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(); outterVertices = new List(); } // 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 innerVertices; private List 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 outterVertices, List 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; } /// /// 使用RayCrossing算法判断点击点是否在封闭多边形里 /// /// /// /// private void RayCrossing(Vector2 p, List 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; } } } } }