昨天在改项目的时候,看到人物头像是圆形的,我就想到用UGUI的Mask组件,但是我试了一下,效果不是很好,而且性能上也不是很理想,所以我就找到一个比较好的解决办法,之前也考虑过用Image上的Material去弄,但是也不是很完美,后来看到一篇文章,说是重写Image组件,所以就有了下面我要提到的东西(只支持5.3版本以上)。
首先需要重写Image,由于继承UnityEngine基类的派生类不能在Inspector里显示自定义参数。所以我们要新建BaseImage类来代替Image类。原Image源码有近千行代码,BaseImage对其进行了部分精简,只支持Simple Image Type,并去掉了eventAlphaThreshold的相关代码。经过删减,得到一个百行代码的BaseImage类,精简版Image就完成了。
using System;
using UnityEngine;
using System.Collections;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class BaseImage : MaskableGraphic,ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
{
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
[FormerlySerializedAs("m_Frame")]
[SerializeField]
private Sprite m_Sprite;
public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtilityExt.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
[NonSerialized]
private Sprite m_OverrideSprite;
public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtilityExt.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
///
/// Image's texture comes from the UnityEngine.Image.
///
public override Texture mainTexture
{
get
{
return overrideSprite == null ? s_WhiteTexture : overrideSprite.texture;
}
}
public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if (sprite)
spritePixelsPerUnit = sprite.pixelsPerUnit;
float referencePixelsPerUnit = 100;
if (canvas)
referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return spritePixelsPerUnit / referencePixelsPerUnit;
}
}
///
/// 子类需要重写该方法来自定义Image形状
///
///
protected override void OnPopulateMesh(VertexHelper vh)
{
base.OnPopulateMesh(vh);
}
#region ISerializationCallbackReceiver
public void OnAfterDeserialize()
{
}
//
// 摘要:
// Implement this method to receive a callback after unity serialized your object.
public void OnBeforeSerialize()
{
}
#endregion
#region ILayoutElement
public virtual void CalculateLayoutInputHorizontal() { }
public virtual void CalculateLayoutInputVertical() { }
public virtual float minWidth { get { return 0; } }
public virtual float preferredWidth
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.x / pixelsPerUnit;
}
}
public virtual float flexibleWidth { get { return -1; } }
public virtual float minHeight { get { return 0; } }
public virtual float preferredHeight
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.y / pixelsPerUnit;
}
}
public virtual float flexibleHeight { get { return -1; } }
public virtual int layoutPriority { get { return 0; } }
#endregion
#region ICanvasRaycastFilter
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
return true;
}
#endregion
}
然后,开始写CricleImage类,Image类继承自MaskableGraphic,实现了ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter这三个接口。最关键的是MaskableGraphic类,MaskableGraphic负责绘制逻辑,MaskableGraphic继承自Graphic,Graphic里有个OnPopulateMesh函数,这正是我们需要的函数。
UI元素生成顶点数据时会调用OnPopulateMesh(VertexHelper vh)函数,我们只要继承改写OnPopulateMesh函数,将原先的矩形顶点数据清除,改写入圆形顶点数据,这样渲染出来的自然是圆形图片。
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;
}
}
}
}
}
最后,还有一个辅助类
using UnityEngine;
internal static class SetPropertyUtilityExt
{
public static bool SetColor(ref Color32 currentValue, Color32 newValue)
{
if (currentValue.r == newValue.r && currentValue.g == newValue.g && currentValue.b == newValue.b && currentValue.a == newValue.a)
return false;
currentValue = newValue;
return true;
}
public static bool SetStruct(ref T currentValue, T newValue) where T : struct
{
if (currentValue.Equals(newValue))
return false;
currentValue = newValue;
return true;
}
public static bool SetClass(ref T currentValue, T newValue) where T : class
{
if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue)))
return false;
currentValue = newValue;
return true;
}
}
上面就是所有代码了,上面还加入了圆形区域的点击检测,是通过Ray-Crossing算法判断的,也就是由这个点发射一条射线与多边形相交,如果交点是奇数,说明在多边形内,如果是偶数个就是在多边形外面。下面是package包,有需要的去下载吧。
下载链接: http://pan.baidu.com/s/1nvhqBLv 密码: qa1p