UGUI的Mesh重建
Canvas.SendWillRenderCanvas 发送渲染命令,网格进行了重建, 那么用户的哪些行为会导致UGUI的重建呢 ?
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.UI;
//通过反射的方式,找到哪些因素导致了网格重建
//代码来自雨凇MMO的博客
public class NewBehaviourScript : MonoBehaviour {
IList<ICanvasElement> m_LayoutRebuildQueue; //布局重建队列
IList<ICanvasElement> m_GraphicRebuildQueue; //图片重建队列
private void Awake()
{
System.Type type = typeof(CanvasUpdateRegistry);
FieldInfo field = type.GetField("m_LayoutRebuildQueue", BindingFlags.NonPublic | BindingFlags.Instance);
m_LayoutRebuildQueue = (IList<ICanvasElement>)field.GetValue(CanvasUpdateRegistry.instance);
field = type.GetField("m_GraphicRebuildQueue", BindingFlags.NonPublic | BindingFlags.Instance);
m_GraphicRebuildQueue = (IList<ICanvasElement>)field.GetValue(CanvasUpdateRegistry.instance);
}
private void Update()
{
for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
{
var rebuild = m_LayoutRebuildQueue[j];
if (ObjectValidForUpdate(rebuild))
{
Debug.LogFormat("{0}引起{1}网格重建", rebuild.transform.name, rebuild.transform.GetComponent<Graphic>().canvas.name);
}
}
for (int j = 0; j < m_GraphicRebuildQueue.Count; j++)
{
var element = m_GraphicRebuildQueue[j];
if (ObjectValidForUpdate(element))
{
Debug.LogFormat("{0}引起{1}网格重建", element.transform.name, element.transform.GetComponent<Graphic>().canvas.name);
}
}
}
private bool ObjectValidForUpdate(ICanvasElement element)
{
var valid = element != null;
var isUnityObject = element is Object;
if (isUnityObject)
valid = (element as Object) != null; //Here we make use of the overloaded UnityEngine.Object == null, that checks if the native object is alive.
return valid;
}
}
总结:
Text组件: 内容和颜色变化,支持富文本,行模式,改变字体的大小,改变文本的对齐方式,改变水平或垂直溢出,修改行间距,改变字体样式
Image组件: 颜色改变,类型改变,FillCenter改变, Image.preserveAspect改变,填充方式改变,fillAmount改变,Image.fillClockWise改变, Image.FillOrigin改变
RawImage组件: Texture改变, UVRect改变
Mask组件: 设置是否展示与Mask渲染区域相关的图形(showMaskGraphic)
enable发生变化
所有继承MaskableGraphic的控件 (Image、RawImage、RectMask2D、Text) 设置此图形是否允许被遮盖、enable发生变化、父节点发生变化(TransFromParentChanged)、在Hierachy面板上发生改变(HierachyChanged)。
所有继承自BaseMeshEffect的效果类(目前只看到Shadow及PositionAsUV1)的enable变化及应用动画属性的操作。
所有继承自Graphic的UI控件材质(material)发生变化。
UI优化
小地图优化
Mask Rect2DMesk softMask
优化 Dotween动画
参考文章
https://www.xuanyusong.com/archives/4573
https://zhuanlan.zhihu.com/p/46208753
https://zhuanlan.zhihu.com/p/47362863
https://blog.csdn.net/ecidevilin/article/details/52555253
https://blog.csdn.net/weixin_30390075/article/details/95191455