参考:http://blog.csdn.net/pz789as/article/details/65628796
今日在做项目中发现,很多时候需要对文字多特殊处理,渐变就是最常用的。
特别是文字特别多,还有动态的时候,就不能只靠图了,否则包的大小就吃不消了。
在网上搜到雨松写的渐变代码,于是就拿来用了。可是版本不一样,我的是5.5.0版本,函数ModifyMesh的参数已经是VertexHelper了,所以就需要改动改动
具体代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/TextGradient")]
[RequireComponent(typeof(Text))]
public class UICustomTextGradient : BaseMeshEffect
{
public Color32 topColor = Color.white;
public Color32 bottomColor = Color.black;
//后面自己添加的控制中心移动属性,有时候看着渐变不顺眼,中心偏离高或者低了,就可以通过这个去调整
[RangeAttribute(0, 1)]
public float center = 0.5f;
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
{
return;
}
var count = vh.currentVertCount;
if (count == 0)
return;
var vertexs = new List<UIVertex>();
for (var i = 0; i < count; i++)
{
var vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, i);
vertexs.Add(vertex);
}
var topY = vertexs[0].position.y;
var bottomY = vertexs[0].position.y;
for (var i = 1; i < count; i++)
{
var y = vertexs[i].position.y;
if (y > topY)
{
topY = y;
}
else if (y < bottomY)
{
bottomY = y;
}
}
var height = topY - bottomY;
for (var i = 0; i < count; i++)
{
var vertex = vertexs[i];
//使用处理过后的颜色
// var color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height);
var color = CenterColor(bottomColor, topColor, (vertex.position.y - bottomY) / height);
vertex.color = color;
vh.SetUIVertex(vertex, i);
}
}
//加了一个对颜色处理的函数,主要调整中心的位置
private Color32 CenterColor(Color32 bc, Color32 tc, float time){
if (center == 0){
return bc;
}else if (center == 1){
return tc;
}else{
var centerColor = Color32.Lerp(bottomColor, topColor, 0.5f);
var resultColor = tc;
if (time < center) {
resultColor = Color32.Lerp(bottomColor, centerColor, time / center);
}else{
resultColor = Color32.Lerp(centerColor, topColor, (time - center)/(1-center));
}
return resultColor;
}
}
}
效果截图:
center为0.8时
center为0.2时
center为0.5时