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