/// <summary>
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/// 获取最大缩放(一个参考值)
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/// </summary>
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public float GetMaxScale => 1 / Mathf.Cos(GetSideRadius);
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private float ScaleMin => 0.01f;
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/// <summary>
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/// 获取多边形的旋转弧度
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/// </summary>
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public float GetSideRadius => Mathf.PI / sides;
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private float sideAngle =>
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angleMode switch
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{
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AngleSelectMode.Angle => startAngle,
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AngleSelectMode.Multiples => Mathf.Rad2Deg * 2 * GetSideRadius * (startAngleTime - (sides % 2 == 0 ? 0 : 0.25f)),
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_ => 1f
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};
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private static readonly int BorderColor1 = Shader.PropertyToID("_BorderColor");
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private static readonly int BorderColor2 = Shader.PropertyToID("_BorderColor2");
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private static readonly int FillColor1 = Shader.PropertyToID("_FillColor");
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private static readonly int Thinkness = Shader.PropertyToID("_Thinkness");
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/// <summary>
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/// 边框厚度
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/// </summary>
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public float BorderThickness
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{
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get => borderThickness;
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set
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{
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borderThickness = value;
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m_Material.SetFloat(Thinkness, borderThickness);
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}
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}
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/// <summary>
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/// 边框颜色
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/// </summary>
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public Color BorderColor
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{
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get => borderColor;
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set
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{
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borderColor = value;
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m_Material.SetColor(BorderColor1, borderColor);
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}
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}
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/// <summary>
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/// 边框颜色渐变
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/// </summary>
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public Color BorderColorLinear
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{
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get => borderColor2;
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set
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{
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borderColor2 = value;
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m_Material.SetColor(BorderColor2, borderColor2);
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}
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}
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/// <summary>
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/// 填充颜色
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/// </summary>
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public Color FillColor
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{
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get => fillColor;
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set
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{
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fillColor = value;
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m_Material.SetColor(FillColor1, fillColor);
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}
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}
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/// <summary>
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/// 设置缩放
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/// </summary>
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/// <param name="scale"></param>
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public void SetScale(float scale) => this.scale = scale;
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// 缓存顶点列表以避免每帧分配内存
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private readonly List<Vector3> verticesCache = new List<Vector3>();
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#endregion
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#region 类内类型
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public enum AngleSelectMode
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{
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Angle,
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Multiples,
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}
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#endregion
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protected override void OnPopulatePrefabricateVertex(List<UIVertex> vertexList, List<int> indexList)
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{
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// 获取绘图区域的中心点和尺寸
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Rect rect = GetPixelAdjustedRect();
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Vector2 center = rect.center;
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// 取宽高较小值的一半作为基准半径,确保图形不超出边界
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float minSize = Mathf.Min(rect.width, rect.height);
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float radius = (minSize / 2f) * scale;
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// 计算多边形的顶点
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verticesCache.Clear();
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// ReSharper disable once ConditionIsAlwaysTrueOrFalse
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if (sides < 3)
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{
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sides = 3;
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Debug.LogError("图元必须由至少3个顶点构成!");
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}
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// 半角 (弧度)
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var halfAngleRad = Mathf.PI / sides;
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// 限制最大倒角半径,防止图形自相交或消失
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// 最大理论半径是内切圆半径,但为了安全,限制在边长的一半对应的切距内
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// 边长 L = 2 * R * sin(pi/n)
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// 最大切距 d_max = L / 2 = R * sin(pi/n)
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// 对应最大圆角半径 r_max = d_max * tan(pi/n) = R * sin^2/cos ?
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// 简单限制:r < radius * 0.4 (经验值) 或者精确计算
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var maxRounding = radius * 0.4f;
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var currentRounding = Mathf.Clamp(roundingSize, 0f, maxRounding);
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// 此渲染组件的颜色和中心uv
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Color32 color32 = this.color;
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Vector2 uvCenter = new Vector4(0.5f, 0.5f, 0, 0);
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// 没有倒角,使用常规流程
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if (currentRounding <= 0f)
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{
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verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center));
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// 添加中心点
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vertexList.AddVert(center, uvCenter, color32);
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float angleStep = 360f / sides;
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// 添加外围点
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for (int i = 0; i < verticesCache.Count; i++)
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{
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// 简单的映射UV,将世界坐标映射到 0-1 范围,或者根据需求自定义
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// 这里简单地将多边形映射到整个纹理空间
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XericRendererUtils.GetUVAtRect(verticesCache[i], rect, out var u, out var v);
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GetNormalizedAngleByPos(angleStep, i, out var normalizedAngle);
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var uv = new Vector4(u, v, 1, normalizedAngle);
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vertexList.AddVert(verticesCache[i], uv, color32);
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}
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// 三角形顺序:中心点, 当前外点, 下一个外点
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for (int i = 1; i < sides; i++)
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indexList.AddTriangle(0, i, i + 1);
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// 连接最后一个点和第一个点以闭合形状
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indexList.AddTriangle(0, sides, 1);
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}
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// 启用倒角
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else
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{
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verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center));
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// 添加中心点
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vertexList.AddVert(center, uvCenter, color32);
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var maxVpCount = sides * roundingTime + 1;
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var l = 2 * radius * Mathf.Sin(Mathf.PI / sides);
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for (var i = 0; i < sides; i++)
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{
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Vector2 pCurr = verticesCache[i];
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Vector2 pPrev = verticesCache[(i - 1 + sides) % sides];
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Vector2 pNext = verticesCache[(i + 1) % sides];
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Vector2 dirIn = (pPrev - pCurr).normalized;
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Vector2 dirOut = (pNext - pCurr).normalized;
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// 计算圆弧圆心
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// 角平分线方向 (指向内部)
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// dirIn 的反向是 -dirIn. dirOut 是 dirOut.
