NGUI-UILabel源码解析

  1. UILabel
    1.1 概述
    UILabel是NGUI中用于文字显示的组件,支持图文显示,富文本等功能。阅读本文前请熟悉下NGUI的基本用法和基本属性。
    1.2 基本用法
    NGUI-UILabel源码解析_第1张图片

NGUI-UILabel源码解析_第2张图片

1.3 基础属性
溢出类型
效果类型
字体类型
对齐方式
图文样式
渐变
边距
支持富文本
多行和最高行数

1.4 基本原理

  • 字体方案有两种:Unity的动态字体(trueTypeFont,TTF)和NGUI的BitmapFont(BMFont)
  • UILabel维护mShouldBeProcessed的bool变量,在设置基本属性的时候都会将mShouldBeProcessed设置为true,并重写父类UIWidget的属性drawingDimensions、localCorners、worldCorners、localSize和方法GetSides中判断shouldBeProcessed是否为true,为true则调用UILabel的ProcessText重新计算信息并重新绘制。
  • NGUIText作为辅助类,是一个静态类,由于绘制文字的参数很多,由其参数缓存和相应的计算方法,减少相应的内存占用。
  1. UILabel核心方法
    2.1 ProcessText
    2.1.1 流程
  • 计算UILabel设定的矩形大小和真正显示的矩形大小,其设定矩形大小还受OverFlow类型的影响,如类型为Overflow.ResizeFreely或者Overflow.ResizeHeight相应的设定大小不受当前width height的限制。
  • 调用NGUIText.Update(false):更新最终字形的大小、字符间隔finalSpacingX、 一行高度finalLineHeight和是否用符文等信息。
  • 启用for循环不断递减字体大小
    • 调用NGUIText.WrapText(mText, out mProcessedText, true);
      • 根据regionHeight、finalLineHeight和maxLines计算出Label最多显示的行数;不断遍历字符,解析BBCode跳过用于富文本设置的字符,区分普通字符和图文字符分别计算其字形大小glyphWidth,维护每一行剩余的宽度remainingWidth,当宽度不足的时候就换行,最后返回Label是否容纳全部文本,并得到最终显示的文本finalText。
  • 调用NGUIText.CalculatePrintedSize(mProcessedText):
    • 根据显示的文本mProcessedText和字符间隔finalSpacingX、 一行高度finalLineHeight得到显示rect大小
  • 根据不同OverFlow类型计算Label的宽度和高度。
    2.1.2 OverFlow的处理方式
  • ShrinkContent:缩放内容;不断递减mPrintedSize调用NGUIText.WrapText(mText, out mProcessedText, true);判断目前字体大小是否能显示全部文字,直至满足条件或者字体大小不能再减小。
  • ClampContent:裁切内容;调用调用NGUIText.WrapText(mText, out mProcessedText, true);得到最终显示的文字。
  • ResizeFreely:自适应宽高;调用调用NGUIText.WrapText(mText, out mProcessedText, true);得到最终显示的文字。并调用NGUIText.CalculatePrintedSize(mProcessedText);得到显示的大小,重新计算widget的宽高
  • ResizeHeight:自适应高度;类似ResizeFreely,只是重新计算widget的高度。

2.1.3 代码

	void ProcessText (bool legacyMode, bool full)
	{
		if (!isValid) return;

		mChanged = true;
		shouldBeProcessed = false;

		float regionX = mDrawRegion.z - mDrawRegion.x;
		float regionY = mDrawRegion.w - mDrawRegion.y;

		NGUIText.rectWidth    = legacyMode ? (mMaxLineWidth  != 0 ? mMaxLineWidth  : 1000000) : width;
		NGUIText.rectHeight   = legacyMode ? (mMaxLineHeight != 0 ? mMaxLineHeight : 1000000) : height;
		NGUIText.regionWidth  = (regionX != 1f) ? Mathf.RoundToInt(NGUIText.rectWidth  * regionX) : NGUIText.rectWidth;
		NGUIText.regionHeight = (regionY != 1f) ? Mathf.RoundToInt(NGUIText.rectHeight * regionY) : NGUIText.rectHeight;

		mPrintedSize = Mathf.Abs(legacyMode ? Mathf.RoundToInt(cachedTransform.localScale.x) : defaultFontSize);
		mScale = 1f;

		if (NGUIText.regionWidth < 1 || NGUIText.regionHeight < 0)
		{
			mProcessedText = "";
			return;
		}

