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  • 任意图形工具

    BaseImage.cs

    using System;
    using UnityEngine;
    using System.Collections;
    using UnityEngine.Serialization;
    using UnityEngine.UI;
    
    public class BaseImage : MaskableGraphic,ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
    {
    
        // Use this for initialization
        void Start () {
        
        }
        
        // Update is called once per frame
        void Update () {
        
        }
    
        [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(); } }
    
    
        /// <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
    
    }

    SetPropertyUtilityExt.cs

    using UnityEngine;
    
    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;
        }
    }

    CircleImage.cs

    //组件工具

    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.Sprites;
    
    [AddComponentMenu("UI/Circle Image")]
    public class CircleImage : BaseImage {
    
        // 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);
        }
    
        [Tooltip("圆形或扇形填充比例")]
        [Range(0, 1)]
        public float fillPercent = 1f;
        [Tooltip("是否填充圆形")]
        public bool fill = true;
        [Tooltip("圆环宽度")]
        public float thickness = 5;
        [Tooltip("圆形")]
        [Range(3, 100)]
        public int segements = 20;
    
        private List<Vector3> innerVertices;
        private List<Vector3> outterVertices;
    
        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 override 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;
                    }
                }
            }
        }
    
    
    }

     
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  • 原文地址:https://www.cnblogs.com/VR-1024/p/9789949.html
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