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// 平分线 = normalize(-dirIn + dirOut)
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Vector2 bisector = (-dirIn + dirOut).normalized;
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// 圆心距离 pCurr 的距离: h = r / sin(alpha)
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float distToCenter = currentRounding / Mathf.Sin(halfAngleRad);
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Vector2 arcCenter = pCurr + bisector * distToCenter;
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var halfL = l * 0.5f;
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var power = halfL * roundingPower * roundingSize;
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// 添加圆弧中心点
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// GetUVByPos(arcCenter, rect, out var ac_u, out var ac_v);
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// vh.AddVert(arcCenter, this.color, new Vector4(ac_u, ac_v, ));
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// // 中心区域
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// if (i > 0)
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// vh.AddTriangle(0, 2 + (i - 1) * roundingTime, 2 + i * roundingTime);
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var p0 = pCurr + dirIn * halfL * roundingSize;
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var p1 = pCurr + dirIn * power;
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var p2 = pCurr + dirOut * power;
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var p3 = pCurr + dirOut * halfL * roundingSize;
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for (var j = 0; j < roundingTime; j++)
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{
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var jTime = (float)j / (roundingTime - 1);
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MacroCurve.BezierCurve3(p0, p1, p2, p3, jTime, out var pos);
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pos.GetUVAtRect(rect, out var u, out var v);
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var uv = new Vector4(u, v, 1, 1);
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vertexList.AddVert(pos, uv, this.color);
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var index = roundingTime * i + j + 1;
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var next = index + 1;
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if (next >= maxVpCount)
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next = (next % maxVpCount) + 1;
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indexList.AddTriangle(0, index, next);
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}
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}
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}
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}
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/// <summary>
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/// 图元基础外围图形顶点
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/// </summary>
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/// <param name="sideCount">边数(或者顶点数)</param>
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/// <param name="radius">半径</param>
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/// <param name="startAngle">图形起始角度</param>
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/// <param name="center">中心偏移</param>
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/// <returns></returns>
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private static IEnumerable<Vector3> OriginPatternVectorPoints(int sideCount, float radius, float startAngle,
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Vector2 center)
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{
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float angleStep = 360f / sideCount;
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for (int i = 0; i < sideCount; i++)
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{
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float angleDeg = startAngle + i * angleStep;
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float angle = angleDeg * Mathf.Deg2Rad;
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float x = center.x + Mathf.Cos(angle) * radius;
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float y = center.y + Mathf.Sin(angle) * radius;
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yield return new Vector2(x, y);
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// uv的y是角度,不过看起来不太需要这一步
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// float normalizedDist = 1.0f;
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// float normalizedAngle = (angleDeg + 90f) / 360f;
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// if (normalizedAngle < 0) normalizedAngle += 1f;
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// if (normalizedAngle > 1) normalizedAngle -= 1f;
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//
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// uvCache.Add(new Vector2(normalizedDist, normalizedAngle));
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}
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}
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private void GetNormalizedAngleByPos(float angleStep, int count, out float normalizedAngle)
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{
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float angleDeg = startAngle + count * angleStep;
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normalizedAngle = (angleDeg + 90f) / 360f;
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if (normalizedAngle < 0) normalizedAngle += 1f;
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if (normalizedAngle > 1) normalizedAngle -= 1f;
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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if (sides < 3) sides = 3;
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if (scale <= float.Epsilon) scale = float.Epsilon;
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SetVerticesDirty();
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BorderThickness = borderThickness;
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BorderColor = borderColor;
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BorderColorLinear = borderColor2;
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FillColor = fillColor;
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}
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#endif
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}
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}
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