#if DYNAMIC_FONT
		bool isDynamic = (trueTypeFont != null);

		if (isDynamic && keepCrisp)
		{
			UIRoot rt = root;
			if (rt != null) mDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f;
		}
		else mDensity = 1f;
#endif
		if (full) UpdateNGUIText();

		if (mOverflow == Overflow.ResizeFreely)
		{
			NGUIText.rectWidth = 1000000;
			NGUIText.regionWidth = 1000000;
		}

		if (mOverflow == Overflow.ResizeFreely || mOverflow == Overflow.ResizeHeight)
		{
			NGUIText.rectHeight = 1000000;
			NGUIText.regionHeight = 1000000;
		}

		if (mPrintedSize > 0)
		{
#if DYNAMIC_FONT
			bool adjustSize = keepCrisp;
#endif
			for (int ps = mPrintedSize; ps > 0; --ps)
			{
#if DYNAMIC_FONT
				// Adjust either the size, or the scale
				if (adjustSize)
				{
					mPrintedSize = ps;
					NGUIText.fontSize = mPrintedSize;
				}
				else
#endif
				{
					mScale = (float)ps / mPrintedSize;
#if DYNAMIC_FONT
					NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale;
#else
					NGUIText.fontScale = ((float)mFontSize / mFont.defaultSize) * mScale;
#endif
				}

				NGUIText.Update(false);

				// Wrap the text
				bool fits = NGUIText.WrapText(mText, out mProcessedText, true);

				if (mOverflow == Overflow.ShrinkContent && !fits)
				{
					if (--ps > 1) continue;
					else break;
				}
				else if (mOverflow == Overflow.ResizeFreely)
				{
					mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);

					mWidth = Mathf.Max(minWidth, Mathf.RoundToInt(mCalculatedSize.x));
					if (regionX != 1f) mWidth = Mathf.RoundToInt(mWidth / regionX);
					mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));
					if (regionY != 1f) mHeight = Mathf.RoundToInt(mHeight / regionY);

					if ((mWidth & 1) == 1) ++mWidth;
					if ((mHeight & 1) == 1) ++mHeight;
				}
				else if (mOverflow == Overflow.ResizeHeight)
				{
					mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);
					mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));
					if (regionY != 1f) mHeight = Mathf.RoundToInt(mHeight / regionY);
					if ((mHeight & 1) == 1) ++mHeight;
				}
				else
				{
					mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);
				}

				// Upgrade to the new system
				if (legacyMode)
				{
					width = Mathf.RoundToInt(mCalculatedSize.x);
					height = Mathf.RoundToInt(mCalculatedSize.y);
					cachedTransform.localScale = Vector3.one;
				}
				break;
			}
		}
		else
		{
			cachedTransform.localScale = Vector3.one;
			mProcessedText = "";
			mScale = 1f;
		}
		
		if (full)
		{
			NGUIText.bitmapFont = null;
#if DYNAMIC_FONT
			NGUIText.dynamicFont = null;
#endif
		}
	}

2.2 OnFill
2.2.1 流程

  • UpdateNGUIText:更新设置当前UILabel的属性给NGUIText
  • NGUIText.Print(text, verts, uvs, cols):根据显示的文本填入几何数据到缓存中
  • ApplyOffset:根据Pivot类型调整顶点位置
  • 对于Effect非None情形,以下是3个类型的原理
    • Effect.Shadow:阴影;调用ApplyShadow增加阴影处理,ApplyShadow的作用是将之前填入的当前UILabel最终显示的文本顶点、UV、Color数据重新填入一次,其中顶点做根据UILabel的mEffectDistance的属性做相应的偏差处理,Effect.Shadow是偏右下,因此呈现出阴影效果。
    • Effect.Outline:描边;调用ApplyShadow增加4个方向的阴影处理,分别是右下,左上,右上,左下,则相当于描边作用
    • Effect.Outline8:8个方向的描边,类似于Effect.Outline,方向相对于前置增加了正右,正上,正左,正下。

2.2.2 代码

public override void OnFill (BetterList verts, BetterList uvs, BetterList cols)
	{
		if (!isValid) return;

		int offset = verts.size;
		Color col = color;
		col.a = finalAlpha;
		
		if (mFont != null && mFont.premultipliedAlphaShader) col = NGUITools.ApplyPMA(col);

		if (QualitySettings.activeColorSpace == ColorSpace.Linear)
		{
			col.r = Mathf.GammaToLinearSpace(col.r);
			col.g = Mathf.GammaToLinearSpace(col.g);
			col.b = Mathf.GammaToLinearSpace(col.b);
		}

		string text = processedText;
		int start = verts.size;

