变胖
public class CircleImage : Image
{
const int FILL_PERCENT = 100;
float thickness = 5;
[SerializeField] [Range(3, 360)] private int _segments = 36;
[SerializeField, Range(0f, 1f)] private float maskSize = 1;
public int segments
{
get { return _segments; }
set
{
if (_segments != value)
{
_segments = value;
SetVerticesDirty();
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(transform);
#endif
}
}
}
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(0,1);
Vector2 uv1 =new Vector2(1,0);
Vector2 uv2 = new Vector2(1,1);
Vector2 uv3 =new Vector2(0,0);
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);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
uv0 = GetUvVector(pos0);
uv1 = GetUvVector(pos1);
uv2 = GetUvVector(pos2);
uv3 = GetUvVector(pos3);
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
currentAngle += angleByStep;
}
}
private Vector2 GetUvVector(Vector2 pos)
{
float tw = rectTransform.rect.width;
Vector4 uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
float uvCenterX = (uv.x + uv.z) * 0.5f;
float uvCenterY = (uv.y + uv.w) * 0.5f;
float uvScaleX = uv.z - uv.x;
float uvScaleY = uv.w - uv.y;
var x = uvCenterX + pos.x / tw*uvScaleX*maskSize;
var y = uvCenterY + pos.y / tw*uvScaleY*maskSize;
return new Vector2(x,y);
}
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;
}
}
[CustomEditor(typeof(CircleImage), true), CanEditMultipleObjects]
public class CircleImageInspector : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
CircleImage circle = target as CircleImage;
circle.segments = Mathf.Clamp(EditorGUILayout.IntField("边数", circle.segments), 4, 360);
}
}