Line.cs 11 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. namespace LineUI
  5. {
  6. [RequireComponent(typeof(CanvasRenderer))]
  7. [RequireComponent(typeof(RectTransform))]
  8. public class Line : Graphic
  9. {
  10. [SerializeField] private bool loop = false;
  11. [SerializeField] private float thickness = 1f;
  12. [SerializeField] private int roundCount = 0;
  13. [SerializeField] private Vector2 quadrilateralSize = new Vector2(100, 100);
  14. [SerializeField] private Color quadColor = Color.red;
  15. [SerializeField] private List<Vector2> screenPositions = new List<Vector2>();
  16. //获取当前的points
  17. [HideInInspector]
  18. public List<Vector2> ScreenPositions => screenPositions;
  19. [SerializeField] private Color maskColor = Color.red;
  20. //是否绘制内四边形
  21. [SerializeField] bool bDrawQuad = true;
  22. //是否绘制外围蒙板
  23. [SerializeField] bool bDrawMask = false;
  24. //[SerializeField] private Color quadTextColor = Color.black;
  25. //[SerializeField] private int quadFontSize = 14;
  26. //private List<Vector2> quadsToDraw = new List<Vector2>();
  27. //private List<string> quadTextToDraw = new List<string>();
  28. //private List<GameObject> quadObjects = new List<GameObject>();
  29. //private Stack<GameObject> objectPool = new Stack<GameObject>();
  30. private const int ObjectPoolLimit = 4;
  31. public RectTransform RectTr => rectTransform;
  32. public float MyThickness
  33. {
  34. get => thickness;
  35. set
  36. {
  37. if (value >= 10)
  38. {
  39. thickness = value;
  40. }
  41. }
  42. }
  43. public void SetLine(List<Vector2> screenPositions)
  44. {
  45. this.screenPositions = screenPositions;
  46. SetVerticesDirty();
  47. }
  48. public void SetDrawQuad(bool value) {
  49. bDrawQuad = value;
  50. }
  51. public void SetDrawMask(bool value)
  52. {
  53. bDrawMask = value;
  54. }
  55. protected override void OnPopulateMesh(VertexHelper vh)
  56. {
  57. vh.Clear();
  58. //quadsToDraw.Clear();
  59. //quadTextToDraw.Clear();
  60. if (screenPositions.Count < 2)
  61. return;
  62. SetLineVertices(vh);
  63. SetLineTriangles(vh);
  64. if(bDrawQuad) SetQuadrilateralVertices(vh);
  65. if(bDrawMask) DrawMask(vh); // 绘制蒙版
  66. }
  67. private void SetLineVertices(VertexHelper vh)
  68. {
  69. UIVertex vert = UIVertex.simpleVert;
  70. vert.color = color;
  71. List<Vector2> _screenPositions = new List<Vector2>(screenPositions);
  72. if (loop)
  73. {
  74. _screenPositions.Add(screenPositions[0]);
  75. _screenPositions.Add(screenPositions[1]);
  76. }
  77. float lastAngle = 0;
  78. for (int i = 1; i < _screenPositions.Count; i++)
  79. {
  80. Vector2 previousPos = _screenPositions[i - 1];
  81. Vector2 currentPos = _screenPositions[i];
  82. Vector2 dif = currentPos - previousPos;
  83. float angle = Vector2.SignedAngle(Vector2.right, dif);
  84. Vector2 offset = Quaternion.Euler(0, 0, angle) * Vector3.up * thickness;
  85. if (i > 1)
  86. {
  87. float anglePerRound = (angle - lastAngle) / roundCount;
  88. for (int j = 0; j <= roundCount; j++)
  89. {
  90. float ang = lastAngle + anglePerRound * j;
  91. Vector2 roundOffset = Quaternion.Euler(0, 0, ang) * Vector2.up * thickness;
  92. vert.position = previousPos - roundOffset;
  93. vh.AddVert(vert);
  94. vert.position = previousPos + roundOffset;
