Unity UI案例(绘制圆环)

详细设计:

1.饼图的绘制过程:

1.1 获取以某个点为中心,固定半径的圆上的点,再结合原点绘制三角面,可生成扇形;

Unity UI案例(绘制圆环)_第1张图片

//计算圆上点的位置 Smooth代表圆的光滑程度,也就是饼图被分为多少等份
  int Smooth = 100;
  float perRadian = Matfh.PI * 2 / Smooth;//得到每份所占弧度
  然后根据某一块饼图所占的比例计算出它在圆周上相交的点,我们规定从饼图右侧中间位置开始,逆时针方向计算。见图1:

  //比如绘制19%比例的扇形图
  float radius = x;//半径
  float startRadian = 0;
  Vector2 startPoint = new Vector2( radius,0 );
  for( int i = 0 ; i * perRadian < 0.19f * Mathf.PI * 2 ; i ++ )
  {
      float endRadian = startRadian + perRadian;
      Vector2 endPoint = new Vector2(Matfh.Cos(startRadian),Mathf.Sin(endRadian));
      startRadian = endRadian;
      startPoint = endPoint;
      //如上我们就可以利用startPoint点和endPoint和原点绘制出一个三角形,多个三角形的"积分"就是扇形了
  }
1.4 实现饼图空心的原理是,绘制时不与原点组合三角面,原理见图2

Unity UI案例(绘制圆环)_第2张图片

    绘制不在是与中心点直接构成三角形面进行绘制了,而是与小尺寸的圆的两个新交点构成了一个矩形,因此得按照两个三角形绘制

2. 文字的添加:

2.1 文字应该显示在折线的左端或者右端,计算出折线的左端或者右端的点的位置,就可以确定文字的位置,并且确定文字应该左对齐,还是右对齐

Unity UI案例(绘制圆环)_第3张图片

  //如果需要绘制百分比的文字,则需要我们在绘制扇形的时候记录下扇形中点所对应的弧度,开始绘制的第一个其实弧度加上扇形弧度的1/2
  float middleRadian = startRadian + radian / 2.0f;
  Vector2 point = new Vector2(Mathf.Cos(middleRadian),Mathf.Sin(middleRadian)) * radius;
  //这时我们还需要记录下它应该靠左显示还是靠右显示,所有相对于中心点(0,0)为正在右,反则在左。
  • 1
  • 2
  • 3
  • 4
  • 5
2.2 折线的绘制应该在扇形弧度的中间值处取一点(就是在2.1中获取的中点),然后在同一方向的某个距离上取的第二个点,然后在第二个点的同一水平线上取第三个点来绘制折线
  Vector2 secondPoint = new Vector2(Mathf.Cos(middleRadian),Mathf.Sin(middleRadian)) * (radius + brokenLineLenght);
  //第三个点可以根据是在左侧或者是右侧直接水平挪动一定的值即可,比如在右侧
  Vector2 thridPoint = secondPoint + new Vector2(extralenght,0);
  //同理三个点,两两绘制直线即可
  • 1
  • 2
  • 3
  • 4
  • 5
2.3 文字自适应的方法在函数图篇中已经讲解过,方法在代码中也有,不在赘述。
绘制圆的代码如下(有注释):

public class PieData
{
    public float Percent;
    public Color colorF;
    public PieData() { }
    public PieData(float percent,Color color0)
    {
        Percent = percent/100.0f;
        colorF = color0;
    }
    public PieData(float percent)
    {
        Percent = percent / 100.0f;
        colorF = Color.white * percent;
    }
}

public class Pies
{
    public IList PieDatas = new List();
    public Pies() { }
    public Pies(IList pieDatas)
    {
        PieDatas = pieDatas;
    }
    public void AddPieData(Pies pies)
    {
        foreach (PieData pieData in pies.PieDatas)
            PieDatas.Add(pieData);
    }
}

public class PipeGraphic : MaskableGraphic {
    private  Pies pie = new Pies();
    //private List pieText = null;
    [Range(0, 15)]public float BoomDegree = 1.5f;
    [Range(20, 100)]public float Smooth = 100;
    [Header("Percent Text Setting")]
    public bool IsShowPercnet = true;
    [Range(20,150)]
    public float holoWidth = 25;
    [Range(3,100)]
    public float radius = 3;
    public void Inject(IList percents,IList colors)
    {
        IList piesdatas = new List();
        for(int i=0;i pieData)
    {
        Inject(new Pies(pieData));
    }
    public void Inject(Pies pies)
    {
        pie.AddPieData(pies);
    }


    protected override void OnPopulateMesh(VertexHelper vh)
    {
        if (pie == null) return;
        vh.Clear();
        vh.AddUIVertexTriangleStream(DrawPie());
    }
    private List DrawPie()
    {
        if (pie == null || pie.PieDatas.Count <= 0)
            return new List();
        //if (IsShowPercnet)
        //pieText = new List();
        List vertexs = new List();
        float perRadian = Mathf.PI * 2 / Smooth; //Smooth个圆弧,每一个所占比例
        float totalRadian = 0;
        float boomRadian = BoomDegree * Mathf.PI / 180;  //间隙所占圆的百分比
        float pieRadianBase =Mathf.PI*2- boomRadian*pie.PieDatas.Count; //要绘制圆的总比例=2π-间隙所占百分比
        for(int i=0;i
调用方法:

  public PipeGraphic pipeGraph;
    void Start()
    {
        pipeGraph.Inject(new Pies(new List()
            {
                new PieData(25 ,Color.blue),
                new PieData(25 ,Color.red),
                new PieData(25 ,Color.green),
                new PieData(25 ,Color.yellow)
            }));
    }

