TextPlus.cs 16 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 OnPopulateMesh(VertexHelper toFill)
  84. {
  85. base.OnPopulateMesh(toFill);
  86. int leftIndex = text.IndexOf("<(");
  87. int rightIndex = text.IndexOf(")>");
  88. if (leftIndex == -1 || rightIndex == -1)
  89. {
  90. Draw = false;
  91. }
  92. else
  93. {
  94. rightIndex++;
  95. string spriteName = text.Between(leftIndex + 2, rightIndex - 2);
  96. SpriteInfo spriteInfo;
  97. if (SpriteAsset.SpriteInfoDic.TryGetValue(spriteName, out spriteInfo))
  98. {
  99. Draw = true;
  100. RenderInfo = new RenderInfo();
  101. RenderInfo.LeftIndex = leftIndex;
  102. RenderInfo.RightIndex = rightIndex;
  103. RenderInfo.SpriteInfo = spriteInfo;
  104. }
  105. else
  106. {
  107. Draw = false;
  108. }
  109. }
  110. if (Draw)
  111. {
  112. Draw = false;
  113. List<UIVertex> vertexImage = new List<UIVertex>();
  114. List<UIVertex> vertexStream = new List<UIVertex>();
  115. toFill.GetUIVertexStream(vertexStream);
  116. RenderInfo.Height = preferredHeight / cachedTextGenerator.lineCount;
  117. RenderInfo.Width = (RenderInfo.Height / RenderInfo.RawHeight) * RenderInfo.RawWidth;
  118. GetRenderLine();
  119. RenderLine(vertexImage, vertexStream, toFill);
  120. ImagePlus.UpdateStatus(true, new VertexHelper(), vertexImage);
  121. }
  122. else
  123. {
  124. ImagePlus.UpdateStatus(false, new VertexHelper(), null);
  125. }
  126. }
  127. protected void RenderLine(List<UIVertex> vertexImage, List<UIVertex> vertexStream, VertexHelper vertexHelper)
  128. {
  129. UIVertex[] vertices = new UIVertex[4];
  130. vertices[0].color = Color.white;
  131. vertices[1].color = Color.white;
  132. vertices[2].color = Color.white;
  133. vertices[3].color = Color.white;
  134. vertices[0].uv0 = RenderInfo.UvList[0];
  135. vertices[1].uv0 = RenderInfo.UvList[1];
  136. vertices[2].uv0 = RenderInfo.UvList[2];
  137. vertices[3].uv0 = RenderInfo.UvList[3];
  138. if (RenderInfo.LineCount == RenderInfo.RenderCount)
  139. {
  140. #region MyRegion
  141. if (alignment == TextAnchor.LowerCenter || alignment == TextAnchor.MiddleCenter || alignment == TextAnchor.UpperCenter)
  142. {
  143. #region MyRegion
  144. Vector3 center = new Vector3(0, (vertexStream[RenderInfo.StartIndex * 6].position.y + vertexStream[RenderInfo.StartIndex * 6 + 4].position.y) / 2, 0);
  145. vertices[0].position = center + new Vector3(-RenderInfo.Width / 2, RenderInfo.Height / 2, 0);
  146. vertices[1].position = center + new Vector3(RenderInfo.Width / 2, RenderInfo.Height / 2, 0);
  147. vertices[2].position = center + new Vector3(RenderInfo.Width / 2, -RenderInfo.Height / 2, 0);
  148. vertices[3].position = center + new Vector3(-RenderInfo.Width / 2, -RenderInfo.Height / 2, 0);
  149. #endregion
  150. }
  151. else if (alignment == TextAnchor.LowerRight || alignment == TextAnchor.MiddleRight || alignment == TextAnchor.UpperRight)
  152. {
  153. #region MyRegion
  154. Vector3 centerRight = (vertexStream[RenderInfo.RightIndex * 6 + 1].position + vertexStream[RenderInfo.RightIndex * 6 + 2].position) / 2;
  155. vertices[0].position = centerRight + new Vector3(-RenderInfo.Width, RenderInfo.Height / 2, 0);
  156. vertices[1].position = centerRight + new Vector3(0, RenderInfo.Height / 2, 0);
  157. vertices[2].position = centerRight + new Vector3(0, -RenderInfo.Height / 2, 0);
  158. vertices[3].position = centerRight + new Vector3(-RenderInfo.Width, -RenderInfo.Height / 2, 0);
