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  • unity探索者之UGUI图片描边

    版权声明:本文为原创文章,转载请声明https://www.cnblogs.com/unityExplorer/p/13524270.html

    自从UGUI出现之后,我就已经放弃使用NGUI了,原因不多说,毕竟是亲爹产的

    不过即使如此,UGUI也存在不少问题,很多组件也不完善

    今天要说的就是Outline这个组件,相信不少朋友都使用过,也相信不少朋友都和我一样,对于这个组件十分恶心

    比如,我们给下面这张图添加一个描边

    诶,效果还不错哦,我们再换一张

      

     恩,我觉得应该没有美工能接受这样的描边,就算你叫他美术都不好使

    这个问题要解决,怎么办好呢?我们先来分析分析UGUI中Outline的源码

        public class Outline : Shadow
        {
            protected Outline()
            {}
    
            public override void ModifyMesh(VertexHelper vh)
            {
                if (!IsActive())
                    return;
    
                var verts = ListPool<UIVertex>.Get();
                vh.GetUIVertexStream(verts);
    
                var neededCpacity = verts.Count * 5;
                if (verts.Capacity < neededCpacity)
                    verts.Capacity = neededCpacity;
    
                var start = 0;
                var end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, -effectDistance.y);
    
                vh.Clear();
                vh.AddUIVertexTriangleStream(verts);
                ListPool<UIVertex>.Release(verts);
            }
        }

    代码很简单,也很好理解,通俗点说,就是把图片复制4份,然后叠在图片下方,每一张复制的图片都进行偏移,偏移量就是我们设置的描边的尺寸

    既然原理是这样的,那问题简单了,我们增加复制的数量,将缺口补上就好了

        public class Outline : Shadow
        {
            public float bevelAngleCoefficient = 0.7071f; //1除以根号2
    
            public override void ModifyMesh(VertexHelper vh)
            {
                if (!IsActive())
                    return;
                if (effectDistance.x == 0 && effectDistance.y == 0)
                    return;
    
                var verts = ListPool<UIVertex>.Get();
                vh.GetUIVertexStream(verts);
    
                var neededCpacity = verts.Count * 9;
                if (verts.Capacity < neededCpacity)
                    verts.Capacity = neededCpacity;
    
                float bevelAngleX = effectDistance.x * bevelAngleCoefficient;
                float bevelAngleY = effectDistance.y * bevelAngleCoefficient;
    
                var start = 0;
                var end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, bevelAngleX, 0);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, bevelAngleY);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -bevelAngleX, 0);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, -effectDistance.y);
    
                start = end;
                end = verts.Count;
                ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, -bevelAngleY);
    
                vh.Clear();
                vh.AddUIVertexTriangleStream(verts);
                ListPool<UIVertex>.Release(verts);
            }
        }
    bevelAngleCoefficient是斜角系数,这个值的设定是为了满足不同类型的图片,边缘较圆滑的图片,使用默认值就可以,对于上面的叉,值设置为2最为合适,效果如下

    对于边缘圆滑的图片,修改bevelAngleCoefficient值也能达到比较好的效果

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  • 原文地址:https://www.cnblogs.com/unityExplorer/p/13524270.html
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