接下来是绘制饼状数据图完整代码,调用方法同上:

 //Pie Base Data ,use this data to build Pie Graph
    [System.Serializable]
    public class PieData
    {
        public float Percent;
        public Color Color;
        public PieData(){}
        public PieData(float percent,Color color0)
        {
            Percent = percent / 100.0f;
            Color = color0;
        }

        public PieData(float percent)
        {
            Percent = percent / 100.0f;
            // auto set color by percent
            Color = Color.white * Percent;
        }
    };

    //Use this data struct to draw a Pie Graph
    [System.Serializable]
    public class Pies
    {
        public IList PieDatas = new List();
        public Pies(){}
        public Pies( IList pieDatas )
        {
            PieDatas = pieDatas;
        }

        public void AddPieData( Pies piedatas )
        {
            foreach (PieData pieData in piedatas.PieDatas )
                PieDatas.Add(pieData);
        }
    };

    //GUI Text information for pie Graph
    [System.Serializable]
    public class PieText
    {
        public string Content = null;
        public Vector2 Position;
        public bool IsLeft = true;
        public PieText(){}

        public PieText( string content,Vector2 position ,bool isLeft )
        {
            Content = content;
            Position = position;
            IsLeft = isLeft;
        }
    }

    // core class
    public class PieGraph : MaskableGraphic
    {
        [Header("Pie Base Setting")]
        [Range(5 , 150)]public float PieRadius   = 60.0f;
        [Range(0 , 120)]public float HollowWidth = 0.0f;
        [Range(0, 15)] public float BoomDegree = 1.5f;
        [Range(20, 200)] public float Smooth = 100;

        [Header("Percent Text Setting")]
        public bool IsShowPercnet = true;
        [Range(0.5f, 4)] public float BrokenLineWidth = 2;

        private Pies PieData = new Pies();
        private List _pieText = null;
        private Vector3 _realPosition;

        public void Inject( IList percents,IList colors )
        {
            IList piedatas= new List();
            for ( int i = 0 ; i < percents.Count ; i++ )
                piedatas.Add(new PieData(percents[i] , colors[i]));
            Inject(piedatas);
        }
        public void Inject( IList percents )
        {
            IList piedatas = new List();
            foreach (float percent in percents)
                piedatas.Add(new PieData(percent));
            Inject(piedatas); 
        }
        public void Inject( IList pieData )
        {
            Inject(new Pies(pieData));
        }
        public void Inject( Pies pies )
        {
            PieData.AddPieData(pies);
        }

        #region draw pie

        private void OnGUI()
        {
            if ( null == _pieText ) return;
            if (!IsShowPercnet) return;
            Vector3 result = transform.localPosition;
            _realPosition = getScreenPosition(transform , ref result);
            foreach ( PieText text in _pieText )
            {
                Vector2 position = local2Screen(_realPosition , text.Position);
                GUIStyle guiStyle = new GUIStyle();
                guiStyle.normal.textColor = Color.black;
                guiStyle.fontStyle = FontStyle.Bold;
                guiStyle.alignment = TextAnchor.MiddleLeft;
                if ( !text.IsLeft )
                    guiStyle.alignment = TextAnchor.MiddleRight;
                if(text.IsLeft)
                    position += new Vector2(3,-10);
                else
                    position += new Vector2(-23,-10);
                GUI.Label(new Rect(position , new Vector2(20 , 20)) , text.Content , guiStyle);
            }
        }

        //draw pie core method
        protected override void OnPopulateMesh(VertexHelper vh)
        {
            if ( null == PieData ) return;
            vh.Clear();
            vh.AddUIVertexTriangleStream(DrawPie());
        }
        private List DrawPie()
        {
            if (PieData == null || PieData.PieDatas.Count <= 0)
                return new List();
            if (IsShowPercnet)
                _pieText = new List();
            List vertexs = new List();
            float perRadian = Mathf.PI * 2 / Smooth;
            float totalRadian = 0;
            float boomRadian = BoomDegree * Mathf.PI / 180 ;
            float pieRadianBase = Mathf.PI * 2 - boomRadian * PieData.PieDatas.Count;
            for ( int i = 0 ; i < PieData.PieDatas.Count ; i++ )
            {
                PieData data = PieData.PieDatas[i];
                float endRadian = boomRadian + data.Percent * pieRadianBase + totalRadian;
                for ( float r = boomRadian + totalRadian ; r < endRadian ; r += perRadian )
                {
                    Vector2 first = new Vector2(Mathf.Cos(r) , Mathf.Sin(r)) * HollowWidth;
                    Vector2 second = new Vector2(Mathf.Cos(r + perRadian) , Mathf.Sin(r + perRadian)) * HollowWidth;
                    Vector2 third = new Vector2(Mathf.Cos(r) , Mathf.Sin(r)) * PieRadius;
                    Vector2 four = new Vector2(Mathf.Cos(r + perRadian) , Mathf.Sin(r + perRadian)) * PieRadius;
                    vertexs.Add(GetUIVertex(first , data.Color));
                    vertexs.Add(GetUIVertex(third , data.Color));
                    vertexs.Add(GetUIVertex(second , data.Color));
                    vertexs.Add(GetUIVertex(second , data.Color));
                    vertexs.Add(GetUIVertex(third , data.Color));
                    vertexs.Add(GetUIVertex(four , data.Color));
                }

