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| using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Sprites; using System; using System.Collections; using UnityEngine.Serialization;
//[AddComponentMenu("UI/Circle Image")] public class CircleImage : MaskableGraphic, ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter {
[FormerlySerializedAs("m_Frame")] [SerializeField] private Sprite m_Sprite; public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtilityExt.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
[NonSerialized] private Sprite m_OverrideSprite; public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtilityExt.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
[Header("圆形或扇形填充比例")] [Range(0, 1)] public float fillPercent = 1f; [Header("是否填充圆形")] public bool fill = true; [Header("圆环宽度")] public float thickness = 5; [Header("圆形精度")] [Range(3, 100)] public int segements = 20;
private List<Vector3> innerVertices; private List<Vector3> outterVertices;
// Use this for initialization void Awake() { innerVertices = new List<Vector3>(); outterVertices = new List<Vector3>(); }
// Update is called once per frame void Update() { this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2); }
protected override void OnPopulateMesh(VertexHelper vh) { vh.Clear();
innerVertices.Clear(); outterVertices.Clear();
float degreeDelta = (float)(2 * Mathf.PI / segements); int curSegements = (int)(segements * fillPercent);
float tw = rectTransform.rect.width; float th = rectTransform.rect.height; float outerRadius = rectTransform.pivot.x * tw; float innerRadius = rectTransform.pivot.x * tw - thickness;
Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
float uvCenterX = (uv.x + uv.z) * 0.5f; float uvCenterY = (uv.y + uv.w) * 0.5f; float uvScaleX = (uv.z - uv.x) / tw; float uvScaleY = (uv.w - uv.y) / th;
float curDegree = 0; UIVertex uiVertex; int verticeCount; int triangleCount; Vector2 curVertice;
if (fill) //圆形 { curVertice = Vector2.zero; verticeCount = curSegements + 1; uiVertex = new UIVertex(); uiVertex.color = color; uiVertex.position = curVertice; uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY); vh.AddVert(uiVertex);
for (int i = 1; i < verticeCount; i++) { float cosA = Mathf.Cos(curDegree); float sinA = Mathf.Sin(curDegree); curVertice = new Vector2(cosA * outerRadius, sinA * outerRadius); curDegree += degreeDelta;
uiVertex = new UIVertex(); uiVertex.color = color; uiVertex.position = curVertice; uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY); vh.AddVert(uiVertex);
outterVertices.Add(curVertice); }
triangleCount = curSegements * 3; for (int i = 0, vIdx = 1; i < triangleCount - 3; i += 3, vIdx++) { vh.AddTriangle(vIdx, 0, vIdx + 1); } if (fillPercent == 1) { //首尾顶点相连 vh.AddTriangle(verticeCount - 1, 0, 1); } } else//圆环 { verticeCount = curSegements * 2; for (int i = 0; i < verticeCount; i += 2) { float cosA = Mathf.Cos(curDegree); float sinA = Mathf.Sin(curDegree); curDegree += degreeDelta;
curVertice = new Vector3(cosA * innerRadius, sinA * innerRadius); uiVertex = new UIVertex(); uiVertex.color = color; uiVertex.position = curVertice; uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY); vh.AddVert(uiVertex); innerVertices.Add(curVertice);
curVertice = new Vector3(cosA * outerRadius, sinA * outerRadius); uiVertex = new UIVertex(); uiVertex.color = color; uiVertex.position = curVertice; uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY); vh.AddVert(uiVertex); outterVertices.Add(curVertice); }
triangleCount = curSegements * 3 * 2; for (int i = 0, vIdx = 0; i < triangleCount - 6; i += 6, vIdx += 2) { vh.AddTriangle(vIdx + 1, vIdx, vIdx + 3); vh.AddTriangle(vIdx, vIdx + 2, vIdx + 3); } if (fillPercent == 1) { //首尾顶点相连 vh.AddTriangle(verticeCount - 1, verticeCount - 2, 1); vh.AddTriangle(verticeCount - 2, 0, 1); } }
}
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) { Sprite sprite = overrideSprite; if (sprite == null) return true;
Vector2 local; RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local); return Contains(local, outterVertices, innerVertices); }
private bool Contains(Vector2 p, List<Vector3> outterVertices, List<Vector3> innerVertices) { var crossNumber = 0; RayCrossing(p, innerVertices, ref crossNumber);//检测内环 RayCrossing(p, outterVertices, ref crossNumber);//检测外环 return (crossNumber & 1) == 1; }
/// <summary> /// 使用RayCrossing算法判断点击点是否在封闭多边形里 /// </summary> /// <param name="p"></param> /// <param name="vertices"></param> /// <param name="crossNumber"></param> private void RayCrossing(Vector2 p, List<Vector3> vertices, ref int crossNumber) { for (int i = 0, count = vertices.Count; i < count; i++) { var v1 = vertices[i]; var v2 = vertices[(i + 1) % count];
//点击点水平线必须与两顶点线段相交 if (((v1.y <= p.y) && (v2.y > p.y)) || ((v1.y > p.y) && (v2.y <= p.y))) { //只考虑点击点右侧方向,点击点水平线与线段相交,且交点x > 点击点x,则crossNumber+1 if (p.x < v1.x + (p.y - v1.y) / (v2.y - v1.y) * (v2.x - v1.x)) { crossNumber += 1; } } } }
/// <summary> /// Image's texture comes from the UnityEngine.Image. /// </summary> public override Texture mainTexture { get { return overrideSprite == null ? s_WhiteTexture : overrideSprite.texture; } }
public float pixelsPerUnit { get { float spritePixelsPerUnit = 100; if (sprite) spritePixelsPerUnit = sprite.pixelsPerUnit;
float referencePixelsPerUnit = 100; if (canvas) referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return spritePixelsPerUnit / referencePixelsPerUnit; } }
// /// <summary> // /// 子类需要重写该方法来自定义Image形状 // /// </summary> // /// <param name="vh"></param> // protected override void OnPopulateMesh(VertexHelper vh) // { // base.OnPopulateMesh(vh); // }
#region ISerializationCallbackReceiver public void OnAfterDeserialize() { }
// // 摘要: // Implement this method to receive a callback after unity serialized your object. public void OnBeforeSerialize() { } #endregion
#region ILayoutElement public virtual void CalculateLayoutInputHorizontal() { } public virtual void CalculateLayoutInputVertical() { }
public virtual float minWidth { get { return 0; } }
public virtual float preferredWidth { get { if (overrideSprite == null) return 0; return overrideSprite.rect.size.x / pixelsPerUnit; } }
public virtual float flexibleWidth { get { return -1; } }
public virtual float minHeight { get { return 0; } }
public virtual float preferredHeight { get { if (overrideSprite == null) return 0; return overrideSprite.rect.size.y / pixelsPerUnit; } }
public virtual float flexibleHeight { get { return -1; } }
public virtual int layoutPriority { get { return 0; } } #endregion
#region ICanvasRaycastFilter // public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) // { // return true; // } #endregion
}
internal static class SetPropertyUtilityExt { public static bool SetColor(ref Color currentValue, Color newValue) { if (currentValue.r == newValue.r && currentValue.g == newValue.g && currentValue.b == newValue.b && currentValue.a == newValue.a) return false;
currentValue = newValue; return true; }
public static bool SetStruct<T>(ref T currentValue, T newValue) where T : struct { if (currentValue.Equals(newValue)) return false;
currentValue = newValue; return true; }
public static bool SetClass<T>(ref T currentValue, T newValue) where T : class { if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue))) return false;
currentValue = newValue; return true; } }
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