  159. #endregion
  160. }
  161. else if (alignment == TextAnchor.LowerLeft || alignment == TextAnchor.MiddleLeft || alignment == TextAnchor.UpperLeft)
  162. {
  163. #region MyRegion
  164. Vector3 centerLeft = (vertexStream[0].position + vertexStream[4].position) / 2;
  165. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  166. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  167. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  168. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  169. #endregion
  170. }
  171. #endregion
  172. }
  173. else
  174. {
  175. #region MyRegion
  176. if (alignment == TextAnchor.LowerCenter || alignment == TextAnchor.MiddleCenter || alignment == TextAnchor.UpperCenter)
  177. {
  178. #region MyRegion
  179. Vector3 centerLeft = new Vector3();
  180. if (RenderInfo.LeftIndex == RenderInfo.StartIndex)
  181. {
  182. centerLeft = (vertexStream[RenderInfo.LeftIndex * 6].position + vertexStream[RenderInfo.LeftIndex * 6 + 4].position) / 2;
  183. }
  184. else
  185. {
  186. centerLeft = (vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position + vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 2].position) / 2;
  187. }
  188. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  189. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  190. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  191. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  192. if ((RenderInfo.RightIndex) != RenderInfo.EndIndex)
  193. {
  194. float offsetX1 = vertexStream[(RenderInfo.RightIndex + 1) * 6].position.x - vertices[1].position.x;
  195. float offsetX2 = (vertexStream[RenderInfo.EndIndex * 6 + 1].position.x + vertexStream[RenderInfo.StartIndex * 6].position.x - offsetX1) / 2;
  196. UIVertex newVertex;
  197. for (int i = RenderInfo.RightIndex + 1; i < RenderInfo.EndIndex + 1; i++)
  198. {
  199. newVertex = vertexStream[i * 6];
  200. newVertex.position.x -= offsetX1 + offsetX2;
  201. vertexHelper.SetUIVertex(newVertex, i * 4);
  202. newVertex = vertexStream[i * 6 + 1];
  203. newVertex.position.x -= offsetX1 + offsetX2;
  204. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  205. newVertex = vertexStream[i * 6 + 2];
  206. newVertex.position.x -= offsetX1 + offsetX2;
  207. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  208. newVertex = vertexStream[i * 6 + 4];
  209. newVertex.position.x -= offsetX1 + offsetX2;
  210. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  211. }
  212. for (int i = RenderInfo.StartIndex; i < RenderInfo.LeftIndex; i++)
  213. {
  214. newVertex = vertexStream[i * 6];
  215. newVertex.position.x -= offsetX2;
  216. vertexHelper.SetUIVertex(newVertex, i * 4);
  217. newVertex = vertexStream[i * 6 + 1];
  218. newVertex.position.x -= offsetX2;
  219. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  220. newVertex = vertexStream[i * 6 + 2];
  221. newVertex.position.x -= offsetX2;
  222. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  223. newVertex = vertexStream[i * 6 + 4];
  224. newVertex.position.x -= offsetX2;
  225. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  226. }
  227. vertices[0].position.x -= offsetX2;
  228. vertices[1].position.x -= offsetX2;
  229. vertices[2].position.x -= offsetX2;
  230. vertices[3].position.x -= offsetX2;
  231. }
  232. #endregion
  233. }
