using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(CanvasRenderer))]
public class GuideCanvas : MaskableGraphic, ICanvasRaycastFilter
{
public Vector2 center = Vector2.zero;
public Vector2 size = Vector2.one * 100;
UIVertex[] buffer = new UIVertex[4];
public Color sizeColor = Color.white; //引导遮罩颜色
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
throw new System.NotImplementedException();
}
private void Update()
{
SetAllDirty();
}
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
Vector4 outer = new Vector4(-rectTransform.pivot.x * rectTransform.rect.width,
-rectTransform.pivot.y * rectTransform.rect.height,
(1 - rectTransform.pivot.x) * rectTransform.rect.width,
(1 - rectTransform.pivot.y) * rectTransform.rect.height);
Vector4 inner = new Vector4(center.x - size.x / 2,
center.y - size.y / 2,
center.x + size.x * 0.5f,
center.y + size.y * 0.5f);
var vert = UIVertex.simpleVert;
Vector2 uvOther = new Vector2(0.05f, 0.05f);
//left 四个顶点
vert.position = new Vector3(outer.x, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[0] = vert;
vert.position = new Vector3(outer.x, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[1] = vert;
vert.position = new Vector3(inner.x, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[2] = vert;
vert.position = new Vector3(inner.x, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[3] = vert;
vh.AddUIVertexQuad(buffer);
//top 四个顶点
vert.position = new Vector3(inner.x, inner.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[0] = vert;
vert.position = new Vector3(inner.x, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[1] = vert;
vert.position = new Vector3(inner.z, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[2] = vert;
vert.position = new Vector3(inner.z, inner.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[3] = vert;
vh.AddUIVertexQuad(buffer);
//right 四个顶点
vert.position = new Vector3(inner.z, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[0] = vert;
vert.position = new Vector3(inner.z, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[1] = vert;
vert.position = new Vector3(outer.z, outer.w);
vert.color = color;
vert.uv0 = uvOther;
buffer[2] = vert;
vert.position = new Vector3(outer.z, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[3] = vert;
vh.AddUIVertexQuad(buffer);
//bottom 四个顶点
vert.position = new Vector3(inner.x, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[0] = vert;
vert.position = new Vector3(inner.x, inner.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[1] = vert;
vert.position = new Vector3(inner.z, inner.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[2] = vert;
vert.position = new Vector3(inner.z, outer.y);
vert.color = color;
vert.uv0 = uvOther;
buffer[3] = vert;
vh.AddUIVertexQuad(buffer);
//中间四角形
vert.position = new Vector3(inner.x, inner.y);
vert.color = sizeColor;
vert.uv0 = new Vector2(0, 0);
buffer[0] = vert;
vert.position = new Vector3(inner.z, inner.y);
vert.color = sizeColor;
vert.uv0 = new Vector2(1, 0);
buffer[1] = vert;
vert.position = new Vector3(inner.z, inner.w);
vert.color = sizeColor;
vert.uv0 = new Vector2(1, 1);
buffer[2] = vert;
vert.position = new Vector3(inner.x, inner.w);
vert.color = sizeColor;
vert.uv0 = new Vector2(0, 1);
buffer[3] = vert;
vh.AddUIVertexQuad(buffer);
}
}
把上述脚本挂到一个Canvas下面的空物体上,然后设置脚本上的参数既可以运行一个简单Demo