Unity3D利用UGUI制作多边形雷达图

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  在游戏开发中,我们经常会使用多维图来表示人物的属性。比如三国志中,通过五维图,我们可以清晰地看到武将的属性。

  如果我们自己的游戏需要用多边形雷达图来表示相似的属性,则需要针对UGUI进行一些处理。首先需要获取到Mesh网格和所在的CanvasRenderer渲染,以及Material材质球,从而描绘出完整的多边形。

 /// <summary>
    /// 设置点位
    /// </summary>
    void SetVertices()
    {
        int count = element.Length + 1;
        canvas = GetComponent<CanvasRenderer>();
        mesh = new Mesh();
        vertices = new Vector3[count];
        var uvs = new Vector2[count];
        triangles = new int[count * 3];
        var tangents = new Vector4[count];
        Vector4 tangent = new Vector4(0, 1, 0, -1);
        allAngle = (float)360 / (count - 1);

        for (int i = 0; i < vertices.Length; i++)   //循环顶点
        {
            vertices[i] = Quaternion.Euler(0, 0, allAngle * i) * Vector3.up * sideLength;
            uvs[i] = Quaternion.Euler(0, 0, allAngle * i) * Vector3.up;
            tangents[i] = tangent;
        }

        //为mesh的顶点赋值
        for (int i = 0, index = 0; i < count - 1; i++, index += 3)
        {
            triangles[index + 0] = 0;
            triangles[index + 1] = i == count - 2 ? 1 : 2 + i;//倒数第二
            triangles[index + 2] = i == count - 2 ? count - 1 : 1 + i;//最后一个
        }

        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();
        mesh.tangents = tangents;
        mesh.uv = uvs;

        canvas.SetMesh(mesh);
        canvas.SetMaterial(material, null);
    }

  通过求取夹角,传入不同的维度值(注意这里长度最小需要取3),我们可以得到如下不同维度的雷达图 :

   最后通过调整不同的值,实现多边形雷达图的变化:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RadarMap : MonoBehaviour
{
    private int[] triangles;
    private Vector3[] vertices;

    [Header("值域")]
    public float[] element = new float[5] { 10, 10, 10, 10, 10 };

    private float sideLength = 10;
    private float allAngle = 0;

    private CanvasRenderer canvas;
    [SerializeField]
    private Material material;
    private Mesh mesh;

    //整体缩放
    public float scale;


    //[Header("描边:这块暂时没开发完")]
    //public bool isRander = false;
    //LineRenderer lineRenderer;

    void Start()
    {
        SetVertices();

        //if (isRander)
        //{
        //    lineRenderer = transform.gameObject.AddComponent<LineRenderer>();

        //    lineRenderer.material = renderMaterial;
        //    lineRenderer.startWidth = 1;
        //    lineRenderer.endWidth = 1;

        //    lineRenderer.positionCount = element.Length + 1;
        //}

    }
 
    private void Update()
    {
        for (int i = 1; i < vertices.Length; i++)
        {
            sideLength = element[i-1] * scale;
            vertices[i] = Quaternion.Euler(0, 0, allAngle * i) * Vector3.up * sideLength;            
        }

        mesh.vertices = vertices;
        canvas.SetMesh(mesh);

        //if(isRander)
        //{
        //    SetLinePositions(vertices);
        //}
    }

    //public void SetLinePositions(Vector3[] vector3s)
    //{
    //    Vector3[] v3 = (Vector3[])vector3s.Clone();

    //    v3[0] = v3[v3.Length - 1];
    //    //for (var i = 0; i < v3.Length; i++)
    //    //    v3[i] += Vector3.up * 960 + Vector3.right * 540;

    //    lineRenderer.SetPositions(v3);
    //}


    /// <summary>
    /// 设置点位
    /// </summary>
    void SetVertices()
    {
        int count = element.Length + 1;
        canvas = GetComponent<CanvasRenderer>();
        mesh = new Mesh();
        vertices = new Vector3[count];
        var uvs = new Vector2[count];
        triangles = new int[count * 3];
        var tangents = new Vector4[count];
        Vector4 tangent = new Vector4(0, 1, 0, -1);
        allAngle = (float)360 / (count - 1);

        for (int i = 0; i < vertices.Length; i++)   //循环顶点
        {
            vertices[i] = Quaternion.Euler(0, 0, allAngle * i) * Vector3.up * sideLength;
            uvs[i] = Quaternion.Euler(0, 0, allAngle * i) * Vector3.up;
            tangents[i] = tangent;
        }

        //为mesh的顶点赋值
        for (int i = 0, index = 0; i < count - 1; i++, index += 3)
        {
            triangles[index + 0] = 0;
            triangles[index + 1] = i == count - 2 ? 1 : 2 + i;//倒数第二
            triangles[index + 2] = i == count - 2 ? count - 1 : 1 + i;//最后一个
        }

        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();
        mesh.tangents = tangents;
        mesh.uv = uvs;

        canvas.SetMesh(mesh);
        canvas.SetMaterial(material, null);
    }
}

  最终实现的效果图如下:

 

  关于该示例demo,我已经上传到我的资源中,有兴趣可以下载自己实验。

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