NGUI-UIBasicSprite/UISprite/UITexture源码解析

1. 整体类图

NGUI_Class.png
从类图可以看出,UISprite和UITexture都是继承UIBasicSprite,UIBasicSprite则继承UIWidget。

2. UIBasicSprite

2.1 作用
主要提供图片类型属性,flip属性及提供统一填充几何信息的方法(Fill)。
2.2 图片类型

public enum Type
{
		Simple,
		Sliced,
		Tiled,
		Filled,
		Advanced,
}

每一种Type的解释及适用场景:

Simple:标准的Sprite,自适应大小
Sliced:九宫格切片,创建固定边框控件的最佳选择。边框固定,图片中间做拉伸(缩放),如角色头像,按钮背景
Tiled:平铺,一个Sprite缩放填充整个区域,如背景平铺
Filed:每个Sprite有一个单独的参数(file Amout)来控制哪些是可见的,用来制作技能CD冷却时间或进度条
Advanced:高级的,自定义左右上下中的Sprite Type

关于Type的具体信息和示例可以参考这篇文章

2.3 Flip类型

public enum Flip
{
		Nothing,
		Horizontally,
		Vertically,
		Both,
}

2.4 Fill方法
Fill方法根据图片类型调用SimpleFill/SlicedFill/FilledFill/TiledFill/AdvancedFill方法填充几何信息

protected void Fill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, Rect outer, Rect inner)
	{
		mOuterUV = outer;
		mInnerUV = inner;

		switch (type)
		{
			case Type.Simple:
			SimpleFill(verts, uvs, cols);
			break;

			case Type.Sliced:
			SlicedFill(verts, uvs, cols);
			break;

			case Type.Filled:
			FilledFill(verts, uvs, cols);
			break;

			case Type.Tiled:
			TiledFill(verts, uvs, cols);
			break;

			case Type.Advanced:
			AdvancedFill(verts, uvs, cols);
			break;
		}
	}

2.5 SimpleFill
几何信息按照左下 左上 右上 右下的顺序依次填入

void SimpleFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Vector4 v = drawingDimensions;
		Vector4 u = drawingUVs;
		Color32 c = drawingColor;

		verts.Add(new Vector3(v.x, v.y));
		verts.Add(new Vector3(v.x, v.w));
		verts.Add(new Vector3(v.z, v.w));
		verts.Add(new Vector3(v.z, v.y));

		uvs.Add(new Vector2(u.x, u.y));
		uvs.Add(new Vector2(u.x, u.w));
		uvs.Add(new Vector2(u.z, u.w));
		uvs.Add(new Vector2(u.z, u.y));

		cols.Add(c);
		cols.Add(c);
		cols.Add(c);
		cols.Add(c);
	}

2.6 SlicedFill

  • 当边界border等于Vector4.zero的时候按照Simple类型处理
  • 由于Slice分成外矩形和内矩形,将外矩形和内矩形的左下,右上总共4个顶点/UV分配到mTempPos和mTempUVs临时缓存
  • Sliced的中文意思为九宫格,填充几何信息的时候也是将图片分成9块进行的,按照以下规则
    3 6 9
    2 5 8
    1 4 7
void SlicedFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Vector4 br = border * pixelSize;
		
		if (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)
		{
			SimpleFill(verts, uvs, cols);
			return;
		}

		Color32 c = drawingColor;
		Vector4 v = drawingDimensions;

		mTempPos[0].x = v.x;
		mTempPos[0].y = v.y;
		mTempPos[3].x = v.z;
		mTempPos[3].y = v.w;

		if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
		{
			mTempPos[1].x = mTempPos[0].x + br.z;
			mTempPos[2].x = mTempPos[3].x - br.x;

			mTempUVs[3].x = mOuterUV.xMin;
			mTempUVs[2].x = mInnerUV.xMin;
			mTempUVs[1].x = mInnerUV.xMax;
			mTempUVs[0].x = mOuterUV.xMax;
		}
		else
		{
			mTempPos[1].x = mTempPos[0].x + br.x;
			mTempPos[2].x = mTempPos[3].x - br.z;

