using System.Collections.Generic;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Effects/PolygonImage", 16)]
[RequireComponent(typeof(Image))]
public class PolygonImage : BaseMeshEffect
{
protected PolygonImage()
{ }
// GC Friendly
private static Vector3[] fourCorners = new Vector3[4];
private static UIVertex vertice = new UIVertex();
private RectTransform rectTransform = null;
private Image image = null;
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled) return;
if (rectTransform == null)
{
rectTransform = GetComponent<RectTransform>();
}
if (image == null)
{
image = GetComponent<Image>();
}
if (image.type != Image.Type.Simple)
{
return;
}
Sprite sprite = image.overrideSprite;
if (sprite == null || sprite.triangles.Length == 6)
{
// only 2 triangles
return;
}
// Kanglai: at first I copy codes from Image.GetDrawingDimensions
// to calculate Image's dimensions. But now for easy to read, I just take usage of corners.
if (vh.currentVertCount != 4)
{
return;
}
rectTransform.GetLocalCorners(fourCorners);
// Kanglai: recalculate vertices from Sprite!
int len = sprite.vertices.Length;
var vertices = new List<UIVertex>(len);
Vector2 Center = sprite.bounds.center;
Vector2 invExtend = new Vector2(1 / sprite.bounds.size.x, 1 / sprite.bounds.size.y);
for (int i = 0; i < len; i++)
{
// normalize
float x = (sprite.vertices[i].x - Center.x) * invExtend.x + 0.5f;
float y = (sprite.vertices[i].y - Center.y) * invExtend.y + 0.5f;
// lerp to position
vertice.position = new Vector2(Mathf.Lerp(fourCorners[0].x, fourCorners[2].x, x), Mathf.Lerp(fourCorners[0].y, fourCorners[2].y, y));
vertice.color = image.color;
vertice.uv0 = sprite.uv[i];
vertices.Add(vertice);
}
len = sprite.triangles.Length;
var triangles = new List<int>(len);
for (int i = 0; i < len; i++)
{
triangles.Add(sprite.triangles[i]);
}
vh.Clear();
vh.AddUIVertexStream(vertices, triangles);
}
}
}
【Unity脚本】减少OverDraw脚本:PolygonImage
最新推荐文章于 2023-03-09 17:54:09 发布