Archived
添加测试shader,抽象线路绘制功能
This commit is contained in:
+36
-26
@@ -38,7 +38,7 @@ RenderSettings:
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@@ -0,0 +1,41 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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// Made with Amplify Shader Editor v1.9.9.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "UILineRender"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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}
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#define ASE_VERSION 19901
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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v2f vert(appdata_t v )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = v.texcoord;
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0/alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
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float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float4 appendResult3 = (float4(texCoord1 , 0.0 , 1.0));
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half4 color = appendResult3;
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
|
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clip (color.a - 0.001);
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#endif
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color.rgb *= color.a;
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19901
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Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-432.087,-103.4147;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;-192,-112;Inherit;False;FLOAT4;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;0;0,0;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;3;UILineRender;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;3;0;1;0
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WireConnection;0;0;3;0
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ASEEND*/
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//CHKSM=7125D87DAE9E1D51798A36D24871C6DA03114C88
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fileFormatVersion: 2
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guid: 753025f901250db45b87f87c632c0bb0
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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+41
-55
@@ -3,35 +3,69 @@ using UnityEngine.UI;
|
||||
|
||||
namespace XericLibrary
|
||||
{
|
||||
/// <summary>
|
||||
/// UILineRenderer 是一个用于在 UI 上绘制连续线条的组件
|
||||
/// 支持设置线条厚度、居中显示,并为线段之间添加斜角边缘
|
||||
/// 继承自 MaskableGraphic,可与 UI 遮罩系统配合使用
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CanvasRenderer))]
|
||||
public class UILineRenderer : MaskableGraphic
|
||||
{
|
||||
/// <summary>
|
||||
/// 线条的顶点数组,至少需要 2 个点才能绘制线条
|
||||
/// 点的坐标基于本地空间,中心点由 center 属性控制
|
||||
/// </summary>
|
||||
public Vector2[] points;
|
||||
|
||||
/// <summary>
|
||||
/// 线条的厚度,单位为像素
|
||||
/// </summary>
|
||||
public float thickness = 10f;
|
||||
|
||||
/// <summary>
|
||||
/// 是否将线条居中显示
|
||||
/// true: 线条将以组件中心为原点
|
||||
/// false: 线条将以组件左下角为原点
|
||||
/// </summary>
|
||||
public bool center = true;
|
||||
|
||||
/// <summary>
|
||||
/// 重写 MaskableGraphic 的方法,用于生成线条的网格
|
||||
/// 当 UI 需要重建时会自动调用此方法
|
||||
/// </summary>
|
||||
/// <param name="vh">用于构建网格的 VertexHelper 对象</param>
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
// 清空现有的网格数据
|
||||
vh.Clear();
|
||||
|
||||
// 至少需要 2 个点才能绘制线条
|
||||
if (points.Length < 2)
|
||||
return;
|
||||
|
||||
// 计算线路总长度
|
||||
float totalLength = UILineRendererUtils.CalculateTotalLength(points);
|
||||
float currentLength = 0f;
|
||||
|
||||
// 遍历所有点,创建线段并添加到网格中
|
||||
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);
|
||||
// 使用静态工具方法创建当前点与下一个点之间的线段
|
||||
// 传递当前累积长度和总长度用于UV坐标计算
|
||||
UILineRendererUtils.CreateLineSegment(points[i], points[i+1], thickness, center, rectTransform.sizeDelta, color, vh, currentLength, totalLength);
|
||||
|
||||
// 更新累积长度
|
||||
currentLength += Vector2.Distance(points[i], points[i+1]);
|
||||
|
||||
// 计算当前线段的顶点索引(每个线段包含 5 个顶点)
