unity探索者之UGUI图片描边
版权声明:本文为原创文章,转载请声明https://www.cnblogs.com/unityExplorer/p/13524270.html
自从UGUI出现之后,我就已经放弃使用NGUI了,原因不多说,毕竟是亲爹产的
不过即使如此,UGUI也存在不少问题,很多组件也不完善
今天要说的就是Outline这个组件,相信不少朋友都使用过,也相信不少朋友都和我一样,对于这个组件十分恶心
比如,我们给下面这张图添加一个描边
诶,效果还不错哦,我们再换一张
恩,我觉得应该没有美工能接受这样的描边,就算你叫他美术都不好使
这个问题要解决,怎么办好呢?我们先来分析分析UGUI中Outline的源码
public class Outline : Shadow { protected Outline() {} public override void ModifyMesh(VertexHelper vh) { if (!IsActive()) return; var verts = ListPool<UIVertex>.Get(); vh.GetUIVertexStream(verts); var neededCpacity = verts.Count * 5; if (verts.Capacity < neededCpacity) verts.Capacity = neededCpacity; var start = 0; var end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, -effectDistance.y); vh.Clear(); vh.AddUIVertexTriangleStream(verts); ListPool<UIVertex>.Release(verts); } }
代码很简单,也很好理解,通俗点说,就是把图片复制4份,然后叠在图片下方,每一张复制的图片都进行偏移,偏移量就是我们设置的描边的尺寸
既然原理是这样的,那问题简单了,我们增加复制的数量,将缺口补上就好了
public class Outline : Shadow { public float bevelAngleCoefficient = 0.7071f; //1除以根号2 public override void ModifyMesh(VertexHelper vh) { if (!IsActive()) return; if (effectDistance.x == 0 && effectDistance.y == 0) return; var verts = ListPool<UIVertex>.Get(); vh.GetUIVertexStream(verts); var neededCpacity = verts.Count * 9; if (verts.Capacity < neededCpacity) verts.Capacity = neededCpacity; float bevelAngleX = effectDistance.x * bevelAngleCoefficient; float bevelAngleY = effectDistance.y * bevelAngleCoefficient; var start = 0; var end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, bevelAngleX, 0); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, bevelAngleY); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -bevelAngleX, 0); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -effectDistance.x, -effectDistance.y); start = end; end = verts.Count; ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, -bevelAngleY); vh.Clear(); vh.AddUIVertexTriangleStream(verts); ListPool<UIVertex>.Release(verts); } }
bevelAngleCoefficient是斜角系数,这个值的设定是为了满足不同类型的图片,边缘较圆滑的图片,使用默认值就可以,对于上面的叉,值设置为2最为合适,效果如下
对于边缘圆滑的图片,修改bevelAngleCoefficient值也能达到比较好的效果
由于环境不同关系,并非所有的博客内容都会上传完整的源码,大部分的源码,大家可以到我的github主页上的UGCFramework查找
传送门:https://github.com/wulonghao/UGCFramework