• 自定义圆形图片


    using System.Collections.Generic;
    
    namespace UnityEngine.UI
    {
        /// <summary>
        /// 圆形
        /// </summary>
        [RequireComponent(typeof(CanvasRenderer))]
        public class CirclePro : MaskableGraphic
        {
            [SerializeField] private Texture2D texture;
    
            [SerializeField] private float top;
    
            [SerializeField] private float left;
    
            [SerializeField] private float right;
    
            [SerializeField] private float bottom;
    
            [SerializeField, Range(1, 180)] private int segements = 90;
    
            private Vector2 position, offset, space = new Vector2();
    
            private float radian;
    
            private int step, count;
    
            private readonly List<Vector2> centre = new List<Vector2>(4)
            {
                new Vector2(0, 0), new Vector2(0, 0),
                new Vector2(0, 0), new Vector2(0, 0)
            };
    
            public override Texture mainTexture => texture == null ? s_WhiteTexture : texture;
    
            protected override void OnPopulateMesh(VertexHelper helper)
            {
                Ready();
    
                helper.Clear();
    
                step = 4; float value = 0;
    
                helper.AddVert(GetUIVertex(centre[0]));
    
                helper.AddVert(GetUIVertex(centre[1]));
    
                helper.AddVert(GetUIVertex(centre[2]));
    
                helper.AddVert(GetUIVertex(centre[3]));
    
                #region 矩形
                if (space.x - right > left)
                {
                    helper.AddVert(GetUIVertex(new Vector2(left, 0) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(space.x - right, 0) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(space.x - right, space.y) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(left, space.y) - offset));
    
                    helper.AddTriangle(step + 1, step, step + 2);
    
                    helper.AddTriangle(step + 2, step, step + 3);
    
                    step += 4;
                }
    
                if (space.y - top > bottom)
                {
                    helper.AddVert(GetUIVertex(new Vector2(0, bottom) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(space.x, bottom) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(space.x, space.y - top) - offset));
    
                    helper.AddVert(GetUIVertex(new Vector2(0, space.y - top) - offset));
    
                    helper.AddTriangle(step + 1, step, step + 2);
    
                    helper.AddTriangle(step + 2, step, step + 3);
    
                    step += 4;
                }
                #endregion
    
                #region 四角半圆
                AddSemiangle(helper, 0, right, top, ref value);
    
                AddSemiangle(helper, 1, left, top, ref value);
    
                AddSemiangle(helper, 2, left, bottom, ref value);
    
                AddSemiangle(helper, 3, right, bottom, ref value);
                #endregion
            }
    
            private void Ready()
            {
                radian = 0.5f * Mathf.PI / segements;
    
                space.x = rectTransform.rect.width;
    
                space.y = rectTransform.rect.height;
    
                offset = space * 0.5f;
    
                count = segements + 1;
    
                centre[0] = new Vector2(space.x - right, space.y - top) - offset;
    
                centre[1] = new Vector2(left, space.y - top) - offset;
    
                centre[2] = new Vector2(left, bottom) - offset;
    
                centre[3] = new Vector2(space.x - right, bottom) - offset;
            }
    
            private void AddSemiangle(VertexHelper helper, int index, float width, float height, ref float value)
            {
                if (width > 0 && height > 0)
                {
                    for (int i = 0; i < count; i++)
                    {
                        position.x = centre[index].x + Mathf.Cos(value) * width;
    
                        position.y = centre[index].y + Mathf.Sin(value) * height;
    
                        if (i < segements)
                        {
                            value += radian;
                        }
                        helper.AddVert(GetUIVertex(position));
                    }
    
                    for (int i = 0; i < count; i++)
                    {
                        if (i < segements)
                        {
                            helper.AddTriangle(step + i, index, step + i + 1);
                        }
                    }
    
                    step += count;
                }
                else
                {
                    value += radian * segements;
                }
            }
    
            private UIVertex GetUIVertex(Vector2 position)
            {
                return new UIVertex()
                {
                    position = position,
                    color = color,
                    uv0 = position / space + Vector2.one * 0.5f,
                };
            }
    
            public Texture2D Texture
            {
                get
                {
                    return texture;
                }
                set
                {
                    texture = value;
                }
            }
        }
    }
    View Code

    可以自定义四边圆形

  • 相关阅读:
    CODING x 百果园 _ 水果零售龙头迈出 DevOps 体系建设第一步
    Nocalhost 亮相 CD Foundation 国内首届 Meetup,Keith Chan 将出席致辞
    做云原生时代标准化工具,实现高效云上研发工作流
    打造数字化软件工厂 —— 一站式 DevOps 平台全景解读
    WePack —— 助力企业渐进式 DevOps 转型
    CODING Compass —— 打造行云流水般的软件工厂
    Nocalhost —— 让云原生开发回归原始而又简单
    CODING 代码资产安全系列之 —— 构建全链路安全能力,守护代码资产安全
    Nocalhost:云原生开发新体验
    使用 Nocalhost 开发 Kubernetes 中的 APISIX Ingress Controller
  • 原文地址:https://www.cnblogs.com/Joke-crazy/p/14735324.html
Copyright © 2020-2023  润新知