43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using System;
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using System.Collections.Generic;
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[AddComponentMenu("UI/Effects/TextSpacing")]
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[ExecuteInEditMode]
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public class TextSpacing : BaseMeshEffect
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{
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public float _textSpacing = 1f;
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive() || vh.currentVertCount == 0)
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{
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return;
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}
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List<UIVertex> vertexs = new List<UIVertex>();
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vh.GetUIVertexStream(vertexs);
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int indexCount = vh.currentIndexCount;
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UIVertex vt;
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for (int i = 6; i < indexCount; i++)
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{
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//第一个字不用改变位置,且一个字在 List<UIVertex>中占6个位置,第一个字既(0-5)
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vt = vertexs[i];
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vt.position += new Vector3(_textSpacing * (i / 6), 0, 0);
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vertexs[i] = vt;
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//以下注意点与索引的对应关系,
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//注:经测试,一个字符的三角面的顶点记录顺序为顺时针从左上角的点开始计数 0 1 2 3 4 5 ,
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//而第3个顶点和第2个顶点重合,第5个顶点和第0个顶点重合,所以只需要修改4个顶点就能修改该字符的偏移
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if (i % 6 <= 2)
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{
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vh.SetUIVertex(vt, (i / 6) * 4 + i % 6);
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}
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if (i % 6 == 4)
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{
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vh.SetUIVertex(vt, (i / 6) * 4 + i % 6 - 1);
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}
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}
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}
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}
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