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UIGraphRenderer/Runtime/UILineRendererUtils.cs
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C#

using UnityEngine;
using UnityEngine.UI;
using XericLibrary.Runtime.MacroLibrary;
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="angle0">起点到终点与终点到下一点</param>
/// <param name="angle3">起点到终点与终点到下一点</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(Vector2 point1, Vector2 point2, float angle0, float angle3, 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
Vector2 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;
var vector = point2 - point1;
var vectorDistance = vector.magnitude;
// 距离过小时不绘制
if (vectorDistance <= float.Epsilon)
return;
// 线段的法线和副法线
var vectorNormal = vector / vectorDistance;
var vectorSubtangent = Vector2.Perpendicular(vectorNormal);
// 计算线段长度
float segmentLength = Vector2.Distance(point1, point2);
// 线段单侧宽度
var width = thickness / 2;
//顶点偏移量
var pointOffset1 = angle0 == 0 ? 0 : width / Mathf.Sin(angle0 / 2);
var pointOffset2 = angle3 == 0 ? 0 : width / Mathf.Sin(angle3 / 2);
Debug.Log($"{pointOffset1} , {pointOffset2}");
// 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 = (Vector3)(point1 +
vectorSubtangent * -width +
vectorNormal * pointOffset1) - (Vector3)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 = (Vector3)(point1 +
vectorSubtangent * width +
vectorNormal * pointOffset1) - (Vector3)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 = (Vector3)(point2 +
vectorSubtangent * -width +
vectorNormal * pointOffset2) - (Vector3)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 = (Vector3)(point2 +
vectorSubtangent * width +
vectorNormal * pointOffset2) - (Vector3)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));
}
}
}