UGUI繪製動態曲線

這篇文章主要爲大家詳細介紹了UGUI繪製動態曲線的具體方法,具有一定的參考價值,感興趣的小夥伴們可以參考一下

本文實例爲大家分享了UGUI繪製動態曲線的具體代碼,供大家參考,具體內容如下

前言

等有空再補詳細說明,先上代碼。看官自行閱讀

代碼

UICurveData 類,用於存放點數據的基礎結構。

public class UICurveData
{
 #region [Fields]
 public List<Vector2> Postion = new List<Vector2>();
 public Color Ccolor;
 public float Thickness = 1;
 #endregion

 #region [PublicTools]
 public void Addpos(float varX, float varY)
 {
  Addpos(new Vector2(varX, varY));
 }
 public void Addpos(Vector2 varV2)
 {
  Postion.Add(varV2);
 }
 #endregion

}

UICurve 負責構建頂點數據,mesh。

public class UICurve : MaskableGraphic
{
 #region [Fields]
 private Dictionary<int, UICurveData> mCurveData = new Dictionary<int, UICurveData>();
 #endregion

 #region [Inherit]
 protected override void OnPopulateMesh(VertexHelper varVerHeler)
 {
  varVerHeler.Clear();

  foreach (var tempKvp in mCurveData)
  {
   var tempUICurveData = tempKvp.Value;
   if (tempUICurveData.Postion.Count < 2)
   {
    continue;
   }
   for (int i = 1; i < tempUICurveData.Postion.Count; i++)
   {
    UIVertex[] verts = new UIVertex[4];

    float x1 = tempUICurveData.Postion[i - 1].x;
    float y1 = tempUICurveData.Postion[i - 1].y;
    float x2 = tempUICurveData.Postion[i].x;
    float y2 = tempUICurveData.Postion[i].y;

    float xd = (y2 - y1) / Mathf.Sqrt(Mathf.Pow(x2 - x1, 2) * Mathf.Pow(y2 - y1, 2)) * tempKvp.Value.Thickness / 2;
    float yd = (x2 - x1) / Mathf.Sqrt(Mathf.Pow(x2 - x1, 2) * Mathf.Pow(y2 - y1, 2)) * tempKvp.Value.Thickness / 2;

    int idx = 0;
    verts[idx].position = new Vector3(tempUICurveData.Postion[i - 1].x - xd, tempUICurveData.Postion[i - 1].y + yd);
    verts[idx].color = tempUICurveData.Ccolor;
    verts[idx].uv0 = Vector2.zero;

    idx++;
    verts[idx].position = new Vector3(tempUICurveData.Postion[i].x - xd, tempUICurveData.Postion[i].y + yd);
    verts[idx].color = tempUICurveData.Ccolor;
    verts[idx].uv0 = Vector2.zero;

    idx++;
    verts[idx].position = new Vector3(tempUICurveData.Postion[i].x + xd, tempUICurveData.Postion[i].y - yd);
    verts[idx].color = tempUICurveData.Ccolor;
    verts[idx].uv0 = Vector2.zero;

    idx++;
    verts[idx].position = new Vector3(tempUICurveData.Postion[i - 1].x + xd, tempUICurveData.Postion[i - 1].y - yd);
    verts[idx].color = tempUICurveData.Ccolor;
    verts[idx].uv0 = Vector2.zero;

    varVerHeler.AddUIVertexQuad(verts);
   }
  }

 }
 #endregion

 #region [PublicTools]
 public void AddCurveData(int varID, UICurveData varCurveData)
 {
  mCurveData.Add(varID, varCurveData);
  SetAllDirty();
 }
 public void Clear()
 {
  mCurveData.Clear();
  SetAllDirty();
 }
 public void RemovePointIDs(params int[] varRemovepoints)
 {
  List<int> tempL = new List<int>();
  tempL.AddRange(varRemovepoints);
  RemovePointIDs(tempL);
 }
 public void RemovePointIDs(List<int> varRemovePoints)
 {
  foreach (var i in varRemovePoints)
  {
   if (!mCurveData.ContainsKey(i)) continue;
   mCurveData.Remove(i);
  }
  SetAllDirty();
 }
 #endregion
}

測試使用

public class TestCurve : MonoBehaviour
{
 void Start()
 {
  var tempCurve = this.gameObject.AddComponent<UICurve>();
  UICurveData tempcd = new UICurveData();
  tempcd.Ccolor = Color.yellow;
  tempcd.Thickness = 2;
  for (int i = 0; i < 360; i++)
  {
   tempcd.Addpos(i * 2,(float)Mathf.Cos(i));
  }
  tempCurve.AddCurveData(1,tempcd);
 }
}

將該腳本掛在 Canvas 上,運行會看到

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持神馬文庫。

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