【U3D/UGUI】2.使用頂點描繪圓形圖片,實現不規則圖形點擊

自我介紹

廣東雙非一本的大三小白,計科專業,想在製作畢設前夯實基礎,畢設做出一款屬於自己的遊戲!

使用頂點描繪圓形圖片

這是製作一個以後都能泛用的圓形image(可以做CD技能相關)

主要是兩個腳本

  • CircleImage.cs
  • CircleImageEditor.cs

CircleImage.cs 主要是用 segements 來控制邊的數量,畢竟圖像由多個三角形構成,只要三角形(直邊)夠多,看上去就像是圓形

該腳本還完成的功能有:

  • 製作類似技能CD的功能
  • 精確點擊(可以掛載一個Button組件測試)
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Sprites;
using UnityEngine.UI;

public class CircleImage : Image
{
    /// <summary>
    /// 圓形由多少塊三角形拼成
    /// </summary>
    [SerializeField]
    private int segements = 100;
    //顯示部分佔圓形的百分比.
    [SerializeField]
    private float showPercent = 1;
    [SerializeField]
    private Color32 hideColor = new Color32(60, 60, 60, 255);
    private List<Vector3> _vertexList;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();

        _vertexList = new List<Vector3>();

        AddVertex(vh, segements);

        AddTriangle(vh, segements);
    }

    private void AddVertex(VertexHelper vh, int segements)
    {
        float width = rectTransform.rect.width;
        float heigth = rectTransform.rect.height;
        int realSegments = (int)(segements * showPercent);

        Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
        float uvWidth = uv.z - uv.x;
        float uvHeight = uv.w - uv.y;
        Vector2 uvCenter = new Vector2(uvWidth * 0.5f, uvHeight * 0.5f);
        Vector2 convertRatio = new Vector2(uvWidth / width, uvHeight / heigth);

        float radian = (2 * Mathf.PI) / segements;
        float radius = width * 0.5f;

        Vector2 originPos = new Vector2((0.5f - rectTransform.pivot.x) * width, (0.5f - rectTransform.pivot.y) * heigth);
        Vector2 vertPos = Vector2.zero;

        Color32 colorTemp = GetOriginColor();
        UIVertex origin = GetUIVertex(colorTemp, originPos, vertPos, uvCenter, convertRatio);
        vh.AddVert(origin);

        int vertexCount = realSegments == 0 ? 0 : realSegments + 1;
        float curRadian = 0;
        Vector2 posTermp = Vector2.zero;
        for (int i = 0; i <= segements; i++)
        {
            float x = Mathf.Cos(curRadian) * radius;
            float y = Mathf.Sin(curRadian) * radius;
            curRadian += radian;

            if (i < vertexCount)
            {
                colorTemp = color;
            }
            else
            {
                colorTemp = hideColor;
            }
            posTermp = new Vector2(x, y);
            UIVertex vertexTemp = GetUIVertex(colorTemp, posTermp + originPos, posTermp, uvCenter, convertRatio);
            vh.AddVert(vertexTemp);
            _vertexList.Add(posTermp + originPos);
        }
    }

    private Color32 GetOriginColor()
    {
        Color32 colorTemp = (Color.white - hideColor) * showPercent;
        return new Color32(
            (byte)(hideColor.r + colorTemp.r),
            (byte)(hideColor.g + colorTemp.g),
            (byte)(hideColor.b + colorTemp.b),
            255);
    }

    private void AddTriangle(VertexHelper vh, int realSegements)
    {
        int id = 1;
        for (int i = 0; i < realSegements; i++)
        {
            vh.AddTriangle(id, 0, id + 1);
            id++;
        }
    }

    private UIVertex GetUIVertex(Color32 col, Vector3 pos, Vector2 uvPos, Vector2 uvCenter, Vector2 uvScale)
    {
        UIVertex vertexTemp = new UIVertex();
        vertexTemp.color = col;
        vertexTemp.position = pos;
        vertexTemp.uv0 = new Vector2(uvPos.x * uvScale.x + uvCenter.x, uvPos.y * uvScale.y + uvCenter.y);
        return vertexTemp;
    }

    public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
    {
        Vector2 localPoint;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out localPoint);
        return IsValid(localPoint);
    }

    private bool IsValid(Vector2 localPoint)
    {
        return GetCrossPointNum(localPoint, _vertexList) % 2 == 1;
    }

    private int GetCrossPointNum(Vector2 localPoint, List<Vector3> vertexList)
    {
        int count = 0;
        Vector3 vert1 = Vector3.zero;
        Vector3 vert2 = Vector3.zero;
        int vertCount = vertexList.Count;

        for (int i = 0; i < vertCount; i++)
        {
            vert1 = vertexList[i];
            vert2 = vertexList[(i + 1) % vertCount];

            if (IsYInRang(localPoint, vert1, vert2))
            {
                if (localPoint.x < GetX(vert1, vert2, localPoint.y))
                {
                    count++;
                }
            }
        }

        return count;
    }

    private bool IsYInRang(Vector2 localPoint, Vector3 vert1, Vector3 vert2)
    {
        if (vert1.y > vert2.y)
        {
            return localPoint.y < vert1.y && localPoint.y > vert2.y;
        }
        else
        {
            return localPoint.y < vert2.y && localPoint.y > vert1.y;
        }
    }

    private float GetX(Vector3 vert1, Vector3 vert2, float y)
    {
        float k = (vert1.y - vert2.y) / (vert1.x - vert2.x);
        return vert1.x + (y - vert1.y) / k;
    }
}

