- 创建canvas,挂载UICircle 脚本
- 添加RenderTexture
- 修改UICircle多边形数(36圆形)
脚本1:UICircle .cs
using System; using UnityEngine; using UnityEngine.UI;
public class UICircle : RawImage { const int FILL_PERCENT = 100; float thickness = 5;
[SerializeField][Range(4,360)] int _segments = 36;
public int segments { get { return _segments;} set { if (_segments != value) { _segments = value; SetVerticesDirty (); #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty (transform); #endif } } }
protected override void OnRectTransformDimensionsChange () { base.OnRectTransformDimensionsChange (); this.thickness = (float)Mathf.Clamp (this.thickness, 0, rectTransform.rect.width / 2); }
protected override void OnPopulateMesh(VertexHelper vh) { float outer = -rectTransform.pivot.x * rectTransform.rect.width; float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
vh.Clear();
Vector2 prevX = Vector2.zero; Vector2 prevY = Vector2.zero; Vector2 uv0 = new Vector2(0, 0); Vector2 uv1 = new Vector2(0, 1); Vector2 uv2 = new Vector2(1, 1); Vector2 uv3 = new Vector2(1, 0); Vector2 pos0; Vector2 pos1; Vector2 pos2; Vector2 pos3;
float tw = rectTransform.rect.width; float th = rectTransform.rect.height;
float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments; float currentAngle = 0f; for (int i = 0; i < segments + 1; i++) {
float c = Mathf.Cos(currentAngle); float s = Mathf.Sin(currentAngle);
StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f); uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f); uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f); uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f);
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
currentAngle += angleByStep; } }
private void StepThroughPointsAndFill(float outer, float inner, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s) { pos0 = prevX; pos1 = new Vector2(outer * c, outer * s);
pos2 = Vector2.zero; pos3 = Vector2.zero;
prevX = pos1; prevY = pos2; }
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs) { UIVertex[] vbo = new UIVertex[4]; for (int i = 0; i < vertices.Length; i++) { var vert = UIVertex.simpleVert; vert.color = color; vert.position = vertices[i]; vert.uv0 = uvs[i]; vbo[i] = vert; } return vbo; } }
脚本2:UICircleInspector.cs 放在Editor文件夹下
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.UI;
[CustomEditor(typeof(UICircle), true)] [CanEditMultipleObjects] public class UICircleInspector : RawImageEditor {
public override void OnInspectorGUI() { base.OnInspectorGUI (); UICircle circle = target as UICircle; circle.segments = Mathf.Clamp(EditorGUILayout.IntField ("UICircle多边形", circle.segments),4,360);
}
} |