unity3d:ugui 每个字间隔间距

2023-08-24 14:29:30 浏览数 (3)

代码语言:javascript复制
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Collections.Generic;

public class Line
{

    private int _startVertexIndex = 0;
    /// <summary>
    /// 起点索引
    /// </summary>
    public int StartVertexIndex
    {
        get
        {
            return _startVertexIndex;
        }
    }

    private int _endVertexIndex = 0;
    /// <summary>
    /// 终点索引
    /// </summary>
    public int EndVertexIndex
    {
        get
        {
            return _endVertexIndex;
        }
    }

    private int _vertexCount = 0;
    /// <summary>
    /// 该行占的点数目
    /// </summary>
    public int VertexCount
    {
        get
        {
            return _vertexCount;
        }
    }

    public Line(int startVertexIndex, int length)
    {
        _startVertexIndex = startVertexIndex;
        _endVertexIndex = length * 6 - 1   startVertexIndex;
        _vertexCount = length * 6;
    }
}


[AddComponentMenu("UI/Effects/TextSpacing")]
public class TextSpacing : BaseMeshEffect
{
    public float _textSpacing = 1f;

    public override void ModifyMesh(VertexHelper vh)
    {
        if (!IsActive() || vh.currentVertCount == 0)
        {
            return;
        }

        Text text = GetComponent<Text>();
        if (text == null)
        {
            Debug.LogError("Missing Text component");
            return;
        }

        List<UIVertex> vertexs = new List<UIVertex>();
        vh.GetUIVertexStream(vertexs);
        int indexCount = vh.currentIndexCount;

        string[] lineTexts = text.text.Split('n');

        Line[] lines = new Line[lineTexts.Length];

        //根据lines数组中各个元素的长度计算每一行中第一个点的索引,每个字、字母、空母均占6个点
        for (int i = 0; i < lines.Length; i  )
        {
            //除最后一行外,vertexs对于前面几行都有回车符占了6个点
            if (i == 0)
            {
                lines[i] = new Line(0, lineTexts[i].Length   1);
            }
            else if (i > 0 && i < lines.Length - 1)
            {
                lines[i] = new Line(lines[i - 1].EndVertexIndex   1, lineTexts[i].Length   1);
            }
            else
            {
                lines[i] = new Line(lines[i - 1].EndVertexIndex   1, lineTexts[i].Length);
            }
        }

        UIVertex vt;

        for (int i = 0; i < lines.Length; i  )
        {
            for (int j = lines[i].StartVertexIndex   6; j <= lines[i].EndVertexIndex; j  )
            {
                if (j < 0 || j >= vertexs.Count)
                {
                    continue;
                }
                vt = vertexs[j];
                vt.position  = new Vector3(_textSpacing * ((j - lines[i].StartVertexIndex) / 6), 0, 0);
                vertexs[j] = vt;
                //以下注意点与索引的对应关系
                if (j % 6 <= 2)
                {
                    vh.SetUIVertex(vt, (j / 6) * 4   j % 6);
                }
                if (j % 6 == 4)
                {
                    vh.SetUIVertex(vt, (j / 6) * 4   j % 6 - 1);
                }
            }
        }
    }
}

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