只有這一個腳本是不能展示我們自定義的一些字段的,比如 segements 所以我們需要一個editor文件

CircleImageEditor.cs

using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(CircleImage), true)]
[CanEditMultipleObjects]
public class CircleImageEditor : UnityEditor.UI.ImageEditor
{
    SerializedProperty _fillPercent;
    SerializedProperty _segements;
    SerializedProperty _hideColor;

    protected override void OnEnable()
    {
        base.OnEnable();
        _fillPercent = serializedObject.FindProperty("showPercent");
        _segements = serializedObject.FindProperty("segements");
        _hideColor = serializedObject.FindProperty("hideColor");
    }

    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        serializedObject.Update();
        EditorGUILayout.Slider(_fillPercent, 0, 1, new GUIContent("showPercent"));

        EditorGUILayout.PropertyField(_segements);

        EditorGUILayout.PropertyField(_hideColor);

        serializedObject.ApplyModifiedProperties();
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
}

測試:

CD功能

在這裏插入圖片描述

精確點擊

在這裏插入圖片描述


不規則圖形點擊

unity自帶的精確點擊策略

新添一個 IrregularShapeClick.cs 原理是識別圖片透明度,小於0.1的就不能被點擊

using UnityEngine;
using UnityEngine.UI;

public class IrregularShapeClick : MonoBehaviour
{
    void Start()
    {
        GetComponent<Image>().alphaHitTestMinimumThreshold = 0.1f;
    }
}

除了要掛載上述腳本,還需要在圖片的高級設置中設置,一定要勾選 Read/Write Enabled 開啓讀寫模式

如果不開啓,unity是不允許你訪問image裏的alphaHitTestMinimumThreshold屬性

在這裏插入圖片描述

測試成功

在這裏插入圖片描述

但是這種方法不推薦,開啓讀寫模式之後,會增大圖片內存,會有性能負擔

我們需要使用 Polygon Collider 2D 組件配合我們自定義的腳本完成精確點擊

爲此我們需要兩個腳本:

  • CustomImage.cs
  • CustomImageEditor.cs

CustomImage.cs

using UnityEngine;
using UnityEngine.UI;

public class CustomImage : Image
{
    private PolygonCollider2D _polygon;

    private PolygonCollider2D Polygon
    {
        get
        {
            if (_polygon == null) _polygon = GetComponent<PolygonCollider2D>();
            return _polygon;
        }   
    }

    public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
    {
        Vector3 point;
        RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, eventCamera, out point);
        return Polygon.OverlapPoint(point);
    }
}

CustomImageEditor.cs

using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

public class CustomImageEditor : Editor
{
    private const string UI_LAYER = "UI";

    [MenuItem("GameObject/UI/CustomImage", priority = 0)]
    private static void AddImage()
    {
        Transform canvasTrans = GetCanvasTrans();
        Transform image = AddCustomImage();
        if (Selection.activeGameObject!= null && Selection.activeGameObject.layer == LayerMask.NameToLayer(UI_LAYER))
            image.SetParent(Selection.activeGameObject.transform);
        else
            image.SetParent(canvasTrans);
        image.localPosition = Vector3.zero;
    }

    private static Transform GetCanvasTrans()
    {
        Canvas canvas = GameObject.FindObjectOfType<Canvas>();
        if (canvas == null)
        {
            GameObject canvasObj = new GameObject("Canvas");
            canvasObj.layer = LayerMask.NameToLayer(UI_LAYER);
            canvasObj.AddComponent<RectTransform>();
            canvasObj.AddComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
            canvasObj.AddComponent<CanvasScaler>();
            canvasObj.AddComponent<GraphicRaycaster>();
            return canvasObj.transform;
        }
        else
        {
            return canvas.transform;
        }
    }

    private static Transform AddCustomImage()
    {
        GameObject image = new GameObject("Image");
        image.layer = LayerMask.NameToLayer(UI_LAYER);
        image.AddComponent<RectTransform>();
        image.AddComponent<PolygonCollider2D>();
        image.AddComponent<CustomImage>();
        return image.transform;
    }
}

在編輯器中還設置了在hierarchy中添加 CustomImage 上面的 CircleImage 也可以在Editor腳本中進行如此操作

在這裏插入圖片描述

測試成功

在這裏插入圖片描述

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