diff --git a/Runtime/Sample.unity b/Runtime/Sample.unity
index 2e8bbd0..c0b1160 100644
--- a/Runtime/Sample.unity
+++ b/Runtime/Sample.unity
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 705507994}
- m_IndirectSpecularColor: {r: 0.44657874, g: 0.49641275, b: 0.5748172, a: 1}
+ m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
@@ -104,7 +104,7 @@ NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
- serializedVersion: 3
+ serializedVersion: 2
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
@@ -117,7 +117,7 @@ NavMeshSettings:
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
- buildHeightMesh: 0
+ accuratePlacement: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
@@ -154,6 +154,7 @@ RectTransform:
m_ConstrainProportionsScale: 1
m_Children: []
m_Father: {fileID: 387643621}
+ m_RootOrder: -2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@@ -172,10 +173,14 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5b33b2e663e78774c9f0c9af55018725, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Material: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
+ m_Material: {fileID: 2100000, guid: 13dbba63516e8bc469b99fae7247fd98, type: 2}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+ m_Maskable: 1
+ m_OnCullStateChanged:
+ m_PersistentCalls:
+ m_Calls: []
points:
- {x: 0, y: 0}
- {x: 58.7, y: 138.4}
@@ -272,7 +277,6 @@ Canvas:
m_OverrideSorting: 0
m_OverridePixelPerfect: 0
m_SortingBucketNormalizedSize: 0
- m_VertexColorAlwaysGammaSpace: 0
m_AdditionalShaderChannelsFlag: 0
m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
@@ -293,6 +297,7 @@ RectTransform:
- {fileID: 1231462426}
- {fileID: 246206082}
m_Father: {fileID: 0}
+ m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -309,6 +314,7 @@ GameObject:
m_Component:
- component: {fileID: 705507995}
- component: {fileID: 705507994}
+ - component: {fileID: 705507996}
m_Layer: 0
m_Name: Directional Light
m_TagString: Untagged
@@ -385,14 +391,34 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 705507993}
- serializedVersion: 2
m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
m_LocalPosition: {x: 0, y: 3, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
+ m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
+--- !u!114 &705507996
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 705507993}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 474bcb49853aa07438625e644c072ee6, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_Version: 1
+ m_UsePipelineSettings: 1
+ m_AdditionalLightsShadowResolutionTier: 2
+ m_LightLayerMask: 1
+ m_CustomShadowLayers: 0
+ m_ShadowLayerMask: 1
+ m_LightCookieSize: {x: 1, y: 1}
+ m_LightCookieOffset: {x: 0, y: 0}
--- !u!1 &963194225
GameObject:
m_ObjectHideFlags: 0
@@ -433,17 +459,9 @@ Camera:
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
- m_Iso: 200
- m_ShutterSpeed: 0.005
- m_Aperture: 16
- m_FocusDistance: 10
- m_FocalLength: 50
- m_BladeCount: 5
- m_Curvature: {x: 2, y: 11}
- m_BarrelClipping: 0.25
- m_Anamorphism: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
+ m_FocalLength: 50
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
@@ -477,13 +495,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 963194225}
- serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
+ m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1231462425
GameObject:
@@ -516,6 +534,7 @@ RectTransform:
m_ConstrainProportionsScale: 1
m_Children: []
m_Father: {fileID: 387643621}
+ m_RootOrder: -2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -590,7 +609,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 4f231c4fb786f3946a6b90b886c48677, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_SendPointerHoverToParent: 1
m_HorizontalAxis: Horizontal
m_VerticalAxis: Vertical
m_SubmitButton: Submit
@@ -620,19 +638,11 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1721653935}
- serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
+ m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!1660057539 &9223372036854775807
-SceneRoots:
- m_ObjectHideFlags: 0
- m_Roots:
- - {fileID: 963194228}
- - {fileID: 705507995}
- - {fileID: 387643621}
- - {fileID: 1721653938}
diff --git a/Runtime/UILineRender.mat b/Runtime/UILineRender.mat
new file mode 100644
index 0000000..65bf9e0
--- /dev/null
+++ b/Runtime/UILineRender.mat
@@ -0,0 +1,41 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 8
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: UILineRender
+ m_Shader: {fileID: 4800000, guid: 753025f901250db45b87f87c632c0bb0, type: 3}
+ m_Parent: {fileID: 0}
+ m_ModifiedSerializedProperties: 0
+ m_ValidKeywords: []
+ m_InvalidKeywords: []
+ m_LightmapFlags: 4
+ m_EnableInstancingVariants: 0
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_LockedProperties:
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _ColorMask: 15
+ - _Stencil: 0
+ - _StencilComp: 8
+ - _StencilOp: 0
+ - _StencilReadMask: 255
+ - _StencilWriteMask: 255
+ - _UseUIAlphaClip: 0
+ m_Colors:
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ m_BuildTextureStacks: []
diff --git a/Runtime/UILineRender.mat.meta b/Runtime/UILineRender.mat.meta
new file mode 100644
index 0000000..130381f
--- /dev/null
+++ b/Runtime/UILineRender.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 13dbba63516e8bc469b99fae7247fd98
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Runtime/UILineRender.shader b/Runtime/UILineRender.shader
new file mode 100644
index 0000000..380e9ae
--- /dev/null
+++ b/Runtime/UILineRender.shader
@@ -0,0 +1,166 @@
+// Made with Amplify Shader Editor v1.9.9.1
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "UILineRender"
+{
+ Properties
+ {
+ [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _ColorMask ("Color Mask", Float) = 15
+
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+
+
+ }
+
+ SubShader
+ {
+ LOD 0
+
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ }
+
+
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ ZTest [unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+
+ Pass
+ {
+ Name "Default"
+ CGPROGRAM
+ #define ASE_VERSION 19901
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.5
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+
+ #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
+ #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ float4 worldPosition : TEXCOORD1;
+ float4 mask : TEXCOORD2;
+ UNITY_VERTEX_OUTPUT_STEREO
+
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+ fixed4 _TextureSampleAdd;
+ float4 _ClipRect;
+ float4 _MainTex_ST;
+ float _UIMaskSoftnessX;
+ float _UIMaskSoftnessY;
+
+
+
+ v2f vert(appdata_t v )
+ {
+ v2f OUT;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
+
+
+
+ v.vertex.xyz += float3( 0, 0, 0 ) ;
+
+ float4 vPosition = UnityObjectToClipPos(v.vertex);
+ OUT.worldPosition = v.vertex;
+ OUT.vertex = vPosition;
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+ OUT.texcoord = v.texcoord;
+ OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
+
+ OUT.color = v.color * _Color;
+ return OUT;
+ }
+
+ fixed4 frag(v2f IN ) : SV_Target
+ {
+ //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
+ //The incoming alpha could have numerical instability, which makes it very sensible to
+ //HDR color transparency blend, when it blends with the world's texture.
