TextPlus.cs 17 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System.Linq;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. public class LineInfo
  7. {
  8. public int Count;
  9. public int EndIndex;
  10. public int StartIndex;
  11. public LineInfo(int startIndex, int endIndex)
  12. {
  13. EndIndex = endIndex;
  14. StartIndex = startIndex;
  15. Count = EndIndex - StartIndex + 1;
  16. }
  17. }
  18. public class RenderInfo
  19. {
  20. public LineInfo LineInfo
  21. {
  22. get { return _LineInfo; }
  23. set
  24. {
  25. _LineInfo = value;
  26. EndIndex = _LineInfo.EndIndex;
  27. StartIndex = _LineInfo.StartIndex;
  28. LineCount = _LineInfo.Count;
  29. }
  30. }
  31. public SpriteInfo SpriteInfo
  32. {
  33. get { return _SpriteInfo; }
  34. set
  35. {
  36. _SpriteInfo = value;
  37. UvList = _SpriteInfo.UvList;
  38. RawWidth = _SpriteInfo.Width;
  39. RawHeight = _SpriteInfo.Height;
  40. RenderCount = RightIndex - LeftIndex + 1;
  41. }
  42. }
  43. private LineInfo _LineInfo;
  44. private SpriteInfo _SpriteInfo;
  45. public int LineCount;
  46. public int RenderCount;
  47. public int LeftIndex;
  48. public int RightIndex;
  49. public int EndIndex;
  50. public int StartIndex;
  51. public float Width;
  52. public float Height;
  53. public float RawWidth;
  54. public float RawHeight;
  55. public List<Vector2> UvList;
  56. }
  57. public class TextPlus : Text
  58. {
  59. #region 变量
  60. public ImagePlus ImagePlus
  61. {
  62. get
  63. {
  64. if (_ImagePlus == null)
  65. {
  66. _ImagePlus = GetComponentInChildren<ImagePlus>();
  67. if (_ImagePlus == null)
  68. {
  69. GameObject go = new GameObject("ImagePlus", typeof(ImagePlus));
  70. RectTransform rectTra = go.GetComponent<RectTransform>();
  71. rectTra.SetParent(rectTransform);
  72. }
  73. }
  74. return _ImagePlus;
  75. }
  76. set { _ImagePlus = value; }
  77. }
  78. private ImagePlus _ImagePlus;
  79. public bool Draw;
  80. public RenderInfo RenderInfo;
  81. public List<LineInfo> LineInfoList;
  82. #endregion
  83. protected override void Awake()
  84. {
  85. base.Awake();
  86. verticalOverflow = VerticalWrapMode.Overflow;
  87. horizontalOverflow = HorizontalWrapMode.Overflow;
  88. }
  89. protected override void OnPopulateMesh(VertexHelper toFill)
  90. {
  91. base.OnPopulateMesh(toFill);
  92. int leftIndex = text.IndexOf("<(");
  93. int rightIndex = text.IndexOf(")>");
  94. if (leftIndex == -1 || rightIndex == -1)
  95. {
  96. Draw = false;
  97. }
  98. else
  99. {
  100. rightIndex++;
  101. string spriteName = text.Between(leftIndex + 2, rightIndex - 2);
  102. SpriteInfo spriteInfo;
  103. if (SpriteAsset.SpriteInfoDic.TryGetValue(spriteName, out spriteInfo))
  104. {
  105. Draw = true;
  106. RenderInfo = new RenderInfo();
  107. RenderInfo.LeftIndex = leftIndex;
  108. RenderInfo.RightIndex = rightIndex;
  109. RenderInfo.SpriteInfo = spriteInfo;
  110. }
  111. else
  112. {
  113. Draw = false;
  114. }
  115. }
  116. if (Draw)
  117. {
  118. Draw = false;
  119. List<UIVertex> vertexImage = new List<UIVertex>();
  120. List<UIVertex> vertexStream = new List<UIVertex>();
  121. toFill.GetUIVertexStream(vertexStream);
  122. RenderInfo.Height = preferredHeight / cachedTextGenerator.lineCount;
  123. RenderInfo.Width = (RenderInfo.Height / RenderInfo.RawHeight) * RenderInfo.RawWidth;
  124. GetRenderLine();
  125. RenderLine(vertexImage, vertexStream, toFill);
  126. ImagePlus.UpdateStatus(true, new VertexHelper(), vertexImage);
