UGUI的Text组件勾选Rich Text复选框后支持富文本,当文本中的富文本标签非常多时,会发现三角面和顶点数会非常多,而实际显示的文字会很少,顶点数有时会多到报错。
原因:一个字符会生成6个顶点,6个顶点构成2个三角面,text会把富文本标签也进行计算,所以我们需要把Text组件下,将重复的三角面过滤掉
这是正常状态下text文本:
使用大量富文本的text文本:<size=30><b><color=#000000ff>1</color></b></size>
优化后的text文本,不过有点要注意的:
Unity5.5版本以前还存在foreach迭代操作问题,会产生堆内存分配。不过5.5说明中说已经修复了该问题。
Unity5.5以前版本:优化代码
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class UIVertexOptimize : BaseMeshEffect
{
struct Triangle
{
public UIVertex v1;
public UIVertex v2;
public UIVertex v3;
}
class TriangleCompare : IEqualityComparer<Triangle>
{
public bool Equals(Triangle x, Triangle y)
{
return UIVertexEquals(x.v1, y.v1) && UIVertexEquals(x.v2, y.v2) && UIVertexEquals(x.v3, y.v3);
}
public int GetHashCode(Triangle obj)
{
return GetUIVertexHashCode(obj.v1)
^ GetUIVertexHashCode(obj.v2)
^ GetUIVertexHashCode(obj.v3);
}
int GetUIVertexHashCode(UIVertex vertex)
{
return vertex.color.a.GetHashCode()
^ vertex.color.b.GetHashCode()
^ vertex.color.g.GetHashCode()
^ vertex.color.r.GetHashCode()
^ vertex.normal.GetHashCode()
^ vertex.position.GetHashCode()
^ vertex.tangent.GetHashCode()
^ vertex.uv0.GetHashCode()
^ vertex.uv1.GetHashCode();
}
bool UIVertexEquals(UIVertex x, UIVertex y)
{
return x.color.a == y.color.a
&& x.color.b == y.color.b
&& x.color.g == y.color.g
&& x.color.r == y.color.r
&& x.normal == y.normal
&& x.position == y.position
&& x.tangent == y.tangent
&& x.uv1 == y.uv1
&& x.uv0 == y.uv0;
}
}
List<UIVertex> verts = new List<UIVertex>();
List<Triangle> tris = new List<Triangle>();
public override void ModifyMesh(VertexHelper vh)
{
vh.GetUIVertexStream(verts);
Debug.Log(verts.Count);
OptimizeVert(ref verts);
Debug.Log(verts.Count);
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
void OptimizeVert(ref List<UIVertex> vertices)
{
if (tris.Capacity < vertices.Count / 3)
{
tris.Capacity = vertices.Count;
}
for (int i = 0; i <= vertices.Count - 3; i += 3)
{
tris.Add(new Triangle() { v1 = vertices[i], v2 = vertices[i + 1], v3 = vertices[i + 2] });
}
vertices.Clear();
vertices.AddRange(tris.Distinct(new TriangleCompare()).SelectMany(t => new[]
{
t.v1,
t.v2,
t.v3
}));
tris.Clear();
}
}
Unity5.5及之后版本:优化Text
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class UIVertexOptimize : BaseMeshEffect
{
struct Triangle
{
public UIVertex v1;
public UIVertex v2;
public UIVertex v3;
}
List<UIVertex> verts = new List<UIVertex>();
public override void ModifyMesh(VertexHelper vh)
{
vh.GetUIVertexStream(verts);
OptimizeVert(ref verts);
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
void OptimizeVert(ref List<UIVertex> vertices)
{
List<Triangle> tris = new List<Triangle>();
for (int i = 0; i < vertices.Count - 3; i += 3)
{
tris.Add(new Triangle() { v1 = vertices[i], v2 = vertices[i + 1], v3 = vertices[i + 2] });
}
vertices = tris.Distinct().SelectMany(tri =>
new[]{
tri.v1,
tri.v2,
tri.v3
}).ToList();
}
}