                #region ShowPercnet
                if (IsShowPercnet)
                {
                    float middleRadian = boomRadian + data.Percent * pieRadianBase / 2 + totalRadian;
                    float brokenLineLength = PieRadius * 0.2f;
                    Vector2 middlePoint = new Vector2(Mathf.Cos(middleRadian), Mathf.Sin(middleRadian)) * PieRadius;
                    Vector2 secondPoint = middlePoint + new Vector2(Mathf.Cos(middleRadian), Mathf.Sin(middleRadian)) * brokenLineLength;
                    Vector2 first = middlePoint + new Vector2(Mathf.Sin(middleRadian), -Mathf.Cos(middleRadian)) * BrokenLineWidth / 2;
                    Vector2 second = middlePoint + new Vector2(-Mathf.Sin(middleRadian), Mathf.Cos(middleRadian)) * BrokenLineWidth / 2;
                    Vector2 third = secondPoint + new Vector2(Mathf.Sin(middleRadian), -Mathf.Cos(middleRadian)) * BrokenLineWidth / 2;
                    Vector2 four = secondPoint + new Vector2(-Mathf.Sin(middleRadian), Mathf.Cos(middleRadian)) * BrokenLineWidth / 2;
                    Vector2 five;
                    Vector2 six;

                    if (middleRadian > Mathf.PI / 2 && middleRadian < Mathf.PI * 3 / 2)
                    {
                        five = third + new Vector2(-brokenLineLength, 0);
                        six = four + new Vector2(-brokenLineLength, 0);
                        // right text
                        _pieText.Add(new PieText(data.Percent * 100 + "%", six, false));
                    }
                    else
                    {
                        five = third + new Vector2(brokenLineLength, 0);
                        six = four + new Vector2(brokenLineLength, 0);
                        // left text
                        _pieText.Add(new PieText(data.Percent * 100 + "%", six, true));
                    }

                    vertexs.Add(GetUIVertex(first, data.Color));
                    vertexs.Add(GetUIVertex(second, data.Color));
                    vertexs.Add(GetUIVertex(third, data.Color));

                    vertexs.Add(GetUIVertex(third, data.Color));
                    vertexs.Add(GetUIVertex(second, data.Color));
                    vertexs.Add(GetUIVertex(four, data.Color));

                    vertexs.Add(GetUIVertex(third, data.Color));
                    vertexs.Add(GetUIVertex(four, data.Color));
                    vertexs.Add(GetUIVertex(five, data.Color));

                    vertexs.Add(GetUIVertex(five, data.Color));
                    vertexs.Add(GetUIVertex(four, data.Color));
                    vertexs.Add(GetUIVertex(six, data.Color));
                }
                #endregion
                totalRadian = endRadian;
            }
            return vertexs;
        }

        #endregion

        #region draw helper methods

        private UIVertex GetUIVertex( Vector2 point , Color color0 )
        {
            UIVertex vertex = new UIVertex
            {
                position = point ,
                color = color0 ,
                uv0 = new Vector2(0 , 0)
            };
            return vertex;
        }
        
        private Vector2 local2Screen( Vector2 parentPos,Vector2 localPosition )
        {
            Vector2 pos = localPosition + parentPos;
            float xValue, yValue = 0;
            if ( pos.x > 0 )
                xValue = pos.x + Screen.width / 2.0f;
            else
                xValue = Screen.width / 2.0f - Mathf.Abs(pos.x);
            if ( pos.y > 0 )
                yValue = Screen.height / 2.0f - pos.y;
            else
                yValue = Screen.height / 2.0f + Mathf.Abs(pos.y);
            return new Vector2(xValue,yValue);
        }
        
        private Vector2 getScreenPosition( Transform trans, ref Vector3 result )
        {
            if ( null != trans.parent && null != trans.parent.parent )
            {
                result += trans.parent.localPosition;
                getScreenPosition(trans.parent , ref result);
            }
            if ( null != trans.parent && null == trans.parent.parent )
                return result;
            return result;
        }

        #endregion
    }



你可能感兴趣的:(Unity游戏开发,Unity3D开发)