		UpdateNGUIText();

		NGUIText.tint = col;
		NGUIText.Print(text, verts, uvs, cols);
		NGUIText.bitmapFont = null;
#if DYNAMIC_FONT
		NGUIText.dynamicFont = null;
#endif
		// Center the content within the label vertically
		Vector2 pos = ApplyOffset(verts, start);

		// Effects don't work with packed fonts
		if (mFont != null && mFont.packedFontShader) return;

		// Apply an effect if one was requested
		if (effectStyle != Effect.None)
		{
			int end = verts.size;
			pos.x = mEffectDistance.x;
			pos.y = mEffectDistance.y;

			ApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y);

			if ((effectStyle == Effect.Outline) || (effectStyle == Effect.Outline8))
			{
				offset = end;
				end = verts.size;

				ApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y);

				offset = end;
				end = verts.size;

				ApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y);

				offset = end;
				end = verts.size;

				ApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y);

				if (effectStyle == Effect.Outline8)
				{
					offset = end;
					end = verts.size;

					ApplyShadow(verts, uvs, cols, offset, end, -pos.x, 0);

					offset = end;
					end = verts.size;

					ApplyShadow(verts, uvs, cols, offset, end, pos.x, 0);

					offset = end;
					end = verts.size;

					ApplyShadow(verts, uvs, cols, offset, end, 0, pos.y);

					offset = end;
					end = verts.size;

					ApplyShadow(verts, uvs, cols, offset, end, 0, -pos.y);
				}
			}
		}

		if (onPostFill != null)
			onPostFill(this, offset, verts, uvs, cols);
	}
  1. NGUIText
    3.1 NGUIText核心方法
    NGUIText.Print(text, verts, uvs, cols):(普通字符的处理、图文字符的处理),顶点、UV和Color数据分别按照左下、左上、右上、右下顺序填入缓存中。
    3.1.1 流程
  • Prepare:当使用动态字体时,调用Font.RequestCharactersInTexture刷新所需字符的纹理
  • 遍历text的每个字符
  • 处理换行符 不处理非法字符
  • ParseSymbol 解析BBCode:该函数带有多个ref值,分别为subscriptMode上下标,bold加粗,italic斜体, underline下划线, strikethrough中划线, ignoreColor忽略widget的颜色,即使用富文本的颜色。
  • GetSymbol:获取对应的图文字符信息,没有匹配则返回null
    • 处理图文字符

      • 计算符号图文的显示范围
      • 如果宽度容纳不下 换行
      • 添加顶点、UV、Color信息到缓存
      • 其中SymbolStyle等于Colored的时候,图案的颜色使用当前字体颜色,其中情况下只使用当前的alpha值,rgb通道均为255。
    • 处理普通字符

      • GetGlyph(ch, prev);获取字形信息,根据使用的是bitmapFont还是dynamicFont计算得到字形数据GlyphInfo,里面包含字形的顶点坐标,uv坐标和颜色channel通道设置。

        • GlyphInfo数据结构
        public class GlyphInfo
          {
          	public Vector2 v0;
          	public Vector2 v1;
          	public Vector2 u0;
          	public Vector2 u1;
          	public Vector2 u2;
          	public Vector2 u3;
          	public float advance = 0f;
          	public int channel = 0;
        }       
        
    • 有上下标

      • glyph的两个顶点glyph.v0和glyph.v1乘以一个比例值sizeShrinkage都缩小,缩小顶点范围
      • 根据上标还是下标对顶点进行上下偏移Y坐标
    • 如果宽度不够 换行处理

    • 若字符为空格:若BBCode对应是下划线,则替换为“下划线”;若对应中划线,都不对应,则continue

    • 处理纹理坐标:添加纹理坐标到缓存中

    • 根据GlyphInfo的channel值-》处理顶点颜色,填入Color信息

      • 当前channel为0或者为15的时候,对于渐变情况做下处理,算法是:计算出字体顶点y轴最高点和最低点的在整体字体显示的比例,通过渐变底部和顶部的颜色插值得到对应顶部和底部两个颜色值。
    • 根据粗体斜体处理顶点坐标