|
||||
int index = i * 5;
|
||||
|
||||
// Add the line segment to the triangles array
|
||||
// 添加线段的两个三角形(构成矩形线段)
|
||||
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
|
||||
// 为线段之间添加斜角边缘
|
||||
// 使用上一个线段的终点和当前线段的起点创建过渡三角形
|
||||
if (i != 0)
|
||||
{
|
||||
vh.AddTriangle(index, index-1, index-3);
|
||||
@@ -39,53 +73,5 @@ namespace XericLibrary
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,110 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace XericLibrary
|
||||
{
|
||||
/// <summary>
|
||||
/// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作
|
||||
/// </summary>
|
||||
public static class UILineRendererUtils
|
||||
{
|
||||
/// <summary>
|
||||
/// 计算线路的总长度
|
||||
/// </summary>
|
||||
/// <param name="points">线路的顶点数组</param>
|
||||
/// <returns>线路的总长度</returns>
|
||||
public static float CalculateTotalLength(Vector2[] points)
|
||||
{
|
||||
if (points.Length < 2)
|
||||
return 0f;
|
||||
|
||||
float totalLength = 0f;
|
||||
for (int i = 0; i < points.Length - 1; i++)
|
||||
{
|
||||
totalLength += Vector2.Distance(points[i], points[i + 1]);
|
||||
}
|
||||
return totalLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建线段的顶点数据
|
||||
/// 每个线段由 5 个顶点组成:
|
||||
/// - 起点的左右两个顶点
|
||||
/// - 终点的左右两个顶点
|
||||
/// - 终点的中心点(用于线段连接)
|
||||
/// </summary>
|
||||
/// <param name="point1">线段的起点</param>
|
||||
/// <param name="point2">线段的终点</param>
|
||||
/// <param name="thickness">线条的厚度</param>
|
||||
/// <param name="center">是否居中显示</param>
|
||||
/// <param name="rectSize">矩形变换的尺寸</param>
|
||||
/// <param name="color">线条的颜色</param>
|
||||
/// <param name="vh">用于添加顶点的 VertexHelper 对象</param>
|
||||
/// <param name="currentLength">当前线段起点在线路中的累积长度</param>
|
||||
/// <param name="totalLength">线路的总长度</param>
|
||||
public static void CreateLineSegment(Vector3 point1, Vector3 point2, float thickness, bool center, Vector2 rectSize, Color color, VertexHelper vh, float currentLength, float totalLength)
|
||||
{
|
||||
// 计算偏移量:如果需要居中显示,则偏移到组件中心
|
||||
Vector3 offset = center ? (rectSize / 2) : Vector2.zero;
|
||||
|
||||
// 创建顶点模板,设置颜色为组件的当前颜色
|
||||
UIVertex vertex = UIVertex.simpleVert;
|
||||
vertex.color = color;
|
||||
|
||||
// 计算线段长度
|
||||
float segmentLength = Vector2.Distance(point1, point2);
|
||||
|
||||
// 计算起点和终点的UV坐标Y值
|
||||
float startUVY = totalLength > 0 ? currentLength / totalLength : 0f;
|
||||
float endUVY = totalLength > 0 ? (currentLength + segmentLength) / totalLength : 0f;
|
||||
|
||||
// 计算起点的旋转角度,使线条垂直于线段方向
|
||||
Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
|
||||
|
||||
// 添加起点的左侧顶点
|
||||
vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
|
||||
vertex.position += point1 - offset;
|
||||
vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
// 添加起点的右侧顶点
|
||||
vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
|
||||
vertex.position += point1 - offset;
|
||||
vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
// 计算终点的旋转角度,使线条垂直于线段方向
|
||||
Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
|
||||
|
||||
// 添加终点的左侧顶点
|
||||
vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
|
||||
vertex.position += point2 - offset;
|
||||
vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
// 添加终点的右侧顶点
|
||||
vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
|
||||
vertex.position += point2 - offset;
|
||||
vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
// 添加终点的中心点,用于连接后续线段
|
||||
vertex.position = point2 - offset;
|
||||
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
|
||||
vh.AddVert(vertex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算一个点指向另一个点的角度(以度为单位)
|
||||
/// </summary>
|
||||
/// <param name="vertex">起始点</param>
|
||||
/// <param name="target">目标点</param>
|
||||
/// <returns>旋转角度,范围为 -180 到 180 度</returns>
|
||||
public static float RotatePointTowards(Vector2 vertex, Vector2 target)
|
||||
{
|
||||
// 使用反正切函数计算两点之间的角度
|
||||
// 将弧度转换为角度返回
|
||||
return (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 117633a298088ab4fb9fa0edac2bd141
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user