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- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- namespace LineUI
- {
- [RequireComponent(typeof(CanvasRenderer))]
- [RequireComponent(typeof(RectTransform))]
- public class Line : Graphic
- {
- [SerializeField] private bool loop = false;
- [SerializeField] private float thickness = 1f;
- [SerializeField] private int roundCount = 0;
- [SerializeField] private Vector2 quadrilateralSize = new Vector2(100, 100);
- [SerializeField] private Color quadColor = Color.red;
- [SerializeField] private List<Vector2> screenPositions = new List<Vector2>();
- [SerializeField] private Color maskColor = Color.red;
- //是否绘制内四边形
- [SerializeField] bool bDrawQuad = true;
- //是否绘制外围蒙板
- [SerializeField] bool bDrawMask = false;
- //[SerializeField] private Color quadTextColor = Color.black;
- //[SerializeField] private int quadFontSize = 14;
- //private List<Vector2> quadsToDraw = new List<Vector2>();
- //private List<string> quadTextToDraw = new List<string>();
- //private List<GameObject> quadObjects = new List<GameObject>();
- //private Stack<GameObject> objectPool = new Stack<GameObject>();
- private const int ObjectPoolLimit = 4;
- public RectTransform RectTr => rectTransform;
- public float MyThickness
- {
- get => thickness;
- set
- {
- if (value >= 10)
- {
- thickness = value;
- }
- }
- }
- public void SetLine(List<Vector2> screenPositions)
- {
- this.screenPositions = screenPositions;
- SetVerticesDirty();
- }
- public void SetDrawQuad(bool value) {
- bDrawQuad = value;
- }
- public void SetDrawMask(bool value)
- {
- bDrawMask = value;
- }
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- vh.Clear();
- //quadsToDraw.Clear();
- //quadTextToDraw.Clear();
- if (screenPositions.Count < 2)
- return;
- SetLineVertices(vh);
- SetLineTriangles(vh);
- if(bDrawQuad) SetQuadrilateralVertices(vh);
- if(bDrawMask) DrawMask(vh); // 绘制蒙版
- }
- private void SetLineVertices(VertexHelper vh)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = color;
- List<Vector2> _screenPositions = new List<Vector2>(screenPositions);
- if (loop)
- {
- _screenPositions.Add(screenPositions[0]);
- _screenPositions.Add(screenPositions[1]);
- }
- float lastAngle = 0;
- for (int i = 1; i < _screenPositions.Count; i++)
- {
- Vector2 previousPos = _screenPositions[i - 1];
- Vector2 currentPos = _screenPositions[i];
- Vector2 dif = currentPos - previousPos;
- float angle = Vector2.SignedAngle(Vector2.right, dif);
- Vector2 offset = Quaternion.Euler(0, 0, angle) * Vector3.up * thickness;
- if (i > 1)
- {
- float anglePerRound = (angle - lastAngle) / roundCount;
- for (int j = 0; j <= roundCount; j++)
- {
- float ang = lastAngle + anglePerRound * j;
- Vector2 roundOffset = Quaternion.Euler(0, 0, ang) * Vector2.up * thickness;
- vert.position = previousPos - roundOffset;
- vh.AddVert(vert);
- vert.position = previousPos + roundOffset;
- vh.AddVert(vert);
- }
- }
- lastAngle = angle;
- vert.position = previousPos - offset;
- vh.AddVert(vert);
- vert.position = previousPos + offset;
- vh.AddVert(vert);
- vert.position = currentPos - offset;
- vh.AddVert(vert);
- vert.position = currentPos + offset;
- vh.AddVert(vert);
- }
- }
- private void SetQuadrilateralVertices(VertexHelper vh)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = quadColor;
- List<Vector2> _screenPositions = new List<Vector2>(screenPositions);
- if (loop)
- {
- _screenPositions.Add(screenPositions[0]);
- _screenPositions.Add(screenPositions[1]);
- }
- for (int i = 1; i < _screenPositions.Count; i++)
- {
- Vector2 previousPos = _screenPositions[i - 1];
- Vector2 currentPos = _screenPositions[i];
- if (i > 1)
- {
- Vector2 prevDir = (_screenPositions[i - 1] - _screenPositions[i - 2]).normalized;
- Vector2 currentDir = (currentPos - previousPos).normalized;
- int index = i == 4 ? 4 : i % 4;
- if (index == 4 || index == 2)
- {
- DrawSquareAtCorner(vh, previousPos, prevDir, currentDir, quadrilateralSize.x, quadrilateralSize.y, index);
- }
- else {
- DrawSquareAtCorner(vh, previousPos, prevDir, currentDir, quadrilateralSize.y, quadrilateralSize.x, index);
- }
- }
- }
- }
- private void DrawSquareAtCorner(VertexHelper vh, Vector2 corner, Vector2 prevDir, Vector2 currentDir, float width, float height, int index)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = quadColor;
