Archived
添加测试shader,抽象线路绘制功能
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+41
-55
@@ -3,35 +3,69 @@ using UnityEngine.UI;
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namespace XericLibrary
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{
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/// <summary>
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/// UILineRenderer 是一个用于在 UI 上绘制连续线条的组件
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/// 支持设置线条厚度、居中显示,并为线段之间添加斜角边缘
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/// 继承自 MaskableGraphic,可与 UI 遮罩系统配合使用
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/// </summary>
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[RequireComponent(typeof(CanvasRenderer))]
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public class UILineRenderer : MaskableGraphic
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{
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/// <summary>
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/// 线条的顶点数组,至少需要 2 个点才能绘制线条
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/// 点的坐标基于本地空间,中心点由 center 属性控制
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/// </summary>
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public Vector2[] points;
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/// <summary>
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/// 线条的厚度,单位为像素
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/// </summary>
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public float thickness = 10f;
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/// <summary>
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/// 是否将线条居中显示
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/// true: 线条将以组件中心为原点
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/// false: 线条将以组件左下角为原点
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/// </summary>
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public bool center = true;
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/// <summary>
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/// 重写 MaskableGraphic 的方法,用于生成线条的网格
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/// 当 UI 需要重建时会自动调用此方法
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/// </summary>
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/// <param name="vh">用于构建网格的 VertexHelper 对象</param>
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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// 清空现有的网格数据
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vh.Clear();
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// 至少需要 2 个点才能绘制线条
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if (points.Length < 2)
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return;
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// 计算线路总长度
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float totalLength = UILineRendererUtils.CalculateTotalLength(points);
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float currentLength = 0f;
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// 遍历所有点,创建线段并添加到网格中
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for (int i = 0; i < points.Length-1; i++)
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{
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// Create a line segment between the next two points
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CreateLineSegment(points[i], points[i+1], vh);
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// 使用静态工具方法创建当前点与下一个点之间的线段
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// 传递当前累积长度和总长度用于UV坐标计算
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UILineRendererUtils.CreateLineSegment(points[i], points[i+1], thickness, center, rectTransform.sizeDelta, color, vh, currentLength, totalLength);
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// 更新累积长度
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currentLength += Vector2.Distance(points[i], points[i+1]);
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// 计算当前线段的顶点索引(每个线段包含 5 个顶点)
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int index = i * 5;
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// Add the line segment to the triangles array
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// 添加线段的两个三角形(构成矩形线段)
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vh.AddTriangle(index, index+1, index+3);
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vh.AddTriangle(index+3, index+2, index);
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// These two triangles create the beveled edges
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// between line segments using the end point of
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// the last line segment and the start points of this one
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// 为线段之间添加斜角边缘
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// 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
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if (i != 0)
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{
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vh.AddTriangle(index, index-1, index-3);
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@@ -39,53 +73,5 @@ namespace XericLibrary
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}
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}
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}
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/// <summary>
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/// Creates a rect from two points that acts as a line segment
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/// </summary>
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/// <param name="point1">The starting point of the segment</param>
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/// <param name="point2">The endint point of the segment</param>
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/// <param name="vh">The vertex helper that the segment is added to</param>
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private void CreateLineSegment(Vector3 point1, Vector3 point2, VertexHelper vh)
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{
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Vector3 offset = center ? (rectTransform.sizeDelta / 2) : Vector2.zero;
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// Create vertex template
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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// Create the start of the segment
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Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
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vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point1 - offset;
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vh.AddVert(vertex);
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vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point1 - offset;
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vh.AddVert(vertex);
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// Create the end of the segment
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Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
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vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point2 - offset;
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vh.AddVert(vertex);
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vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point2 - offset;
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vh.AddVert(vertex);
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// Also add the end point
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vertex.position = point2 - offset;
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vh.AddVert(vertex);
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}
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/// <summary>
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/// Gets the angle that a vertex needs to rotate to face target vertex
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/// </summary>
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/// <param name="vertex">The vertex being rotated</param>
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/// <param name="target">The vertex to rotate towards</param>
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/// <returns>The angle required to rotate vertex towards target</returns>
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private float RotatePointTowards(Vector2 vertex, Vector2 target)
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{
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return (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI));
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}
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}
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}
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}
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