      • 粗体 相当于每个字符渲染4次,对顶点坐标进行一定的偏移
      • 斜体 相当于每个字符顶点有一定偏移
    • 处理下划线或中划线

      • 获取对应GlyphInfo信息
      • 类似上述进行处理
  • 处理alignment为居中或右侧的情况:默认按照从左往右,即Alignment.Left方式处理
    • Alignment.Right:计算显示宽度与文本宽度的差值,如果差值padding大于0,将顶点坐标的x坐标向右偏移padding
    • Alignment.Center:计算显示宽度与文本宽度的差值的一半padding,如果差值padding大于0,将顶点坐标的x坐标向右偏移padding
    • Alignment.Justified:
      • 文本宽度需要大于显示宽度的65%;
      • 计算显示宽度与文本宽度的差值的一半padding
      • 将字符平均显示在显示区域上

3.1.2 代码

static public void Print (string text, BetterList verts, BetterList uvs, BetterList cols)
	{
		if (string.IsNullOrEmpty(text)) return;

		int indexOffset = verts.size;
		Prepare(text);

		// Start with the white tint
		mColors.Add(Color.white);
		mAlpha = 1f;

		int ch = 0, prev = 0;
		float x = 0f, y = 0f, maxX = 0f;
		float sizeF = finalSize;

		Color gb = tint * gradientBottom;
		Color gt = tint * gradientTop;
		Color32 uc = tint;
		int textLength = text.Length;

		Rect uvRect = new Rect();
		float invX = 0f, invY = 0f;
		float sizePD = sizeF * pixelDensity;

		// Advanced symbol support contributed by Rudy Pangestu.
		bool subscript = false;
		int subscriptMode = 0;  // 0 = normal, 1 = subscript, 2 = superscript
		bool bold = false;
		bool italic = false;
		bool underline = false;
		bool strikethrough = false;
		bool ignoreColor = false;
		const float sizeShrinkage = 0.75f;

		float v0x;
		float v1x;
		float v1y;
		float v0y;
		float prevX = 0;

		if (bitmapFont != null)
		{
			uvRect = bitmapFont.uvRect;
			invX = uvRect.width / bitmapFont.texWidth;
			invY = uvRect.height / bitmapFont.texHeight;
		}

		for (int i = 0; i < textLength; ++i)
		{
			ch = text[i];

			prevX = x;

			// New line character -- skip to the next line
			if (ch == '\n')
			{
				if (x > maxX) maxX = x;

				if (alignment != Alignment.Left)
				{
					Align(verts, indexOffset, x - finalSpacingX);
					indexOffset = verts.size;
				}

				x = 0;
				y += finalLineHeight;
				prev = 0;
				continue;
			}

			// Invalid character -- skip it
			if (ch < ' ')
			{
				prev = ch;
				continue;
			}

			// Color changing symbol
			if (encoding && ParseSymbol(text, ref i, mColors, premultiply, ref subscriptMode, ref bold,
				ref italic, ref underline, ref strikethrough, ref ignoreColor))
			{
				Color fc;

				if (ignoreColor)
				{
					fc = mColors[mColors.size - 1];
					fc.a *= mAlpha * tint.a;
				}
				else
				{
					fc = tint * mColors[mColors.size - 1];
					fc.a *= mAlpha;
				}
				uc = fc;

				for (int b = 0, bmax = mColors.size - 2; b < bmax; ++b)
					fc.a *= mColors[b].a;

				if (gradient)
				{
					gb = gradientBottom * fc;
					gt = gradientTop * fc;
				}
				--i;
				continue;
			}

			// See if there is a symbol matching this text
			BMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;

			if (symbol != null)
			{
				v0x = x + symbol.offsetX * fontScale;
				v1x = v0x + symbol.width * fontScale;
				v1y = -(y + symbol.offsetY * fontScale);
				v0y = v1y - symbol.height * fontScale;

				// Doesn't fit? Move down to the next line
				if (Mathf.RoundToInt(x + symbol.advance * fontScale) > regionWidth)
				{
					if (x == 0f) return;

					if (alignment != Alignment.Left && indexOffset < verts.size)
					{
						Align(verts, indexOffset, x - finalSpacingX);
						indexOffset = verts.size;
					}

					v0x -= x;
					v1x -= x;
					v0y -= finalLineHeight;
					v1y -= finalLineHeight;

					x = 0;
					y += finalLineHeight;
					prevX = 0;
				}

				verts.Add(new Vector3(v0x, v0y));
				verts.Add(new Vector3(v0x, v1y));
				verts.Add(new Vector3(v1x, v1y));
				verts.Add(new Vector3(v1x, v0y));

				x += finalSpacingX + symbol.advance * fontScale;
				i += symbol.length - 1;
				prev = 0;

