关于UGUI之修改Text字间距

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;

[AddComponentMenu("UI/Effects/TextSpacing")]
public class TextSpacing : BaseMeshEffect
{
    //Font
    public string Font = "";
    //数字间隔
    public float _textSpacing = 1f;
    //字符默认 size
    //[SerializeField]
    public float DefaultSize = 32f;
    //字符当前 size
    public float CurrentSize = 32f;

    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive() || vh.currentVertCount == 0)
        {
            return;
        }
        List<UIVertex> vertexs = new List<UIVertex>();
        vh.GetUIVertexStream(vertexs);
        int indexCount = vh.currentIndexCount;
        Debug.Log("Bug测试" + indexCount+" --- "+ gameObject.GetComponent<Text>().text);
        UIVertex vt;
        for (int i = 6; i < indexCount; i++)
        {
            //第一个字不用改变位置
            vt = vertexs[i];
            vt.position += new Vector3(_textSpacing * (i / 6), 0, 0);
            vertexs[i] = vt;
            //以下注意点与索引的对应关系
            if (i % 6 <= 2)
            {
                vh.SetUIVertex(vt, (i / 6) * 4 + i % 6);
            }
            if (i % 6 == 4)
            {
                vh.SetUIVertex(vt, (i / 6) * 4 + i % 6 - 1);
            }
        }
        if (DefaultSize == 0)
        {
            gameObject.transform.localScale = Vector3.one;
        }
        else
        {
            gameObject.transform.localScale = new Vector3(CurrentSize / DefaultSize, CurrentSize / DefaultSize, CurrentSize / DefaultSize);
        }
        Font = gameObject.GetComponent<Text>().font.name;
    }
}

以上内容借鉴UGUI之修改Text字间距一个字符会生成6个顶点,6个顶点构成2个三角面

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;

public class UIVertexOptimize : BaseMeshEffect
{
    struct Triangle
    {
        public UIVertex v1;
        public UIVertex v2;
        public UIVertex v3;
    }

    List<UIVertex> verts = new List<UIVertex>();

    public override void ModifyMesh(VertexHelper vh)
    {
        vh.GetUIVertexStream(verts);
        Debug.Log(verts.Count);

        OptimizeVert(ref verts);
        Debug.Log(verts.Count);
        vh.Clear();
        vh.AddUIVertexTriangleStream(verts);
    }


    void OptimizeVert(ref List<UIVertex> vertices)
    {
        List<Triangle> tris = new List<Triangle>();
        for (int i = 0; i < vertices.Count - 3; i += 3)
        {
            tris.Add(new Triangle() { v1 = vertices[i], v2 = vertices[i + 1], v3 = vertices[i + 2] });
        }
        vertices = tris.Distinct().SelectMany(tri =>
            new[]{
                tri.v1,
                tri.v2,
                tri.v3
            }).ToList();
    }
}
以上内容借鉴 UGUI Text富文本的顶点数优化

注意若Text挂在 修改间距脚本的同时添加OutLine组件,脚本在上OutLine组件在下,不然会发生越界,(好像是OutLine组件会将文本定点数乘以5


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