rawImage直角变圆角
,其他的不多说了上代码。
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
public class yuanjiao : RawImage
{
// public float Radius = 10f;//内切圆半径 图片的一半差不多就是一个圆了 这里相当于图片十分之一的长度
// public int TriangleNum = 6;//每个扇形三角形个数 个数越大弧度越平滑
public float Radius = 20f;//内切圆半径 图片的一半差不多就是一个圆了 这里相当于图片十分之一的长度
public int TriangleNum = 6;//每个扇形三角形个数 个数越大弧度越平滑
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
float tw = rectTransform.rect.width;//图片的宽
float th = rectTransform.rect.height;//图片的高
float twr = tw / 2;
float thr = th / 2;
if (Radius < 0)
Radius = 0;
float radius = tw / Radius;//半径这里需要动态计算确保不会被拉伸
if (radius > twr)
radius = twr;
if (radius < 0)
radius = 0;
if (TriangleNum <= 0)
TriangleNum = 1;
UIVertex vert = UIVertex.simpleVert;
vert.color = color;
//左边矩形
AddVert(new Vector2(-twr, -thr + radius), tw, th, vh, vert);
AddVert(new Vector2(-twr, thr - radius), tw, th, vh, vert);
AddVert(new Vector2(-twr + radius, thr - radius), tw, th, vh, vert);
AddVert(new Vector2(-twr + radius, -thr + radius), tw, th, vh, vert);
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(0, 2, 3);
//中间矩形
AddVert(new Vector2(-twr + radius, -thr), tw, th, vh, vert);
AddVert(new Vector2(-twr + radius, thr), tw, th, vh, vert);
AddVert(new Vector2(twr - radius, thr), tw, th, vh, vert);
AddVert(new Vector2(twr - radius, -thr), tw, th, vh, vert);
vh.AddTriangle(4, 5, 6);
vh.AddTriangle(4, 6, 7);
//右边矩形
AddVert(new Vector2(twr - radius, -thr + radius), tw, th, vh, vert);
AddVert(new Vector2(twr - radius, thr - radius), tw, th, vh, vert);
AddVert(new Vector2(twr, thr - radius), tw, th, vh, vert);
AddVert(new Vector2(twr, -thr + radius), tw, th, vh, vert);
vh.AddTriangle(8, 9, 10);
vh.AddTriangle(8, 10, 11);
List<Vector2> CirclePoint = new List<Vector2>();//圆心列表
Vector2 pos0 = new Vector2(-twr + radius, -thr + radius);//左下角圆心
Vector2 pos1 = new Vector2(-twr, -thr + radius);//决定首次旋转方向的点
Vector2 pos2;
CirclePoint.Add(pos0);
CirclePoint.Add(pos1);
pos0 = new Vector2(-twr + radius, thr - radius);//左上角圆心
pos1 = new Vector2(-twr + radius, thr);
CirclePoint.Add(pos0);
CirclePoint.Add(pos1);
pos0 = new Vector2(twr - radius, thr - radius);//右上角圆心
pos1 = new Vector2(twr, thr - radius);
CirclePoint.Add(pos0);
CirclePoint.Add(pos1);
pos0 = new Vector2(twr - radius, -thr + radius);//右下角圆心
pos1 = new Vector2(twr - radius, -thr);
CirclePoint.Add(pos0);
CirclePoint.Add(pos1);
float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);//每一份等腰三角形的角度 默认6份
List<float> degreeDeltaList = new List<float>() { Mathf.PI, Mathf.PI / 2, 0, (float)3 / 2 * Mathf.PI };
for (int j = 0; j < CirclePoint.Count; j += 2)
{
float curDegree = degreeDeltaList[j / 2];//当前的角度
AddVert(CirclePoint[j], tw, th, vh, vert);//添加扇形区域所有三角形公共顶点
int thrdIndex = vh.currentVertCount;//当前三角形第二顶点索引
int TriangleVertIndex = vh.currentVertCount - 1;//一个扇形保持不变的顶点索引
List<Vector2> pos2List = new List<Vector2>();
for (int i = 0; i < TriangleNum; i++)
{
curDegree += degreeDelta;
if (pos2List.Count == 0)
{
AddVert(CirclePoint[j + 1], tw, th, vh, vert);
}
else
{
vert.position = pos2List[i - 1];
vert.uv0 = new Vector2(pos2List[i - 1].x + 0.5f, pos2List[i - 1].y + 0.5f);
}
pos2 = new Vector2(CirclePoint[j].x + radius * Mathf.Cos(curDegree), CirclePoint[j].y + radius * Mathf.Sin(curDegree));
AddVert(pos2, tw, th, vh, vert);
vh.AddTriangle(TriangleVertIndex, thrdIndex, thrdIndex + 1);
thrdIndex++;
pos2List.Add(vert.position);
}
}
}
protected Vector2[] GetTextureUVS(Vector2[] vhs, float tw, float th)
{
int count = vhs.Length;
Vector2[] uvs = new Vector2[count];
for (int i = 0; i < uvs.Length; i++)
{
uvs[i] = new Vector2(vhs[i].x / tw + 0.5f, vhs[i].y / th + 0.5f);//矩形的uv坐标 因为uv坐标原点在左下角,vh坐标原点在中心 所以这里加0.5(uv取值范围0~1)
}
return uvs;
}
protected void AddVert(Vector2 pos0, float tw, float th, VertexHelper vh, UIVertex vert)
{
vert.position = pos0;
vert.uv0 = GetTextureUVS(new[] { new Vector2(pos0.x, pos0.y) }, tw, th)[0];
vh.AddVert(vert);
}
}
效果如图