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- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.Sprites;
-
- [AddComponentMenu("UI/Circle Image")]
- public class CircleImage : BaseImage {
-
- // Use this for initialization
- void Awake () {
- innerVertices = new List<Vector3>();
- outterVertices = new List<Vector3>();
- }
-
- // Update is called once per frame
- void Update () {
- this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
- }
-
- [Tooltip("圆形或扇形填充比例")]
- [Range(0, 1)]
- public float fillPercent = 1f;
- [Tooltip("是否填充圆形")]
- public bool fill = true;
- [Tooltip("圆环宽度")]
- public float thickness = 5;
- [Tooltip("圆形")]
- [Range(3, 100)]
- public int segements = 20;
-
- private List<Vector3> innerVertices;
- private List<Vector3> outterVertices;
-
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- vh.Clear();
-
- innerVertices.Clear();
- outterVertices.Clear();
-
- float degreeDelta = (float)(2 * Mathf.PI / segements);
- int curSegements = (int)(segements * fillPercent);
-
- float tw = rectTransform.rect.width;
- float th = rectTransform.rect.height;
- float outerRadius = rectTransform.pivot.x * tw;
- float innerRadius = rectTransform.pivot.x * tw - thickness;
-
- 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) / tw;
- float uvScaleY = (uv.w - uv.y) / th;
-
- float curDegree = 0;
- UIVertex uiVertex;
- int verticeCount;
- int triangleCount;
- Vector2 curVertice;
-
- if (fill) //圆形
- {
- curVertice = Vector2.zero;
- verticeCount = curSegements + 1;
- uiVertex = new UIVertex();
- uiVertex.color = color;
- uiVertex.position = curVertice;
- uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY);
- vh.AddVert(uiVertex);
-
- for (int i = 1; i < verticeCount; i++)
- {
- float cosA = Mathf.Cos(curDegree);
- float sinA = Mathf.Sin(curDegree);
- curVertice = new Vector2(cosA * outerRadius, sinA * outerRadius);
- curDegree += degreeDelta;
-
- uiVertex = new UIVertex();
- uiVertex.color = color;
- uiVertex.position = curVertice;
- uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY);
- vh.AddVert(uiVertex);
-
- outterVertices.Add(curVertice);
- }
-
- triangleCount = curSegements*3;
- for (int i = 0, vIdx = 1; i < triangleCount - 3; i += 3, vIdx++)
- {
- vh.AddTriangle(vIdx, 0, vIdx+1);
- }
- if (fillPercent == 1)
- {
- //首尾顶点相连
- vh.AddTriangle(verticeCount - 1, 0, 1);
- }
- }
- else//圆环
- {
- verticeCount = curSegements*2;
- for (int i = 0; i < verticeCount; i += 2)
- {
- float cosA = Mathf.Cos(curDegree);
- float sinA = Mathf.Sin(curDegree);
- curDegree += degreeDelta;
-
- curVertice = new Vector3(cosA * innerRadius, sinA * innerRadius);
- uiVertex = new UIVertex();
- uiVertex.color = color;
- uiVertex.position = curVertice;
- uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY);
- vh.AddVert(uiVertex);
- innerVertices.Add(curVertice);
-
- curVertice = new Vector3(cosA * outerRadius, sinA * outerRadius);
- uiVertex = new UIVertex();
- uiVertex.color = color;
- uiVertex.position = curVertice;
- uiVertex.uv0 = new Vector2(curVertice.x * uvScaleX + uvCenterX, curVertice.y * uvScaleY + uvCenterY);
- vh.AddVert(uiVertex);
- outterVertices.Add(curVertice);
- }
-
- triangleCount = curSegements*3*2;
- for (int i = 0, vIdx = 0; i < triangleCount - 6; i += 6, vIdx += 2)
- {
- vh.AddTriangle(vIdx+1, vIdx, vIdx+3);
- vh.AddTriangle(vIdx, vIdx + 2, vIdx + 3);
- }
- if (fillPercent == 1)
- {
- //首尾顶点相连
- vh.AddTriangle(verticeCount - 1, verticeCount - 2, 1);
- vh.AddTriangle(verticeCount - 2, 0, 1);
- }
- }
-
- }
-
- public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
- {
- Sprite sprite = overrideSprite;
- if (sprite == null)
- return true;
-
- Vector2 local;
- RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
- return Contains(local, outterVertices, innerVertices);
- }
-
- private bool Contains(Vector2 p, List<Vector3> outterVertices, List<Vector3> innerVertices)
- {
- var crossNumber = 0;
- RayCrossing(p, innerVertices, ref crossNumber);//检测内环
- RayCrossing(p, outterVertices, ref crossNumber);//检测外环
- return (crossNumber & 1) == 1;
- }
-
- /// <summary>
- /// 使用RayCrossing算法判断点击点是否在封闭多边形里
- /// </summary>
- /// <param name="p"></param>
- /// <param name="vertices"></param>
- /// <param name="crossNumber"></param>
- private void RayCrossing(Vector2 p, List<Vector3> vertices, ref int crossNumber)
- {
- for (int i = 0, count = vertices.Count; i < count; i++)
- {
- var v1 = vertices[i];
- var v2 = vertices[(i + 1) % count];
-
- //点击点水平线必须与两顶点线段相交
- if (((v1.y <= p.y) && (v2.y > p.y))
- || ((v1.y > p.y) && (v2.y <= p.y)))
- {
- //只考虑点击点右侧方向,点击点水平线与线段相交,且交点x > 点击点x,则crossNumber+1
- if (p.x < v1.x + (p.y - v1.y) / (v2.y - v1.y) * (v2.x - v1.x))
- {
- crossNumber += 1;
- }
- }
- }
- }
-
-
- }
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