			mTempUVs[0].x = mOuterUV.xMin;
			mTempUVs[1].x = mInnerUV.xMin;
			mTempUVs[2].x = mInnerUV.xMax;
			mTempUVs[3].x = mOuterUV.xMax;
		}

		if (mFlip == Flip.Vertically || mFlip == Flip.Both)
		{
			mTempPos[1].y = mTempPos[0].y + br.w;
			mTempPos[2].y = mTempPos[3].y - br.y;

			mTempUVs[3].y = mOuterUV.yMin;
			mTempUVs[2].y = mInnerUV.yMin;
			mTempUVs[1].y = mInnerUV.yMax;
			mTempUVs[0].y = mOuterUV.yMax;
		}
		else
		{
			mTempPos[1].y = mTempPos[0].y + br.y;
			mTempPos[2].y = mTempPos[3].y - br.w;

			mTempUVs[0].y = mOuterUV.yMin;
			mTempUVs[1].y = mInnerUV.yMin;
			mTempUVs[2].y = mInnerUV.yMax;
			mTempUVs[3].y = mOuterUV.yMax;
		}

		for (int x = 0; x < 3; ++x)
		{
			int x2 = x + 1;

			for (int y = 0; y < 3; ++y)
			{
				if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;

				int y2 = y + 1;

				verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));
				verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));
				verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));
				verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));

				uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));
				uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));
				uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));
				uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));

				cols.Add(c);
				cols.Add(c);
				cols.Add(c);
				cols.Add(c);
			}
		}
	}

2.7 TiledFill

  • 计算对应纹理贴图的大小
  • UV进行Flip处理
  • 按照从左到右,从下到上不断添加平铺纹理的几何信息,限制显示区域(对顶点和UV范围限制)
void TiledFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Texture tex = mainTexture;
		if (tex == null) return;

		Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);
		size *= pixelSize;
		if (tex == null || size.x < 2f || size.y < 2f) return;

		Color32 c = drawingColor;
		Vector4 v = drawingDimensions;
		Vector4 u;

		if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
		{
			u.x = mInnerUV.xMax;
			u.z = mInnerUV.xMin;
		}
		else
		{
			u.x = mInnerUV.xMin;
			u.z = mInnerUV.xMax;
		}

		if (mFlip == Flip.Vertically || mFlip == Flip.Both)
		{
			u.y = mInnerUV.yMax;
			u.w = mInnerUV.yMin;
		}
		else
		{
			u.y = mInnerUV.yMin;
			u.w = mInnerUV.yMax;
		}

		float x0 = v.x;
		float y0 = v.y;

		float u0 = u.x;
		float v0 = u.y;

		while (y0 < v.w)
		{
			x0 = v.x;
			float y1 = y0 + size.y;
			float v1 = u.w;

			if (y1 > v.w)
			{
				v1 = Mathf.Lerp(u.y, u.w, (v.w - y0) / size.y);
				y1 = v.w;
			}

			while (x0 < v.z)
			{
				float x1 = x0 + size.x;
				float u1 = u.z;

				if (x1 > v.z)
				{
					u1 = Mathf.Lerp(u.x, u.z, (v.z - x0) / size.x);
					x1 = v.z;
				}

				verts.Add(new Vector3(x0, y0));
				verts.Add(new Vector3(x0, y1));
				verts.Add(new Vector3(x1, y1));
				verts.Add(new Vector3(x1, y0));

				uvs.Add(new Vector2(u0, v0));
				uvs.Add(new Vector2(u0, v1));
				uvs.Add(new Vector2(u1, v1));
				uvs.Add(new Vector2(u1, v0));

				cols.Add(c);
				cols.Add(c);
				cols.Add(c);
				cols.Add(c);

				x0 += size.x;
			}
			y0 += size.y;
		}
	}

2.8 FilledFill
2.8.1 FillDirection

public enum FillDirection
{
		Horizontal,
		Vertical,
		Radial90,
		Radial180,
		Radial360,
}
  • 主要由mfillDirection(填充方式)、mfillAmount(填充量)和mInvert(是否反转)来控制填充的效果
  • 对于FillDirection.Horizontal或者FillDirection.Vertical的情况,根据mfillAmount重新计算顶点坐标和UV坐标并填入即可
  • 对于FillDirection其他3种类型,但都用到RadialCut函数,里面涉及到一些三角函数的运算。Radial90画1个矩形即可,Radial180需要分左右画2个矩形,而Radial360则需要分四块画4个矩形。
void FilledFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		if (mFillAmount < 0.001f) return;

