一个将Image几等分显示的脚本工具

将图片从中间拆成几个三角形,三角形越多,图片越接近圆形。

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Sprites;
using UnityEngine.UI;

public class ImageTest : Image
{
///
/// 圆形由多少块三角形拼成
///
[SerializeField]
public int segements = 100;
//显示部分占圆形的百分比.
[SerializeField]
public float showPercent = 1;
private readonly Color32 GRAY_COLOR = new Color32(60, 60, 60, 255);
private List _vertexList;

protected override void OnPopulateMesh(VertexHelper vh)
{
    vh.Clear();

    _vertexList = new List<Vector3>();

    AddVertex(vh, segements);

    AddTriangle(vh, segements);
}

private void AddVertex(VertexHelper vh, int segements)
{
    float width = rectTransform.rect.width;
    float heigth = rectTransform.rect.height;
    int realSegments = (int)(segements * showPercent);

    Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
    float uvWidth = uv.z - uv.x;
    float uvHeight = uv.w - uv.y;
    Vector2 uvCenter = new Vector2(uvWidth * 0.5f, uvHeight * 0.5f);
    Vector2 convertRatio = new Vector2(uvWidth / width, uvHeight / heigth);

    float radian = (2 * Mathf.PI) / segements;
    float radius = width * 0.5f;

    Vector2 originPos = new Vector2((0.5f - rectTransform.pivot.x) * width, (0.5f - rectTransform.pivot.y) * heigth);
    Vector2 vertPos = Vector2.zero;

    Color32 colorTemp = GetOriginColor();
    UIVertex origin = GetUIVertex(colorTemp, originPos, vertPos, uvCenter, convertRatio);
    vh.AddVert(origin);

    int vertexCount = realSegments + 1;
    float curRadian = 0;
    Vector2 posTermp = Vector2.zero;
    for (int i = 0; i < segements + 1; i++)
    {
        float x = Mathf.Cos(curRadian) * radius;
        float y = Mathf.Sin(curRadian) * radius;
        curRadian += radian;

        if (i < vertexCount)
        {
            colorTemp = color;
        }
        else
        {
            colorTemp = GRAY_COLOR;
        }
        posTermp = new Vector2(x, y);
        UIVertex vertexTemp = GetUIVertex(colorTemp, posTermp + originPos, posTermp, uvCenter, convertRatio);
        vh.AddVert(vertexTemp);
        _vertexList.Add(posTermp + originPos);
    }
}

private Color32 GetOriginColor()
{
    Color32 colorTemp = (Color.white - GRAY_COLOR) * showPercent;
    return new Color32(
        (byte)(GRAY_COLOR.r + colorTemp.r),
        (byte)(GRAY_COLOR.g + colorTemp.g),
        (byte)(GRAY_COLOR.b + colorTemp.b),
        255);
}

private void AddTriangle(VertexHelper vh, int realSegements)
{
    int id = 1;
    for (int i = 0; i < realSegements; i++)
    {
        vh.AddTriangle(id, 0, id + 1);
        id++;
    }
}

private UIVertex GetUIVertex(Color32 col, Vector3 pos, Vector2 uvPos, Vector2 uvCenter, Vector2 uvScale)
{
    UIVertex vertexTemp = new UIVertex();
    vertexTemp.color = col;
    vertexTemp.position = pos;
    vertexTemp.uv0 = new Vector2(uvPos.x * uvScale.x + uvCenter.x, uvPos.y * uvScale.y + uvCenter.y);
    return vertexTemp;
}

public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
    Vector2 localPoint;
    RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out localPoint);
    return IsValid(localPoint);
}

private bool IsValid(Vector2 localPoint)
{
    return GetCrossPointNum(localPoint, _vertexList) % 2 == 1;
}

private int GetCrossPointNum(Vector2 localPoint, List<Vector3> vertexList)
{
    int count = 0;
    Vector3 vert1 = Vector3.zero;
    Vector3 vert2 = Vector3.zero;
    int vertCount = vertexList.Count;

    for (int i = 0; i < vertCount; i++)
    {
        vert1 = vertexList[i];
        vert2 = vertexList[(i + 1) % vertCount];

        if (IsYInRang(localPoint, vert1, vert2))
        {
            if (localPoint.x < GetX(vert1, vert2, localPoint.y))
            {
                count++;
            }
        }
    }

    return count;
}

private bool IsYInRang(Vector2 localPoint, Vector3 vert1, Vector3 vert2)
{
    if (vert1.y > vert2.y)
    {
        return localPoint.y < vert1.y && localPoint.y > vert2.y;
    }
    else
    {
        return localPoint.y < vert2.y && localPoint.y > vert1.y;
    }
}

private float GetX(Vector3 vert1, Vector3 vert2, float y)
{
    float k = (vert1.y - vert2.y) / (vert1.x - vert2.x);
    return vert1.x + (y - vert1.y) / k;
}

}

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