Unity的UGUI中文竖排序

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
 
[ExecuteInEditMode]
public class VirticalText : BaseMeshEffect
{
 
    [Tooltip("字和字之间的距离")]
    public float spacing = 1;
    private float lineSpacing = 1;
    private float textSpacing = 1;
    private float xOffset = 0;
    private float yOffset = 0;
 
    public override void ModifyMesh(VertexHelper helper)
    {
        if (!IsActive())
            return;
 
        List<UIVertex> verts = new List<UIVertex>();
        helper.GetUIVertexStream(verts);
 
        Text text = GetComponent<Text>();
 
        TextGenerator tg = text.cachedTextGenerator;
 
        lineSpacing = text.fontSize * text.lineSpacing;
        textSpacing = text.fontSize * spacing;
 
        xOffset = text.rectTransform.sizeDelta.x / 2 - text.fontSize / 2;
        yOffset = text.rectTransform.sizeDelta.y / 2 - text.fontSize / 2;
 
        List<UILineInfo> lines = new List<UILineInfo>();
        tg.GetLines(lines);
 
        for (int i = 0; i < lines.Count; i++)
        {
            UILineInfo line = lines[i];
 
            int step = i;
            if (i + 1 < lines.Count)
            {
                UILineInfo line2 = lines[i + 1];
 
                int current = 0;
 
                for (int j = line.startCharIdx; j < line2.startCharIdx - 1; j++)
                {
                    modifyText(helper, j, current++, step);
                }
            }
            else if (i + 1 == lines.Count)
            {
                int current = 0;
                for (int j = line.startCharIdx; j < tg.characterCountVisible; j++)
                {
                    modifyText(helper, j, current++, step);
                }
            }
        }
    }
 
    void modifyText(VertexHelper helper, int i, int charYPos, int charXPos)
    {
        UIVertex lb = new UIVertex();
        helper.PopulateUIVertex(ref lb, i * 4);
 
        UIVertex lt = new UIVertex();
        helper.PopulateUIVertex(ref lt, i * 4 + 1);
 
        UIVertex rt = new UIVertex();
        helper.PopulateUIVertex(ref rt, i * 4 + 2);
 
        UIVertex rb = new UIVertex();
        helper.PopulateUIVertex(ref rb, i * 4 + 3);
 
        Vector3 center = Vector3.Lerp(lb.position, rt.position, 0.5f);
        Matrix4x4 move = Matrix4x4.TRS(-center, Quaternion.identity, Vector3.one);
 
        float x = -charXPos * lineSpacing + xOffset;
        float y = -charYPos * textSpacing + yOffset;
 
        Vector3 pos = new Vector3(x, y, 0);
        Matrix4x4 place = Matrix4x4.TRS(pos, Quaternion.identity, Vector3.one);
        Matrix4x4 transform = place * move;
 
        lb.position = transform.MultiplyPoint(lb.position);
        lt.position = transform.MultiplyPoint(lt.position);
        rt.position = transform.MultiplyPoint(rt.position);
        rb.position = transform.MultiplyPoint(rb.position);
 
        helper.SetUIVertex(lb, i * 4);
        helper.SetUIVertex(lt, i * 4 + 1);
        helper.SetUIVertex(rt, i * 4 + 2);
        helper.SetUIVertex(rb, i * 4 + 3);
    }
}

 

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