		Vector4 v = drawingDimensions;
		Vector4 u = drawingUVs;
		Color32 c = drawingColor;

		// Horizontal and vertical filled sprites are simple -- just end the sprite prematurely
		if (mFillDirection == FillDirection.Horizontal || mFillDirection == FillDirection.Vertical)
		{
			if (mFillDirection == FillDirection.Horizontal)
			{
				float fill = (u.z - u.x) * mFillAmount;

				if (mInvert)
				{
					v.x = v.z - (v.z - v.x) * mFillAmount;
					u.x = u.z - fill;
				}
				else
				{
					v.z = v.x + (v.z - v.x) * mFillAmount;
					u.z = u.x + fill;
				}
			}
			else if (mFillDirection == FillDirection.Vertical)
			{
				float fill = (u.w - u.y) * mFillAmount;

				if (mInvert)
				{
					v.y = v.w - (v.w - v.y) * mFillAmount;
					u.y = u.w - fill;
				}
				else
				{
					v.w = v.y + (v.w - v.y) * mFillAmount;
					u.w = u.y + fill;
				}
			}
		}

		mTempPos[0] = new Vector2(v.x, v.y);
		mTempPos[1] = new Vector2(v.x, v.w);
		mTempPos[2] = new Vector2(v.z, v.w);
		mTempPos[3] = new Vector2(v.z, v.y);

		mTempUVs[0] = new Vector2(u.x, u.y);
		mTempUVs[1] = new Vector2(u.x, u.w);
		mTempUVs[2] = new Vector2(u.z, u.w);
		mTempUVs[3] = new Vector2(u.z, u.y);

		if (mFillAmount < 1f)
		{
			if (mFillDirection == FillDirection.Radial90)
			{
				if (RadialCut(mTempPos, mTempUVs, mFillAmount, mInvert, 0))
				{
					for (int i = 0; i < 4; ++i)
					{
						verts.Add(mTempPos[i]);
						uvs.Add(mTempUVs[i]);
						cols.Add(c);
					}
				}
				return;
			}

			if (mFillDirection == FillDirection.Radial180)
			{
				for (int side = 0; side < 2; ++side)
				{
					float fx0, fx1, fy0, fy1;

					fy0 = 0f;
					fy1 = 1f;

					if (side == 0) { fx0 = 0f; fx1 = 0.5f; }
					else { fx0 = 0.5f; fx1 = 1f; }

					mTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0);
					mTempPos[1].x = mTempPos[0].x;
					mTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1);
					mTempPos[3].x = mTempPos[2].x;

					mTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0);
					mTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1);
					mTempPos[2].y = mTempPos[1].y;
					mTempPos[3].y = mTempPos[0].y;

					mTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0);
					mTempUVs[1].x = mTempUVs[0].x;
					mTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1);
					mTempUVs[3].x = mTempUVs[2].x;

					mTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0);
					mTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1);
					mTempUVs[2].y = mTempUVs[1].y;
					mTempUVs[3].y = mTempUVs[0].y;

					float val = !mInvert ? fillAmount * 2f - side : mFillAmount * 2f - (1 - side);

					if (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), !mInvert, NGUIMath.RepeatIndex(side + 3, 4)))
					{
						for (int i = 0; i < 4; ++i)
						{
							verts.Add(mTempPos[i]);
							uvs.Add(mTempUVs[i]);
							cols.Add(c);
						}
					}
				}
				return;
			}

			if (mFillDirection == FillDirection.Radial360)
			{
				for (int corner = 0; corner < 4; ++corner)
				{
					float fx0, fx1, fy0, fy1;

					if (corner < 2) { fx0 = 0f; fx1 = 0.5f; }
					else { fx0 = 0.5f; fx1 = 1f; }

					if (corner == 0 || corner == 3) { fy0 = 0f; fy1 = 0.5f; }
					else { fy0 = 0.5f; fy1 = 1f; }

					mTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0);
					mTempPos[1].x = mTempPos[0].x;
					mTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1);
					mTempPos[3].x = mTempPos[2].x;

					mTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0);
					mTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1);
					mTempPos[2].y = mTempPos[1].y;
					mTempPos[3].y = mTempPos[0].y;

					mTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0);
					mTempUVs[1].x = mTempUVs[0].x;
					mTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1);
					mTempUVs[3].x = mTempUVs[2].x;

					mTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0);
					mTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1);
					mTempUVs[2].y = mTempUVs[1].y;
					mTempUVs[3].y = mTempUVs[0].y;

					float val = mInvert ?
						mFillAmount * 4f - NGUIMath.RepeatIndex(corner + 2, 4) :
						mFillAmount * 4f - (3 - NGUIMath.RepeatIndex(corner + 2, 4));

					if (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), mInvert, NGUIMath.RepeatIndex(corner + 2, 4)))
					{
						for (int i = 0; i < 4; ++i)
						{
							verts.Add(mTempPos[i]);
							uvs.Add(mTempUVs[i]);
							cols.Add(c);
						}
					}
				}
				return;
			}
		}

		// Fill the buffer with the quad for the sprite
		for (int i = 0; i < 4; ++i)
		{
			verts.Add(mTempPos[i]);
			uvs.Add(mTempUVs[i]);
			cols.Add(c);
		}
	}

2.9 AdvancedFill

public enum AdvancedType
{
		Invisible,
		Sliced,
		Tiled,
}

根据border边界将图片区域分成9块,每块可以独立设置AdvancedType图片类型,然后根据每块的类型进行几何信息填充

void AdvancedFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Texture tex = mainTexture;
		if (tex == null) return;

		Vector4 br = border * pixelSize;

		if (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)
		{
			SimpleFill(verts, uvs, cols);
			return;
		}

		Color32 c = drawingColor;
		Vector4 v = drawingDimensions;
		Vector2 tileSize = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);
		tileSize *= pixelSize;

		if (tileSize.x < 1f) tileSize.x = 1f;
		if (tileSize.y < 1f) tileSize.y = 1f;

		mTempPos[0].x = v.x;
		mTempPos[0].y = v.y;
		mTempPos[3].x = v.z;
		mTempPos[3].y = v.w;

		if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
		{
			mTempPos[1].x = mTempPos[0].x + br.z;
			mTempPos[2].x = mTempPos[3].x - br.x;

			mTempUVs[3].x = mOuterUV.xMin;
			mTempUVs[2].x = mInnerUV.xMin;
			mTempUVs[1].x = mInnerUV.xMax;
			mTempUVs[0].x = mOuterUV.xMax;
		}
		else
		{
			mTempPos[1].x = mTempPos[0].x + br.x;
			mTempPos[2].x = mTempPos[3].x - br.z;

			mTempUVs[0].x = mOuterUV.xMin;
			mTempUVs[1].x = mInnerUV.xMin;
			mTempUVs[2].x = mInnerUV.xMax;
			mTempUVs[3].x = mOuterUV.xMax;
		}

		if (mFlip == Flip.Vertically || mFlip == Flip.Both)
		{
			mTempPos[1].y = mTempPos[0].y + br.w;
			mTempPos[2].y = mTempPos[3].y - br.y;

			mTempUVs[3].y = mOuterUV.yMin;
			mTempUVs[2].y = mInnerUV.yMin;
			mTempUVs[1].y = mInnerUV.yMax;
			mTempUVs[0].y = mOuterUV.yMax;
		}
		else
		{
			mTempPos[1].y = mTempPos[0].y + br.y;
			mTempPos[2].y = mTempPos[3].y - br.w;

			mTempUVs[0].y = mOuterUV.yMin;
			mTempUVs[1].y = mInnerUV.yMin;
			mTempUVs[2].y = mInnerUV.yMax;
			mTempUVs[3].y = mOuterUV.yMax;
		}

		for (int x = 0; x < 3; ++x)
		{
			int x2 = x + 1;

			for (int y = 0; y < 3; ++y)
			{
				if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;
				int y2 = y + 1;