  95. vh.AddVert(vert);
  96. }
  97. }
  98. lastAngle = angle;
  99. vert.position = previousPos - offset;
  100. vh.AddVert(vert);
  101. vert.position = previousPos + offset;
  102. vh.AddVert(vert);
  103. vert.position = currentPos - offset;
  104. vh.AddVert(vert);
  105. vert.position = currentPos + offset;
  106. vh.AddVert(vert);
  107. }
  108. }
  109. private void SetQuadrilateralVertices(VertexHelper vh)
  110. {
  111. UIVertex vert = UIVertex.simpleVert;
  112. vert.color = quadColor;
  113. List<Vector2> _screenPositions = new List<Vector2>(screenPositions);
  114. if (loop)
  115. {
  116. _screenPositions.Add(screenPositions[0]);
  117. _screenPositions.Add(screenPositions[1]);
  118. }
  119. for (int i = 1; i < _screenPositions.Count; i++)
  120. {
  121. Vector2 previousPos = _screenPositions[i - 1];
  122. Vector2 currentPos = _screenPositions[i];
  123. if (i > 1)
  124. {
  125. Vector2 prevDir = (_screenPositions[i - 1] - _screenPositions[i - 2]).normalized;
  126. Vector2 currentDir = (currentPos - previousPos).normalized;
  127. int index = i == 4 ? 4 : i % 4;
  128. if (index == 4 || index == 2)
  129. {
  130. DrawSquareAtCorner(vh, previousPos, prevDir, currentDir, quadrilateralSize.x, quadrilateralSize.y, index);
  131. }
  132. else {
  133. DrawSquareAtCorner(vh, previousPos, prevDir, currentDir, quadrilateralSize.y, quadrilateralSize.x, index);
  134. }
  135. }
  136. }
  137. }
  138. private void DrawSquareAtCorner(VertexHelper vh, Vector2 corner, Vector2 prevDir, Vector2 currentDir, float width, float height, int index)
  139. {
  140. UIVertex vert = UIVertex.simpleVert;
  141. vert.color = quadColor;
  142. Vector2[] corners = new Vector2[4];
  143. corners[0] = corner;
  144. corners[1] = corner + prevDir * -width;
  145. corners[2] = corner + prevDir * -width + currentDir * height;
  146. corners[3] = corner + currentDir * height;
  147. foreach (Vector2 pos in corners)
  148. {
  149. vert.position = pos;
  150. vh.AddVert(vert);
  151. }
  152. int startIndex = vh.currentVertCount - 4;
  153. vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
  154. vh.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
  155. // Store the quad's center position and text for later use
  156. //Vector2 quadCenter = corner + (prevDir * -width + currentDir * height) / 2;
  157. //quadsToDraw.Add(quadCenter);
  158. //quadTextToDraw.Add(index.ToString());
  159. }
  160. private void SetLineTriangles(VertexHelper vh)
  161. {
  162. for (int i = 0; i < vh.currentVertCount - 2; i += 2)
  163. {
  164. int index = i;
  165. vh.AddTriangle(index, index + 1, index + 3);
  166. vh.AddTriangle(index + 3, index + 2, index);
  167. }
  168. }
  169. private void DrawMask(VertexHelper vh)
  170. {
  171. UIVertex vert = UIVertex.simpleVert;
  172. vert.color = maskColor;
  173. //// 屏幕四个角的坐标
  174. //Vector2[] screenCorners = new Vector2[]
  175. //{
  176. // new Vector2(-Screen.width / 2, -Screen.height / 2), // 左下角
  177. // new Vector2(Screen.width / 2, -Screen.height / 2), // 右下角
  178. // new Vector2(Screen.width / 2, Screen.height / 2), // 右上角
  179. // new Vector2(-Screen.width / 2, Screen.height / 2), // 左上角
  180. //};
  181. // 获取 RectTransform 的实际四个角坐标
  182. Rect rect = rectTransform.rect;