				if (uvs != null)
				{
					Rect uv = symbol.uvRect;

					float u0x = uv.xMin;
					float u0y = uv.yMin;
					float u1x = uv.xMax;
					float u1y = uv.yMax;

					uvs.Add(new Vector2(u0x, u0y));
					uvs.Add(new Vector2(u0x, u1y));
					uvs.Add(new Vector2(u1x, u1y));
					uvs.Add(new Vector2(u1x, u0y));
				}

				if (cols != null)
				{
					if (symbolStyle == SymbolStyle.Colored)
					{
						for (int b = 0; b < 4; ++b) cols.Add(uc);
					}
					else
					{
						Color32 col = Color.white;
						col.a = uc.a;
						for (int b = 0; b < 4; ++b) cols.Add(col);
					}
				}
			}
			else // No symbol present
			{
				GlyphInfo glyph = GetGlyph(ch, prev);
				if (glyph == null) continue;
				prev = ch;

				if (subscriptMode != 0)
				{
					glyph.v0.x *= sizeShrinkage;
					glyph.v0.y *= sizeShrinkage;
					glyph.v1.x *= sizeShrinkage;
					glyph.v1.y *= sizeShrinkage;

					if (subscriptMode == 1)
					{
						glyph.v0.y -= fontScale * fontSize * 0.4f;
						glyph.v1.y -= fontScale * fontSize * 0.4f;
					}
					else
					{
						glyph.v0.y += fontScale * fontSize * 0.05f;
						glyph.v1.y += fontScale * fontSize * 0.05f;
					}
				}

				v0x = glyph.v0.x + x;
				v0y = glyph.v0.y - y;
				v1x = glyph.v1.x + x;
				v1y = glyph.v1.y - y;

				float w = glyph.advance;
				if (finalSpacingX < 0f) w += finalSpacingX;

				// Doesn't fit? Move down to the next line
				if (Mathf.RoundToInt(x + w) > regionWidth)
				{
					if (x == 0f) return;

					if (alignment != Alignment.Left && indexOffset < verts.size)
					{
						Align(verts, indexOffset, x - finalSpacingX);
						indexOffset = verts.size;
					}

					v0x -= x;
					v1x -= x;
					v0y -= finalLineHeight;
					v1y -= finalLineHeight;

					x = 0;
					y += finalLineHeight;
					prevX = 0;
				}

				if (IsSpace(ch))
				{
					if (underline)
					{
						ch = '_';
					}
					else if (strikethrough)
					{
						ch = '-';
					}
				}

				// Advance the position
				x += (subscriptMode == 0) ? finalSpacingX + glyph.advance :
					(finalSpacingX + glyph.advance) * sizeShrinkage;

				// No need to continue if this is a space character
				if (IsSpace(ch)) continue;

				// Texture coordinates
				if (uvs != null)
				{
					if (bitmapFont != null)
					{
						glyph.u0.x = uvRect.xMin + invX * glyph.u0.x;
						glyph.u2.x = uvRect.xMin + invX * glyph.u2.x;
						glyph.u0.y = uvRect.yMax - invY * glyph.u0.y;
						glyph.u2.y = uvRect.yMax - invY * glyph.u2.y;

						glyph.u1.x = glyph.u0.x;
						glyph.u1.y = glyph.u2.y;

						glyph.u3.x = glyph.u2.x;
						glyph.u3.y = glyph.u0.y;
					}

					for (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)
					{
						uvs.Add(glyph.u0);
						uvs.Add(glyph.u1);
						uvs.Add(glyph.u2);
						uvs.Add(glyph.u3);
					}
				}

				// Vertex colors
				if (cols != null)
				{
					if (glyph.channel == 0 || glyph.channel == 15)
					{
						if (gradient)
						{
							float min = sizePD + glyph.v0.y / fontScale;
							float max = sizePD + glyph.v1.y / fontScale;

							min /= sizePD;
							max /= sizePD;

							s_c0 = Color.Lerp(gb, gt, min);
							s_c1 = Color.Lerp(gb, gt, max);

							for (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)
							{
								cols.Add(s_c0);
								cols.Add(s_c1);
								cols.Add(s_c1);
								cols.Add(s_c0);
							}
						}
						else
						{
							for (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)
								cols.Add(uc);
						}
					}
					else
					{
						// Packed fonts come as alpha masks in each of the RGBA channels.
						// In order to use it we need to use a special shader.
						//
						// Limitations:
						// - Effects (drop shadow, outline) will not work.
						// - Should not be a part of the atlas (eastern fonts rarely are anyway).
						// - Lower color precision