  127. }
  128. else
  129. {
  130. ImagePlus.UpdateStatus(false, new VertexHelper(), null);
  131. }
  132. }
  133. protected void RenderLine(List<UIVertex> vertexImage, List<UIVertex> vertexStream, VertexHelper vertexHelper)
  134. {
  135. UIVertex[] vertices = new UIVertex[4];
  136. vertices[0].color = Color.white;
  137. vertices[1].color = Color.white;
  138. vertices[2].color = Color.white;
  139. vertices[3].color = Color.white;
  140. vertices[0].uv0 = RenderInfo.UvList[0];
  141. vertices[1].uv0 = RenderInfo.UvList[1];
  142. vertices[2].uv0 = RenderInfo.UvList[2];
  143. vertices[3].uv0 = RenderInfo.UvList[3];
  144. if (RenderInfo.LineCount == RenderInfo.RenderCount)
  145. {
  146. #region MyRegion
  147. if (alignment == TextAnchor.LowerCenter || alignment == TextAnchor.MiddleCenter || alignment == TextAnchor.UpperCenter)
  148. {
  149. #region MyRegion
  150. Vector3 center = new Vector3(0, (vertexStream[RenderInfo.StartIndex * 6].position.y + vertexStream[RenderInfo.StartIndex * 6 + 4].position.y) / 2, 0);
  151. vertices[0].position = center + new Vector3(-RenderInfo.Width / 2, RenderInfo.Height / 2, 0);
  152. vertices[1].position = center + new Vector3(RenderInfo.Width / 2, RenderInfo.Height / 2, 0);
  153. vertices[2].position = center + new Vector3(RenderInfo.Width / 2, -RenderInfo.Height / 2, 0);
  154. vertices[3].position = center + new Vector3(-RenderInfo.Width / 2, -RenderInfo.Height / 2, 0);
  155. #endregion
  156. }
  157. else if (alignment == TextAnchor.LowerRight || alignment == TextAnchor.MiddleRight || alignment == TextAnchor.UpperRight)
  158. {
  159. #region MyRegion
  160. Vector3 centerRight = (vertexStream[RenderInfo.RightIndex * 6 + 1].position + vertexStream[RenderInfo.RightIndex * 6 + 2].position) / 2;
  161. vertices[0].position = centerRight + new Vector3(-RenderInfo.Width, RenderInfo.Height / 2, 0);
  162. vertices[1].position = centerRight + new Vector3(0, RenderInfo.Height / 2, 0);
  163. vertices[2].position = centerRight + new Vector3(0, -RenderInfo.Height / 2, 0);
  164. vertices[3].position = centerRight + new Vector3(-RenderInfo.Width, -RenderInfo.Height / 2, 0);
  165. #endregion
  166. }
  167. else if (alignment == TextAnchor.LowerLeft || alignment == TextAnchor.MiddleLeft || alignment == TextAnchor.UpperLeft)
  168. {
  169. #region MyRegion
  170. Vector3 centerLeft = (vertexStream[0].position + vertexStream[4].position) / 2;
  171. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  172. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  173. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  174. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  175. #endregion
  176. }
  177. #endregion
  178. }
  179. else
  180. {
  181. #region MyRegion
  182. if (alignment == TextAnchor.LowerCenter || alignment == TextAnchor.MiddleCenter || alignment == TextAnchor.UpperCenter)
  183. {
  184. #region MyRegion
  185. Vector3 centerLeft = new Vector3();
  186. if (RenderInfo.LeftIndex == RenderInfo.StartIndex)
  187. {
  188. centerLeft = (vertexStream[RenderInfo.LeftIndex * 6].position + vertexStream[RenderInfo.LeftIndex * 6 + 4].position) / 2;
  189. }
  190. else
  191. {
  192. centerLeft = (vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position + vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 2].position) / 2;
  193. }
  194. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  195. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  196. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  197. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  198. if ((RenderInfo.RightIndex) != RenderInfo.EndIndex)