- Vector2[] corners = new Vector2[4];
- corners[0] = corner;
- corners[1] = corner + prevDir * -width;
- corners[2] = corner + prevDir * -width + currentDir * height;
- corners[3] = corner + currentDir * height;
- foreach (Vector2 pos in corners)
- {
- vert.position = pos;
- vh.AddVert(vert);
- }
- int startIndex = vh.currentVertCount - 4;
- vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
- vh.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
- // Store the quad's center position and text for later use
- //Vector2 quadCenter = corner + (prevDir * -width + currentDir * height) / 2;
- //quadsToDraw.Add(quadCenter);
- //quadTextToDraw.Add(index.ToString());
- }
- private void SetLineTriangles(VertexHelper vh)
- {
- for (int i = 0; i < vh.currentVertCount - 2; i += 2)
- {
- int index = i;
- vh.AddTriangle(index, index + 1, index + 3);
- vh.AddTriangle(index + 3, index + 2, index);
- }
- }
- private void DrawMask(VertexHelper vh)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = maskColor;
- //// 屏幕四个角的坐标
- //Vector2[] screenCorners = new Vector2[]
- //{
- // new Vector2(-Screen.width / 2, -Screen.height / 2), // 左下角
- // new Vector2(Screen.width / 2, -Screen.height / 2), // 右下角
- // new Vector2(Screen.width / 2, Screen.height / 2), // 右上角
- // new Vector2(-Screen.width / 2, Screen.height / 2), // 左上角
- //};
- // 获取 RectTransform 的实际四个角坐标
- Rect rect = rectTransform.rect;
- Vector2[] screenCorners = new Vector2[]
- {
- new Vector2(rect.xMin, rect.yMin), // 左下角
- new Vector2(rect.xMax, rect.yMin), // 右下角
- new Vector2(rect.xMax, rect.yMax), // 右上角
- new Vector2(rect.xMin, rect.yMax), // 左上角
- };
- // 添加四个点作为内框(中间区域的四个顶点)
- Vector2[] innerCorners = screenPositions.ToArray();
- // 分别绘制四个蒙版区域
- // 1. 左上区域:围绕左上角和内框左上、右上
- AddQuad(vh, screenCorners[3], innerCorners[3], innerCorners[2], screenCorners[2]);
- // 2. 右上区域:围绕右上角和内框右上、右下
- AddQuad(vh, innerCorners[2], screenCorners[2], screenCorners[1], innerCorners[1]);
- // 3. 右下区域:围绕右下角和内框右下、左下
- AddQuad(vh, innerCorners[0], innerCorners[1], screenCorners[1], screenCorners[0]);
- // 4. 左下区域:围绕左下角和内框左下、左上
- AddQuad(vh, screenCorners[3], screenCorners[0], innerCorners[0], innerCorners[3]);
- }
- private void AddQuad(VertexHelper vh, Vector2 corner1, Vector2 corner2, Vector2 corner3, Vector2 corner4)
- {
- UIVertex vert = UIVertex.simpleVert;
- vert.color = maskColor;
- vert.position = corner1;
- vh.AddVert(vert);
- vert.position = corner2;
- vh.AddVert(vert);
- vert.position = corner3;
- vh.AddVert(vert);
- vert.position = corner4;
- vh.AddVert(vert);
- Debug.Log("vh.currentVertCount:"+ vh.currentVertCount);
- int startIndex = vh.currentVertCount - 4;
- vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
- vh.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
- }
- //private void LateUpdate()
- //{
- // foreach (var quadObj in quadObjects)
- // {
- // if (quadObj != null)
- // {
- // objectPool.Push(quadObj);
- // }
- // }
- // quadObjects.Clear();
- // for (int i = 0; i < quadsToDraw.Count; i++)
- // {
- // GameObject quadGO = GetQuadObject();
- // if (quadGO != null)
- // {
- // quadGO.SetActive(true);
- // quadGO.GetComponent<RectTransform>().anchoredPosition = quadsToDraw[i];
- // Text quadTextComponent = quadGO.GetComponent<Text>();
- // quadTextComponent.text = quadTextToDraw[i];
- // quadTextComponent.fontSize = quadFontSize;
- // quadTextComponent.color = quadTextColor;
- // quadTextComponent.alignment = TextAnchor.MiddleCenter;
- // }
- // }
- // quadsToDraw.Clear();
- // quadTextToDraw.Clear();
- //}
- //private GameObject GetQuadObject()
- //{
- // if (objectPool.Count > 0)
- // {
- // GameObject quadGO = objectPool.Pop();
- // if (quadGO != null)
- // {
- // quadObjects.Add(quadGO);
- // return quadGO;
- // }
- // }
- // if (quadObjects.Count < ObjectPoolLimit)
- // {
- // GameObject newQuadGO = new GameObject("QuadText", typeof(RectTransform), typeof(Text));
- // newQuadGO.transform.SetParent(this.transform);
- // Text quadTextComponent = newQuadGO.GetComponent<Text>();
- // quadTextComponent.alignment = TextAnchor.MiddleCenter;
- // quadTextComponent.rectTransform.sizeDelta = new Vector2(quadrilateralSize.x, quadrilateralSize.y);
- // quadObjects.Add(newQuadGO);
- // return newQuadGO;
- // }
- // return null;
- //}
- }
- }
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