130 lines
3.9 KiB
C#
130 lines
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
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public class LetterSpacing : BaseMeshEffect
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{
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[SerializeField]
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private float m_spacing = 0f;
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protected LetterSpacing() { }
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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spacing = m_spacing;
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base.OnValidate();
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}
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#endif
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public float spacing
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{
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get { return m_spacing; }
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set
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{
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if (m_spacing == value) return;
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m_spacing = value;
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if (graphic != null) graphic.SetVerticesDirty();
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}
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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throw new NotImplementedException();
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}
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public override void ModifyMesh(/*List<UIVertex> verts*/Mesh mesh)
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{
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if (!IsActive()) return;
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// 从mesh 得到 顶点集
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List<UIVertex> verts = new List<UIVertex>();
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using (VertexHelper vertexHelper = new VertexHelper(mesh))
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{
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vertexHelper.GetUIVertexStream(verts);
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}
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Text text = GetComponent<Text>();
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if (text == null)
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{
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Debug.LogWarning("LetterSpacing: Missing Text component");
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return;
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}
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string[] lines = text.text.Split('\n');
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Vector3 pos;
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float letterOffset = spacing * (float)text.fontSize / 100f;
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float alignmentFactor = 0;
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int glyphIdx = 0;
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switch (text.alignment)
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{
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case TextAnchor.LowerLeft:
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case TextAnchor.MiddleLeft:
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case TextAnchor.UpperLeft:
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alignmentFactor = 0f;
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break;
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case TextAnchor.LowerCenter:
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case TextAnchor.MiddleCenter:
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case TextAnchor.UpperCenter:
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alignmentFactor = 0.5f;
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break;
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case TextAnchor.LowerRight:
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case TextAnchor.MiddleRight:
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case TextAnchor.UpperRight:
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alignmentFactor = 1f;
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break;
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}
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for (int lineIdx = 0; lineIdx < lines.Length; lineIdx++)
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{
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string line = lines[lineIdx];
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float lineOffset = (line.Length - 1) * letterOffset * alignmentFactor;
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for (int charIdx = 0; charIdx < line.Length; charIdx++)
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{
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int idx1 = glyphIdx * 4 + 0;
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int idx2 = glyphIdx * 4 + 1;
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int idx3 = glyphIdx * 4 + 2;
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int idx4 = glyphIdx * 4 + 3;
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// Check for truncated text (doesn't generate verts for all characters)
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if (idx4 > verts.Count - 1) return;
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UIVertex vert1 = verts[idx1];
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UIVertex vert2 = verts[idx2];
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UIVertex vert3 = verts[idx3];
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UIVertex vert4 = verts[idx4];
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pos = Vector3.right * (letterOffset * charIdx - lineOffset);
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vert1.position += pos;
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vert2.position += pos;
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vert3.position += pos;
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vert4.position += pos;
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verts[idx1] = vert1;
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verts[idx2] = vert2;
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verts[idx3] = vert3;
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verts[idx4] = vert4;
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glyphIdx++;
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}
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// Offset for carriage return character that still generates verts
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glyphIdx++;
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}
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// 在合成mesh
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using (VertexHelper vertexHelper2 = new VertexHelper())
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{
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vertexHelper2.AddUIVertexTriangleStream(verts);
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vertexHelper2.FillMesh(mesh);
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}
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}
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}
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} |