  183. Vector2[] screenCorners = new Vector2[]
  184. {
  185. new Vector2(rect.xMin, rect.yMin), // 左下角
  186. new Vector2(rect.xMax, rect.yMin), // 右下角
  187. new Vector2(rect.xMax, rect.yMax), // 右上角
  188. new Vector2(rect.xMin, rect.yMax), // 左上角
  189. };
  190. // 添加四个点作为内框(中间区域的四个顶点)
  191. Vector2[] innerCorners = screenPositions.ToArray();
  192. // 分别绘制四个蒙版区域
  193. // 1. 左上区域:围绕左上角和内框左上、右上
  194. AddQuad(vh, screenCorners[3], innerCorners[3], innerCorners[2], screenCorners[2]);
  195. // 2. 右上区域:围绕右上角和内框右上、右下
  196. AddQuad(vh, innerCorners[2], screenCorners[2], screenCorners[1], innerCorners[1]);
  197. // 3. 右下区域:围绕右下角和内框右下、左下
  198. AddQuad(vh, innerCorners[0], innerCorners[1], screenCorners[1], screenCorners[0]);
  199. // 4. 左下区域:围绕左下角和内框左下、左上
  200. AddQuad(vh, screenCorners[3], screenCorners[0], innerCorners[0], innerCorners[3]);
  201. }
  202. private void AddQuad(VertexHelper vh, Vector2 corner1, Vector2 corner2, Vector2 corner3, Vector2 corner4)
  203. {
  204. UIVertex vert = UIVertex.simpleVert;
  205. vert.color = maskColor;
  206. vert.position = corner1;
  207. vh.AddVert(vert);
  208. vert.position = corner2;
  209. vh.AddVert(vert);
  210. vert.position = corner3;
  211. vh.AddVert(vert);
  212. vert.position = corner4;
  213. vh.AddVert(vert);
  214. Debug.Log("vh.currentVertCount:"+ vh.currentVertCount);
  215. int startIndex = vh.currentVertCount - 4;
  216. vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
  217. vh.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
  218. }
  219. //private void LateUpdate()
  220. //{
  221. // foreach (var quadObj in quadObjects)
  222. // {
  223. // if (quadObj != null)
  224. // {
  225. // objectPool.Push(quadObj);
  226. // }
  227. // }
  228. // quadObjects.Clear();
  229. // for (int i = 0; i < quadsToDraw.Count; i++)
  230. // {
  231. // GameObject quadGO = GetQuadObject();
  232. // if (quadGO != null)
  233. // {
  234. // quadGO.SetActive(true);
  235. // quadGO.GetComponent<RectTransform>().anchoredPosition = quadsToDraw[i];
  236. // Text quadTextComponent = quadGO.GetComponent<Text>();
  237. // quadTextComponent.text = quadTextToDraw[i];
  238. // quadTextComponent.fontSize = quadFontSize;
  239. // quadTextComponent.color = quadTextColor;
  240. // quadTextComponent.alignment = TextAnchor.MiddleCenter;
  241. // }
  242. // }
  243. // quadsToDraw.Clear();
  244. // quadTextToDraw.Clear();
  245. //}
  246. //private GameObject GetQuadObject()
  247. //{
  248. // if (objectPool.Count > 0)
  249. // {
  250. // GameObject quadGO = objectPool.Pop();
  251. // if (quadGO != null)
  252. // {
  253. // quadObjects.Add(quadGO);
  254. // return quadGO;
  255. // }
  256. // }
  257. // if (quadObjects.Count < ObjectPoolLimit)
  258. // {
  259. // GameObject newQuadGO = new GameObject("QuadText", typeof(RectTransform), typeof(Text));
  260. // newQuadGO.transform.SetParent(this.transform);
  261. // Text quadTextComponent = newQuadGO.GetComponent<Text>();
  262. // quadTextComponent.alignment = TextAnchor.MiddleCenter;
  263. // quadTextComponent.rectTransform.sizeDelta = new Vector2(quadrilateralSize.x, quadrilateralSize.y);
  264. // quadObjects.Add(newQuadGO);
  265. // return newQuadGO;
  266. // }
  267. // return null;
  268. //}
  269. }
  270. }