				if (x == 1 && y == 1) // Center
				{
					if (centerType == AdvancedType.Tiled)
					{
						float startPositionX = mTempPos[x].x;
						float endPositionX = mTempPos[x2].x;
						float startPositionY = mTempPos[y].y;
						float endPositionY = mTempPos[y2].y;
						float textureStartX = mTempUVs[x].x;
						float textureStartY = mTempUVs[y].y;
						float tileStartY = startPositionY;

						while (tileStartY < endPositionY)
						{
							float tileStartX = startPositionX;
							float textureEndY = mTempUVs[y2].y;
							float tileEndY = tileStartY + tileSize.y;

							if (tileEndY > endPositionY)
							{
								textureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y);
								tileEndY = endPositionY;
							}

							while (tileStartX < endPositionX)
							{
								float tileEndX = tileStartX + tileSize.x;
								float textureEndX = mTempUVs[x2].x;

								if (tileEndX > endPositionX)
								{
									textureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x);
									tileEndX = endPositionX;
								}

								Fill(verts, uvs, cols,
									tileStartX, tileEndX,
									tileStartY, tileEndY,
									textureStartX, textureEndX,
									textureStartY, textureEndY, c);

								tileStartX += tileSize.x;
							}
							tileStartY += tileSize.y;
						}
					}
					else if (centerType == AdvancedType.Sliced)
					{
						Fill(verts, uvs, cols,
							mTempPos[x].x, mTempPos[x2].x,
							mTempPos[y].y, mTempPos[y2].y,
							mTempUVs[x].x, mTempUVs[x2].x,
							mTempUVs[y].y, mTempUVs[y2].y, c);
					}
				}
				else if (x == 1) // Top or bottom
				{
					if ((y == 0 && bottomType == AdvancedType.Tiled) || (y == 2 && topType == AdvancedType.Tiled))
					{
						float startPositionX = mTempPos[x].x;
						float endPositionX = mTempPos[x2].x;
						float startPositionY = mTempPos[y].y;
						float endPositionY = mTempPos[y2].y;
						float textureStartX = mTempUVs[x].x;
						float textureStartY = mTempUVs[y].y;
						float textureEndY = mTempUVs[y2].y;
						float tileStartX = startPositionX;

						while (tileStartX < endPositionX)
						{
							float tileEndX = tileStartX + tileSize.x;
							float textureEndX = mTempUVs[x2].x;

							if (tileEndX > endPositionX)
							{
								textureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x);
								tileEndX = endPositionX;
							}

							Fill(verts, uvs, cols,
								tileStartX, tileEndX,
								startPositionY, endPositionY,
								textureStartX, textureEndX,
								textureStartY, textureEndY, c);

							tileStartX += tileSize.x;
						}
					}
					else if ((y == 0 && bottomType != AdvancedType.Invisible) || (y == 2 && topType != AdvancedType.Invisible))
					{
						Fill(verts, uvs, cols,
							mTempPos[x].x, mTempPos[x2].x,
							mTempPos[y].y, mTempPos[y2].y,
							mTempUVs[x].x, mTempUVs[x2].x,
							mTempUVs[y].y, mTempUVs[y2].y, c);
					}
				}
				else if (y == 1) // Left or right
				{
					if ((x == 0 && leftType == AdvancedType.Tiled) || (x == 2 && rightType == AdvancedType.Tiled))
					{
						float startPositionX = mTempPos[x].x;
						float endPositionX = mTempPos[x2].x;
						float startPositionY = mTempPos[y].y;
						float endPositionY = mTempPos[y2].y;
						float textureStartX = mTempUVs[x].x;
						float textureEndX = mTempUVs[x2].x;
						float textureStartY = mTempUVs[y].y;
						float tileStartY = startPositionY;

						while (tileStartY < endPositionY)
						{
							float textureEndY = mTempUVs[y2].y;
							float tileEndY = tileStartY + tileSize.y;

							if (tileEndY > endPositionY)
							{
								textureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y);
								tileEndY = endPositionY;
							}