  199. {
  200. float offsetX1 = vertexStream[(RenderInfo.RightIndex + 1) * 6].position.x - vertices[1].position.x;
  201. float offsetX2 = (vertexStream[RenderInfo.EndIndex * 6 + 1].position.x + vertexStream[RenderInfo.StartIndex * 6].position.x - offsetX1) / 2;
  202. UIVertex newVertex;
  203. for (int i = RenderInfo.RightIndex + 1; i < RenderInfo.EndIndex + 1; i++)
  204. {
  205. newVertex = vertexStream[i * 6];
  206. newVertex.position.x -= offsetX1 + offsetX2;
  207. vertexHelper.SetUIVertex(newVertex, i * 4);
  208. newVertex = vertexStream[i * 6 + 1];
  209. newVertex.position.x -= offsetX1 + offsetX2;
  210. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  211. newVertex = vertexStream[i * 6 + 2];
  212. newVertex.position.x -= offsetX1 + offsetX2;
  213. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  214. newVertex = vertexStream[i * 6 + 4];
  215. newVertex.position.x -= offsetX1 + offsetX2;
  216. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  217. }
  218. for (int i = RenderInfo.StartIndex; i < RenderInfo.LeftIndex; i++)
  219. {
  220. newVertex = vertexStream[i * 6];
  221. newVertex.position.x -= offsetX2;
  222. vertexHelper.SetUIVertex(newVertex, i * 4);
  223. newVertex = vertexStream[i * 6 + 1];
  224. newVertex.position.x -= offsetX2;
  225. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  226. newVertex = vertexStream[i * 6 + 2];
  227. newVertex.position.x -= offsetX2;
  228. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  229. newVertex = vertexStream[i * 6 + 4];
  230. newVertex.position.x -= offsetX2;
  231. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  232. }
  233. vertices[0].position.x -= offsetX2;
  234. vertices[1].position.x -= offsetX2;
  235. vertices[2].position.x -= offsetX2;
  236. vertices[3].position.x -= offsetX2;
  237. }
  238. #endregion
  239. }
  240. else if (alignment == TextAnchor.LowerRight || alignment == TextAnchor.MiddleRight || alignment == TextAnchor.UpperRight)
  241. {
  242. #region MyRegion
  243. Vector3 centerRight = new Vector3();
  244. if ((RenderInfo.RightIndex) == RenderInfo.EndIndex)
  245. {
  246. centerRight = (vertexStream[RenderInfo.EndIndex * 6 + 1].position + vertexStream[RenderInfo.EndIndex * 6 + 2].position) / 2;
  247. }
  248. else
  249. {
  250. centerRight = (vertexStream[(RenderInfo.RightIndex) * 6 + 1].position + vertexStream[(RenderInfo.RightIndex) * 6 + 2].position) / 2;
  251. }
  252. vertices[0].position = centerRight + new Vector3(-RenderInfo.Width, RenderInfo.Height / 2, 0);
  253. vertices[1].position = centerRight + new Vector3(0, RenderInfo.Height / 2, 0);
  254. vertices[2].position = centerRight + new Vector3(0, -RenderInfo.Height / 2, 0);
  255. vertices[3].position = centerRight + new Vector3(-RenderInfo.Width, -RenderInfo.Height / 2, 0);
  256. if (RenderInfo.LeftIndex != RenderInfo.StartIndex)
  257. {
  258. float offsetX1 = vertices[0].position.x - vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position.x;
  259. UIVertex newVertex;
  260. for (int i = RenderInfo.StartIndex; i < RenderInfo.LeftIndex; i++)
  261. {
  262. newVertex = vertexStream[i * 6];
  263. newVertex.position.x += offsetX1;
  264. vertexHelper.SetUIVertex(newVertex, i * 4);
  265. newVertex = vertexStream[i * 6 + 1];
  266. newVertex.position.x += offsetX1;
  267. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  268. newVertex = vertexStream[i * 6 + 2];
