Unity UI.text 竖直显示

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
[ExecuteInEditMode]
public class VirticalText : BaseMeshEffect
{
    [Tooltip("字和字之间的距离")]
    public float spacing = 1;
    [Tooltip("作者所在列")]
    public int WriteLine;
    [Tooltip("作者所在列字和字之间的距离")]
    public float writeSpacing;
    [Tooltip("作者所在列的列距")]
    public float  WriteLinespacing=1;
    private int ConcGram;
    private float WriteTextSpacing;
    private float WritetextLinespacing;
    private float lineSpacing = 1;
    private float textSpacing = 1;
    private float xOffset = 0;
    private float yOffset = 0;
    public override void ModifyMesh(VertexHelper helper)
    {
        if (!IsActive())
            return;
        List<UIVertex> verts = new List<UIVertex>();
        helper.GetUIVertexStream(verts);
        Text text = GetComponent<Text>();
        TextGenerator tg =  text.cachedTextGenerator;
        lineSpacing = text.fontSize * text.lineSpacing;
        textSpacing = text.fontSize * spacing;
        WriteTextSpacing = text.fontSize * writeSpacing; // 改变作者所在列行距;
        WritetextLinespacing= text.fontSize * WriteLinespacing; //改变作者所在列列距;
        xOffset = text.rectTransform.sizeDelta.x / 2 - text.fontSize / 2;
        yOffset = text.rectTransform.sizeDelta.y / 2 - text.fontSize / 2;
        string content = text.text;
        List<UILineInfo> lines = new List<UILineInfo>();
        tg.GetLines(lines);
        bool needSkip = false;
        int sumCount = 0;
        for (int i = 0; i < lines.Count; i++)
        {
            UILineInfo line = lines[i];
            int step = i;
            ConcGram = i + 1;
            if (i + 1 < lines.Count)
            {
                UILineInfo line2 = lines[i + 1];
                int current = 0;
                int realCurrent = 0;
                needSkip = false;
                for (int j = line.startCharIdx; j < line2.startCharIdx - 1; j++)
                {
                    if (content[sumCount+current] == '<')
                    {
                        needSkip = true;
                    }else if (content[sumCount+current] == '>')
                    {
                        needSkip = false;
                    }else
                    {
                        if(!needSkip)
                        {
                            modifyText(helper, j, realCurrent, step);
                            realCurrent++;
                        }
                    }
                    current++;                   
                }
                sumCount += (current-1+2);//回车键是两个字符,所以要再加2;
            }
            else if (i + 1 == lines.Count)
            {
                int current = 0;
                int realCurrent = 0;
                needSkip = false;
                for (int j = line.startCharIdx; j < tg.characterCountVisible; j++)
                {
                    if (content[sumCount+current] == '<')
                    {
                        needSkip = true;
                    }
                    else if (content[sumCount+current] == '>')
                    {
                        needSkip = false;
                    }
                    else
                    {
                        if (!needSkip)
                        {
                         
                            modifyText(helper, j, realCurrent, step);
                            realCurrent++;
                        }
                    }
                    current++;
                }
            }
        }
    }
    void modifyText(VertexHelper helper, int i, int charYPos, int charXPos)
    {
        UIVertex lb = new UIVertex();
        helper.PopulateUIVertex(ref lb, i * 4);
        UIVertex lt = new UIVertex();
        helper.PopulateUIVertex(ref lt, i * 4 + 1);
        UIVertex rt = new UIVertex();
        helper.PopulateUIVertex(ref rt, i * 4 + 2);
        UIVertex rb = new UIVertex();
        helper.PopulateUIVertex(ref rb, i * 4 + 3);
        Vector3 center = Vector3.Lerp(lb.position, rt.position, 0.5f);
        Matrix4x4 move = Matrix4x4.TRS(-center, Quaternion.identity, Vector3.one);
        float x;
        float y;
        if (ConcGram>= WriteLine) //作者所在列
        {
            y = -charYPos * WriteTextSpacing + yOffset;
            x = -charXPos * WritetextLinespacing + xOffset;
        }
        else
        {
             y = -charYPos * textSpacing + yOffset;
             x = -charXPos * lineSpacing + xOffset;
        }
       
        Vector3 pos = new Vector3(x, y, 0);
        Matrix4x4 place = Matrix4x4.TRS(pos, Quaternion.identity, Vector3.one);
        Matrix4x4 transform = place * move;
        lb.position = transform.MultiplyPoint(lb.position);
        lt.position = transform.MultiplyPoint(lt.position);
        rt.position = transform.MultiplyPoint(rt.position);
        rb.position = transform.MultiplyPoint(rb.position);
        helper.SetUIVertex(lb, i * 4);
        helper.SetUIVertex(lt, i * 4 + 1);
        helper.SetUIVertex(rt, i * 4 + 2);
        helper.SetUIVertex(rb, i * 4 + 3);
    }
}
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值