							Fill(verts, uvs, cols,
								startPositionX, endPositionX,
								tileStartY, tileEndY,
								textureStartX, textureEndX,
								textureStartY, textureEndY, c);

							tileStartY += tileSize.y;
						}
					}
					else if ((x == 0 && leftType != AdvancedType.Invisible) || (x == 2 && rightType != AdvancedType.Invisible))
					{
						Fill(verts, uvs, cols,
							mTempPos[x].x, mTempPos[x2].x,
							mTempPos[y].y, mTempPos[y2].y,
							mTempUVs[x].x, mTempUVs[x2].x,
							mTempUVs[y].y, mTempUVs[y2].y, c);
					}
				}
				else // Corner
				{
					if ((y == 0 && bottomType != AdvancedType.Invisible) || (y == 2 && topType != AdvancedType.Invisible) ||
						(x == 0 && leftType != AdvancedType.Invisible) || (x == 2 && rightType != AdvancedType.Invisible))
					{
						Fill(verts, uvs, cols,
							mTempPos[x].x, mTempPos[x2].x,
							mTempPos[y].y, mTempPos[y2].y,
							mTempUVs[x].x, mTempUVs[x2].x,
							mTempUVs[y].y, mTempUVs[y2].y, c);
					}
				}
			}
		}
	}

3. UISprite

3.1 UISprite是和图集UIAtlas搭配使用的。通过指定图集atlas和图集里面图片名称spriteName,可以显示对应一张图片。通过UIAtlas.GetSprite方法得到UISpriteData,UISpriteData拥有Sprite的信息:name (名称),x,y(在图集纹理贴图对应Sprite起始坐标-左上角),大小,border和padding。

public class UISpriteData
{
	public string name = "Sprite";
	public int x = 0;
	public int y = 0;
	public int width = 0;
	public int height = 0;

	public int borderLeft = 0;
	public int borderRight = 0;
	public int borderTop = 0;
	public int borderBottom = 0;

	public int paddingLeft = 0;
	public int paddingRight = 0;
	public int paddingTop = 0;
	public int paddingBottom = 0;
}

3.2 核心方法OnFill
通过UIAtlas.GetSprite接口得到对应SpriteData,以此计算得到Sprite外矩形和内边距的纹理信息
调用Fill方法填充几何信息

public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Texture tex = mainTexture;
		if (tex == null) return;

		if (mSprite == null) mSprite = atlas.GetSprite(spriteName);
		if (mSprite == null) return;

		Rect outer = new Rect(mSprite.x, mSprite.y, mSprite.width, mSprite.height);
		Rect inner = new Rect(mSprite.x + mSprite.borderLeft, mSprite.y + mSprite.borderTop,
			mSprite.width - mSprite.borderLeft - mSprite.borderRight,
			mSprite.height - mSprite.borderBottom - mSprite.borderTop);

		outer = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height);
		inner = NGUIMath.ConvertToTexCoords(inner, tex.width, tex.height);

		int offset = verts.size;
		Fill(verts, uvs, cols, outer, inner);

		if (onPostFill != null)
			onPostFill(this, offset, verts, uvs, cols);
	}

4. UITexture

4.1 属性
mainTexture:纹理贴图
material:制定材质
shader:如果material非空则使用material对应的shader,默认使用“Unlit/Transparent Colored“的shader
uvRect:指定纹理信息:x,y, width,height;其中x,y 为纹理的起始坐标,width,height为其显示的纹理大小。
fixedAspect:
4.2 核心方法OnFill
通过mRect(uvRect)和mainTexture计算外矩形纹理信息
加上border得到内矩形纹理信息
调用Fill函数填充几何信息

public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		Texture tex = mainTexture;
		if (tex == null) return;

		Rect outer = new Rect(mRect.x * tex.width, mRect.y * tex.height, tex.width * mRect.width, tex.height * mRect.height);
		Rect inner = outer;
		Vector4 br = border;
		inner.xMin += br.x;
		inner.yMin += br.y;
		inner.xMax -= br.z;
		inner.yMax -= br.w;

		float w = 1f / tex.width;
		float h = 1f / tex.height;

		outer.xMin *= w;
		outer.xMax *= w;
		outer.yMin *= h;
		outer.yMax *= h;

		inner.xMin *= w;
		inner.xMax *= w;
		inner.yMin *= h;
		inner.yMax *= h;

		int offset = verts.size;
		Fill(verts, uvs, cols, outer, inner);

		if (onPostFill != null)
			onPostFill(this, offset, verts, uvs, cols);
	}
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