unity原生的Text文本的顏色雖是可調但是隻能是單一顏色,不能達到顏色的漸變效果。
下面我就貼代碼了:
兩色漸變
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
[RequireComponent(typeof(Text))]
public class TextVerticalGradientTwoColor : BaseMeshEffect
{
public Color colorTop = Color.red;
public Color colorBottom = Color.green;
protected TextVerticalGradientTwoColor()
{
}
private static void setColor(List<UIVertex> verts, int index, Color32 c)
{
UIVertex vertex = verts[index];
vertex.color = c;
verts[index] = vertex;
}
private void ModifyVertices(List<UIVertex> verts)
{
for (int i = 0; i < verts.Count; i += 6)
{
setColor(verts, i + 0, colorTop);
setColor(verts, i + 1, colorTop);
setColor(verts, i + 2, colorBottom);
setColor(verts, i + 3, colorBottom);
setColor(verts, i + 4, colorBottom);
setColor(verts, i + 5, colorTop);
}
}
#region implemented abstract members of BaseMeshEffect
public override void ModifyMesh(VertexHelper vh)
{
if (!this.IsActive())
{
return;
}
List<UIVertex> verts = new List<UIVertex>(vh.currentVertCount);
vh.GetUIVertexStream(verts);
ModifyVertices(verts);
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
#endregion
}
三色漸變
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
namespace UI.Extension
{
[AddComponentMenu ("UI/Effects/Text Vertical Gradient Color")]
[RequireComponent(typeof(Text))]
public class TextVerticalGradientThreeColor : BaseMeshEffect
{
public Color colorTop = Color.red;
public Color colorCenter = Color.blue;
public Color colorBottom = Color.green;
public bool MultiplyTextColor = false;
protected TextVerticalGradientThreeColor()
{
}
public static Color32 Multiply(Color32 a, Color32 b)
{
a.r = (byte)((a.r * b.r) >> 8);
a.g = (byte)((a.g * b.g) >> 8);
a.b = (byte)((a.b * b.b) >> 8);
a.a = (byte)((a.a * b.a) >> 8);
return a;
}
private void ModifyVertices(VertexHelper vh)
{
List<UIVertex> verts = new List<UIVertex>(vh.currentVertCount);
vh.GetUIVertexStream(verts);
vh.Clear();
int step = 6;
for (int i = 0; i < verts.Count; i += step) {
//6 point
var tl = multiplyColor(verts[i+0], colorTop);
var tr = multiplyColor (verts [i+1], colorTop);
var bl = multiplyColor (verts [i+4], colorBottom);
var br = multiplyColor (verts [i + 3], colorBottom);
var cl = calcCenterVertex(verts[i+0], verts [i+4]);
var cr = calcCenterVertex (verts [i+1], verts [i+2]);
vh.AddVert (tl);
vh.AddVert (tr);
vh.AddVert (cr);
vh.AddVert (cr);
vh.AddVert (cl);
vh.AddVert (tl);
vh.AddVert (cl);
vh.AddVert (cr);
vh.AddVert (br);
vh.AddVert (br);
vh.AddVert (bl);
vh.AddVert (cl);
}
for (int i = 0; i < vh.currentVertCount; i += 12) {
vh.AddTriangle (i + 0, i + 1, i + 2);
vh.AddTriangle (i + 3, i + 4, i + 5);
vh.AddTriangle (i + 6, i + 7, i + 8);
vh.AddTriangle (i + 9, i + 10, i + 11);
}
}
private UIVertex multiplyColor(UIVertex vertex, Color color)
{
if (MultiplyTextColor)
vertex.color = Multiply (vertex.color, color);
else
vertex.color = color;
return vertex;
}
private UIVertex calcCenterVertex(UIVertex top, UIVertex bottom)
{
UIVertex center;
center.normal = (top.normal + bottom.normal) / 2;
center.position = (top.position + bottom.position) / 2;
center.tangent = (top.tangent + bottom.tangent) / 2;
center.uv0 = (top.uv0 + bottom.uv0) / 2;
center.uv1 = (top.uv1 + bottom.uv1) / 2;
if (MultiplyTextColor) {
//multiply color
var color = Color.Lerp(top.color, bottom.color, 0.5f);
center.color = Multiply (color, colorCenter);
} else {
center.color = colorCenter;
}
return center;
}
#region implemented abstract members of BaseMeshEffect
public override void ModifyMesh(VertexHelper vh)
{
if(!this.IsActive())
{
return;
}
ModifyVertices(vh);
}
#endregion
}
}
參考文章:http://www.taidous.com/thread-44526-1-1.html