一.效果图:
二.代码如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; public class CommonStoryText : BaseMeshEffect { [SerializeField] private int textIndex; private UIVertex vertex = new UIVertex(); //记录刷新时间 private float m_TimeCount = 0; private float m_charTime = 0; //是否开始显示打字 private int state = 0; //每个字的出现间隔 private float m_TimeSpace = 0; //要显示的Text组件 private Text m_Text; private int alphaIndex = 0; private float[] arrVertex; private int aniComplete = 0; private int m_charLen = 0; private int hasInit = 0; public override void ModifyMesh(VertexHelper vh) { if (!IsActive()) { return; } if(state == 0) { return; } m_charLen = vh.currentVertCount/4; //文本长度 if(state == 1) { for (var i = 0; i < vh.currentVertCount; i++) { vh.PopulateUIVertex(ref vertex, i); Color c = vertex.color; c.a = 0; vertex.color = c; vh.SetUIVertex(vertex, i); } state = 2; return; } int vCount = 4; int vertexIndex = 0; int charLen = m_charLen; for(int i=0; i<charLen; i++) { float alpha = arrVertex[i]; for (int j = 0; j < vCount; j++) { if (vertexIndex < vh.currentVertCount) { vh.PopulateUIVertex(ref vertex, vertexIndex); Color c = vertex.color; c.a = alpha; vertex.color = c; vh.SetUIVertex(vertex, vertexIndex); } vertexIndex++; } } if(alphaIndex >= charLen && state > 0) { state = 0; aniComplete = 1; } } protected override void Awake() { m_Text = gameObject.GetComponent<Text>(); textIndex = 0; m_Text.text = ""; } protected override void Start() { } void Update () { if (state == 2) { if(hasInit == 0) { hasInit = 1; arrVertex = new float[m_charLen]; for(int i=0; i<m_charLen; i++) { arrVertex[i] = 0; } } doText(); doAlphaText(); } if(aniComplete == 1) { aniComplete = 0; onTextAniComplete(); } } private void doText() { int charLen = m_charLen; if(textIndex >= charLen) { return; } if (Time.time - m_charTime > 0.05) { m_charTime = Time.time; textIndex++; } } private void doAlphaText() { if (Time.time - m_TimeCount <= 0.01) { return; } m_TimeCount = Time.time; int charLen = m_charLen; bool needModify = false; for(int i=alphaIndex; i<textIndex && i<charLen; i++) { float alpha = arrVertex[i]; alpha += 0.1f; needModify = true; if(alpha >= 1) { alphaIndex++; alpha = 1; } arrVertex[i] = alpha; } if(needModify) { graphic.SetVerticesDirty(); } } public void playAni(string contents) { if(state > 0) { return; } m_Text.text = contents; hasInit = 0; alphaIndex = 0; state = 1; textIndex = 0; graphic.SetVerticesDirty(); } public void stopAni() { state = 0; } public void showText() { if(hasInit == 0) { return; } alphaIndex = m_charLen; textIndex = m_charLen; for(int i=0; i<m_charLen; i++) { arrVertex[i] = 1.0f; } graphic.SetVerticesDirty(); } private void onTextAniComplete() { } public void test() { playAni("这是一段剧情对话,<color=#FF0000>尽量长一点</color>方便测试."); } }
三.新建一个unity工程 创建ui text节点 添加上面的脚本 代码里调用playAni接口.