  269. newVertex.position.x += offsetX1;
  270. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  271. newVertex = vertexStream[i * 6 + 4];
  272. newVertex.position.x += offsetX1;
  273. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  274. }
  275. }
  276. #endregion
  277. }
  278. else if (alignment == TextAnchor.LowerLeft || alignment == TextAnchor.MiddleLeft || alignment == TextAnchor.UpperLeft)
  279. {
  280. #region MyRegion
  281. Vector3 centerLeft = new Vector3();
  282. if (RenderInfo.LeftIndex == RenderInfo.StartIndex)
  283. {
  284. centerLeft = (vertexStream[RenderInfo.LeftIndex * 6].position + vertexStream[RenderInfo.LeftIndex * 6 + 4].position) / 2;
  285. }
  286. else
  287. {
  288. centerLeft = (vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position + vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 2].position) / 2;
  289. }
  290. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  291. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  292. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  293. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  294. if ((RenderInfo.RightIndex) != RenderInfo.EndIndex)
  295. {
  296. float offsetX1 = vertexStream[(RenderInfo.RightIndex + 1) * 6].position.x - vertices[1].position.x;
  297. UIVertex newVertex;
  298. for (int i = RenderInfo.RightIndex + 1; i < RenderInfo.EndIndex + 1; i++)
  299. {
  300. newVertex = vertexStream[i * 6];
  301. newVertex.position.x -= offsetX1;
  302. vertexHelper.SetUIVertex(newVertex, i * 4);
  303. newVertex = vertexStream[i * 6 + 1];
  304. newVertex.position.x -= offsetX1;
  305. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  306. newVertex = vertexStream[i * 6 + 2];
  307. newVertex.position.x -= offsetX1;
  308. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  309. newVertex = vertexStream[i * 6 + 4];
  310. newVertex.position.x -= offsetX1;
  311. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  312. }
  313. }
  314. #endregion
  315. }
  316. #endregion
  317. }
  318. vertexImage.AddRange(vertices);
  319. UIVertex vertex = new UIVertex();
  320. for (int i = RenderInfo.LeftIndex; i < RenderInfo.RightIndex + 1; i++)
  321. {
  322. vertexHelper.SetUIVertex(vertex, i * 4);
  323. vertexHelper.SetUIVertex(vertex, i * 4 + 1);
  324. vertexHelper.SetUIVertex(vertex, i * 4 + 2);
  325. vertexHelper.SetUIVertex(vertex, i * 4 + 3);
  326. }
  327. }
  328. protected List<LineInfo> GetLineInfo()
  329. {
  330. int startIndex = 0;
  331. List<LineInfo> lineInfoList = new List<LineInfo>();
  332. if (cachedTextGenerator.lineCount > 1)
  333. {
  334. for (int i = 0; i < text.Length; i++)
  335. {
  336. if (text[i] == '\n')
  337. {
  338. if (text[startIndex] != '\n')
  339. {
  340. lineInfoList.Add(new LineInfo(startIndex, i));
  341. }
  342. if (i + 1 == text.Length)
  343. {
  344. return lineInfoList;
  345. }
  346. else
  347. {
  348. startIndex = i + 1;
  349. }
  350. }
  351. }
  352. }
  353. lineInfoList.Add(new LineInfo(startIndex, text.Length - 1));
  354. return lineInfoList;
  355. }
  356. protected void GetRenderLine()
  357. {
  358. List<LineInfo> lineInfoList = GetLineInfo();
  359. for (int i = 0; i < lineInfoList.Count; i++)
  360. {
  361. if (RenderInfo.LeftIndex >= lineInfoList[i].StartIndex && RenderInfo.LeftIndex < lineInfoList[i].EndIndex)
  362. {
  363. RenderInfo.LineInfo = lineInfoList[i];
  364. break;
  365. }
  366. }
  367. }
  368. }