+ const half alphaPrecision = half(0xff);
+ const half invAlphaPrecision = half(1.0/alphaPrecision);
+ IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
+
+ float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 appendResult3 = (float4(texCoord1 , 0.0 , 1.0));
+
+
+ half4 color = appendResult3;
+
+ #ifdef UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color.a *= m.x * m.y;
+ #endif
+
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
+
+ color.rgb *= color.a;
+
+ return color;
+ }
+ ENDCG
+ }
+ }
+ CustomEditor "AmplifyShaderEditor.MaterialInspector"
+
+ Fallback Off
+}
+/*ASEBEGIN
+Version=19901
+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
+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
+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
+WireConnection;3;0;1;0
+WireConnection;0;0;3;0
+ASEEND*/
+//CHKSM=7125D87DAE9E1D51798A36D24871C6DA03114C88
\ No newline at end of file
diff --git a/Runtime/UILineRender.shader.meta b/Runtime/UILineRender.shader.meta
new file mode 100644
index 0000000..766b93a
--- /dev/null
+++ b/Runtime/UILineRender.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 753025f901250db45b87f87c632c0bb0
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Runtime/UILineRenderer.cs b/Runtime/UILineRenderer.cs
index fdf003e..44fcde6 100644
--- a/Runtime/UILineRenderer.cs
+++ b/Runtime/UILineRenderer.cs
@@ -3,35 +3,69 @@ using UnityEngine.UI;
namespace XericLibrary
{
+ ///
+ /// 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
+ ///
[RequireComponent(typeof(CanvasRenderer))]
public class UILineRenderer : MaskableGraphic
{
+ ///
+ /// 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
+ ///
public Vector2[] points;
+ ///
+ /// 线条的厚度,单位为像素
+ ///
public float thickness = 10f;
+
+ ///
+ /// 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
+ ///
public bool center = true;
+ ///
+ /// 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
+ ///
+ /// 用于构建网格的 VertexHelper 对象
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
}
}
}
-
- ///
- /// Creates a rect from two points that acts as a line segment
- ///
- /// The starting point of the segment
- /// The endint point of the segment
- /// The vertex helper that the segment is added to
- 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);
- }
-
- ///
- /// Gets the angle that a vertex needs to rotate to face target vertex
- ///
- /// The vertex being rotated
- /// The vertex to rotate towards
- /// The angle required to rotate vertex towards target
- private float RotatePointTowards(Vector2 vertex, Vector2 target)
- {
- return (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI));
- }
}
-}
+}
\ No newline at end of file
diff --git a/Runtime/UILineRendererUtils.cs b/Runtime/UILineRendererUtils.cs
new file mode 100644
index 0000000..0cd45fa
--- /dev/null
+++ b/Runtime/UILineRendererUtils.cs
@@ -0,0 +1,110 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace XericLibrary
+{
+ ///
+ /// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作
+ ///
+ public static class UILineRendererUtils
+ {
+ ///
+ /// 计算线路的总长度
+ ///
+ /// 线路的顶点数组
+ /// 线路的总长度
+ 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;
+ }
+
+ ///
+ /// 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)
+ ///
+ /// 线段的起点
+ /// 线段的终点
+ /// 线条的厚度
+ /// 是否居中显示
+ /// 矩形变换的尺寸
+ /// 线条的颜色
+ /// 用于添加顶点的 VertexHelper 对象
+ /// 当前线段起点在线路中的累积长度
+ /// 线路的总长度
+ 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);
+ }
+
+ ///
+ /// 计算一个点指向另一个点的角度(以度为单位)
+ ///
+ /// 起始点
+ /// 目标点
+ /// 旋转角度,范围为 -180 到 180 度
+ 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));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Runtime/UILineRendererUtils.cs.meta b/Runtime/UILineRendererUtils.cs.meta
new file mode 100644
index 0000000..99b5424
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