- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
-
- public class UICircle : RawImage
- {
- const int FILL_PERCENT = 100;
- float thickness = 5;
-
- [SerializeField][Range(4,360)]
- int _segments = 36;
-
- public int segments
- {
- get
- {
- return _segments;
- }
- set
- {
- if (_segments != value)
- {
- _segments = value;
- SetVerticesDirty();
- #if UNITY_EDITOR
- UnityEditor.EditorUtility.SetDirty(transform);
- #endif
- }
- }
- }
-
- protected override void OnRectTransformDimensionsChange()
- {
- base.OnRectTransformDimensionsChange();
- this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
- }
-
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- float outer = -rectTransform.pivot.x * rectTransform.rect.width;
- float inner = -rectTransform.pivot.x * rectTransform.rect.width + this.thickness;
-
- vh.Clear();
-
- Vector2 prevX = Vector2.zero;
- Vector2 prevY = Vector2.zero;
- Vector2 uv0 = new Vector2(0, 0);
- Vector2 uv1 = new Vector2(0, 1);
- Vector2 uv2 = new Vector2(1, 1);
- Vector2 uv3 = new Vector2(1, 0);
- Vector2 pos0;
- Vector2 pos1;
- Vector2 pos2;
- Vector2 pos3;
-
- float tw = rectTransform.rect.width;
- float th = rectTransform.rect.height;
-
- float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments;
- float currentAngle = 0f;
- for (int i = 0; i < segments + 1; i++)
- {
-
- float c = Mathf.Cos(currentAngle);
- float s = Mathf.Sin(currentAngle);
-
- StepThroughPointsAndFill(outer, inner, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
-
- uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f);
- uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f);
- uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f);
- uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f);
-
- vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
-
- currentAngle += angleByStep;
- }
- }
-
- private void StepThroughPointsAndFill(float outer, float inner, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s)
- {
- pos0 = prevX;
- pos1 = new Vector2(outer * c, outer * s);
-
- pos2 = Vector2.zero;
- pos3 = Vector2.zero;
-
- prevX = pos1;
- prevY = pos2;
- }
-
- protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
- {
- UIVertex[] vbo = new UIVertex[4];
- for (int i = 0; i < vertices.Length; i++)
- {
- var vert = UIVertex.simpleVert;
- vert.color = color;
- vert.position = vertices[i];
- vert.uv0 = uvs[i];
- vbo[i] = vert;
- }
- return vbo;
- }
-
- }
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor;
- using UnityEditor.UI;
-
- [CustomEditor(typeof(UICircle), true)]
- [CanEditMultipleObjects]
- public class UICircleInspector : RawImageEditor
- {
-
- public override void OnInspectorGUI()
- {
- base.OnInspectorGUI();
- UICircle circle = target as UICircle;
- circle.segments = Mathf.Clamp(EditorGUILayout.IntField("UICircle多边形", circle.segments), 4, 360);
-
- }
-
- }