添加一个外边框显示文件

TCX_LongZhu
PC-202302260912\Administrator 2024-12-23 16:40:55 +08:00
parent 0b05a3e65b
commit 062b5aa39f
2 changed files with 205 additions and 0 deletions

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using System.Collections.Generic;
namespace UnityEngine.UI
{
/// <summary>
/// 描边和阴影
/// 复制的原Outline代码和Shadow,因为目前游戏就是需要这种文字描边,总比分别加描边和加阴影要省一些
/// </summary>
public class OutlineAndShadow : BaseMeshEffect
{
private static List<UIVertex> tempUIVertexList = new List<UIVertex>(2048);
[SerializeField]
private Color m_OutlineColor = new Color32(0, 0, 0, 255);
[SerializeField]
private Vector2 m_OutlineDistance = new Vector2(0.5f, .5f);
[SerializeField]
private Color m_ShadowColor = new Color32(0, 0, 0, 205);
[SerializeField]
private Vector2 m_ShadowDistance = new Vector2(0, -1);
[SerializeField]
private bool m_UseGraphicAlpha = true;
private const float kMaxEffectDistance = 600f;
#if UNITY_EDITOR
protected override void OnValidate()
{
outlineDistance = m_OutlineDistance;
base.OnValidate();
}
#endif
public Color outlineColor
{
get { return m_OutlineColor; }
set
{
m_OutlineColor = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public Vector2 outlineDistance
{
get { return m_OutlineDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (m_OutlineDistance == value)
return;
m_OutlineDistance = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public Color shadowColor
{
get { return m_ShadowColor; }
set
{
m_ShadowColor = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public Vector2 shadowDistance
{
get { return m_ShadowDistance; }
set
{
if (value.x > kMaxEffectDistance)
value.x = kMaxEffectDistance;
if (value.x < -kMaxEffectDistance)
value.x = -kMaxEffectDistance;
if (value.y > kMaxEffectDistance)
value.y = kMaxEffectDistance;
if (value.y < -kMaxEffectDistance)
value.y = -kMaxEffectDistance;
if (m_ShadowDistance == value)
return;
m_ShadowDistance = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
public bool useGraphicAlpha
{
get { return m_UseGraphicAlpha; }
set
{
m_UseGraphicAlpha = value;
if (graphic != null)
graphic.SetVerticesDirty();
}
}
protected OutlineAndShadow()
{
}
//该继承相当于增加描绘
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
var verts = tempUIVertexList;
vh.GetUIVertexStream(verts);
var neededCpacity = verts.Count * 6;
if (verts.Capacity < neededCpacity)
verts.Capacity = neededCpacity;
//描边
var start = 0;
var end = verts.Count;
ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, outlineDistance.x, outlineDistance.y);
start = end;
end = verts.Count;
ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, outlineDistance.x, -outlineDistance.y);
start = end;
end = verts.Count;
ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, -outlineDistance.x, outlineDistance.y);
start = end;
end = verts.Count;
ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, -outlineDistance.x, -outlineDistance.y);
//阴影
start = end;
end = verts.Count;
ApplyShadowZeroAlloc(verts, shadowColor, start, verts.Count, shadowDistance.x, shadowDistance.y);
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
#region Shadow类的代码
protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
{
UIVertex vt;
var neededCpacity = verts.Count * 2;
if (verts.Capacity < neededCpacity)
verts.Capacity = neededCpacity;
for (int i = start; i < end; ++i)
{
vt = verts[i];
verts.Add(vt);
Vector3 v = vt.position;
v.x += x;
v.y += y;
vt.position = v;
var newColor = color;
if (m_UseGraphicAlpha)
newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
vt.color = newColor;
verts[i] = vt;
}
}
#endregion
}
}

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