						Color col = uc;

						col *= 0.49f;

						switch (glyph.channel)
						{
							case 1: col.b += 0.51f; break;
							case 2: col.g += 0.51f; break;
							case 4: col.r += 0.51f; break;
							case 8: col.a += 0.51f; break;
						}

						Color32 c = col;
						for (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)
							cols.Add(c);
					}
				}

				// Bold and italic contributed by Rudy Pangestu.
				if (!bold)
				{
					if (!italic)
					{
						verts.Add(new Vector3(v0x, v0y));
						verts.Add(new Vector3(v0x, v1y));
						verts.Add(new Vector3(v1x, v1y));
						verts.Add(new Vector3(v1x, v0y));
					}
					else // Italic
					{
						float slant = fontSize * 0.1f * ((v1y - v0y) / fontSize);
						verts.Add(new Vector3(v0x - slant, v0y));
						verts.Add(new Vector3(v0x + slant, v1y));
						verts.Add(new Vector3(v1x + slant, v1y));
						verts.Add(new Vector3(v1x - slant, v0y));
					}
				}
				else // Bold
				{
					for (int j = 0; j < 4; ++j)
					{
						float a = mBoldOffset[j * 2];
						float b = mBoldOffset[j * 2 + 1];

						float slant = (italic ? fontSize * 0.1f * ((v1y - v0y) / fontSize) : 0f);
						verts.Add(new Vector3(v0x + a - slant, v0y + b));
						verts.Add(new Vector3(v0x + a + slant, v1y + b));
						verts.Add(new Vector3(v1x + a + slant, v1y + b));
						verts.Add(new Vector3(v1x + a - slant, v0y + b));
					}
				}

				// Underline and strike-through contributed by Rudy Pangestu.
				if (underline || strikethrough)
				{
					GlyphInfo dash = GetGlyph(strikethrough ? '-' : '_', prev);
					if (dash == null) continue;

					if (uvs != null)
					{
						if (bitmapFont != null)
						{
							dash.u0.x = uvRect.xMin + invX * dash.u0.x;
							dash.u2.x = uvRect.xMin + invX * dash.u2.x;
							dash.u0.y = uvRect.yMax - invY * dash.u0.y;
							dash.u2.y = uvRect.yMax - invY * dash.u2.y;
						}

						float cx = (dash.u0.x + dash.u2.x) * 0.5f;

						for (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)
						{
							uvs.Add(new Vector2(cx, dash.u0.y));
							uvs.Add(new Vector2(cx, dash.u2.y));
							uvs.Add(new Vector2(cx, dash.u2.y));
							uvs.Add(new Vector2(cx, dash.u0.y));
						}
					}

					if (subscript && strikethrough)
					{
						v0y = (-y + dash.v0.y) * sizeShrinkage;
						v1y = (-y + dash.v1.y) * sizeShrinkage;
					}
					else
					{
						v0y = (-y + dash.v0.y);
						v1y = (-y + dash.v1.y);
					}

					if (bold)
					{
						for (int j = 0; j < 4; ++j)
						{
							float a = mBoldOffset[j * 2];
							float b = mBoldOffset[j * 2 + 1];

							verts.Add(new Vector3(prevX + a, v0y + b));
							verts.Add(new Vector3(prevX + a, v1y + b));
							verts.Add(new Vector3(x + a, v1y + b));
							verts.Add(new Vector3(x + a, v0y + b));
						}
					}
					else
					{
						verts.Add(new Vector3(prevX, v0y));
						verts.Add(new Vector3(prevX, v1y));
						verts.Add(new Vector3(x, v1y));
						verts.Add(new Vector3(x, v0y));
					}

					if (gradient)
					{
						float min = sizePD + dash.v0.y / fontScale;
						float max = sizePD + dash.v1.y / fontScale;

						min /= sizePD;
						max /= sizePD;

						s_c0 = Color.Lerp(gb, gt, min);
						s_c1 = Color.Lerp(gb, gt, max);

						for (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)
						{
							cols.Add(s_c0);
							cols.Add(s_c1);
							cols.Add(s_c1);
							cols.Add(s_c0);
						}
					}
					else
					{
						for (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)
							cols.Add(uc);
					}
				}
			}
		}

		if (alignment != Alignment.Left && indexOffset < verts.size)
		{
			Align(verts, indexOffset, x - finalSpacingX);
			indexOffset = verts.size;
		}
		mColors.Clear();
	}

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