  234. else if (alignment == TextAnchor.LowerRight || alignment == TextAnchor.MiddleRight || alignment == TextAnchor.UpperRight)
  235. {
  236. #region MyRegion
  237. Vector3 centerRight = new Vector3();
  238. if ((RenderInfo.RightIndex) == RenderInfo.EndIndex)
  239. {
  240. centerRight = (vertexStream[RenderInfo.EndIndex * 6 + 1].position + vertexStream[RenderInfo.EndIndex * 6 + 2].position) / 2;
  241. }
  242. else
  243. {
  244. centerRight = (vertexStream[(RenderInfo.RightIndex) * 6 + 1].position + vertexStream[(RenderInfo.RightIndex) * 6 + 2].position) / 2;
  245. }
  246. vertices[0].position = centerRight + new Vector3(-RenderInfo.Width, RenderInfo.Height / 2, 0);
  247. vertices[1].position = centerRight + new Vector3(0, RenderInfo.Height / 2, 0);
  248. vertices[2].position = centerRight + new Vector3(0, -RenderInfo.Height / 2, 0);
  249. vertices[3].position = centerRight + new Vector3(-RenderInfo.Width, -RenderInfo.Height / 2, 0);
  250. if (RenderInfo.LeftIndex != RenderInfo.StartIndex)
  251. {
  252. float offsetX1 = vertices[0].position.x - vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position.x;
  253. UIVertex newVertex;
  254. for (int i = RenderInfo.StartIndex; i < RenderInfo.LeftIndex; i++)
  255. {
  256. newVertex = vertexStream[i * 6];
  257. newVertex.position.x += offsetX1;
  258. vertexHelper.SetUIVertex(newVertex, i * 4);
  259. newVertex = vertexStream[i * 6 + 1];
  260. newVertex.position.x += offsetX1;
  261. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  262. newVertex = vertexStream[i * 6 + 2];
  263. newVertex.position.x += offsetX1;
  264. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  265. newVertex = vertexStream[i * 6 + 4];
  266. newVertex.position.x += offsetX1;
  267. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  268. }
  269. }
  270. #endregion
  271. }
  272. else if (alignment == TextAnchor.LowerLeft || alignment == TextAnchor.MiddleLeft || alignment == TextAnchor.UpperLeft)
  273. {
  274. #region MyRegion
  275. Vector3 centerLeft = new Vector3();
  276. if (RenderInfo.LeftIndex == RenderInfo.StartIndex)
  277. {
  278. centerLeft = (vertexStream[RenderInfo.LeftIndex * 6].position + vertexStream[RenderInfo.LeftIndex * 6 + 4].position) / 2;
  279. }
  280. else
  281. {
  282. centerLeft = (vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 1].position + vertexStream[(RenderInfo.LeftIndex - 1) * 6 + 2].position) / 2;
  283. }
  284. vertices[0].position = centerLeft + new Vector3(0, RenderInfo.Height / 2, 0);
  285. vertices[1].position = centerLeft + new Vector3(RenderInfo.Width, RenderInfo.Height / 2, 0);
  286. vertices[2].position = centerLeft + new Vector3(RenderInfo.Width, -RenderInfo.Height / 2, 0);
  287. vertices[3].position = centerLeft + new Vector3(0, -RenderInfo.Height / 2, 0);
  288. if ((RenderInfo.RightIndex) != RenderInfo.EndIndex)
  289. {
  290. float offsetX1 = vertexStream[(RenderInfo.RightIndex + 1) * 6].position.x - vertices[1].position.x;
  291. UIVertex newVertex;
  292. for (int i = RenderInfo.RightIndex + 1; i < RenderInfo.EndIndex + 1; i++)
  293. {
  294. newVertex = vertexStream[i * 6];
  295. newVertex.position.x -= offsetX1;
  296. vertexHelper.SetUIVertex(newVertex, i * 4);
  297. newVertex = vertexStream[i * 6 + 1];
  298. newVertex.position.x -= offsetX1;
  299. vertexHelper.SetUIVertex(newVertex, i * 4 + 1);
  300. newVertex = vertexStream[i * 6 + 2];
  301. newVertex.position.x -= offsetX1;
  302. vertexHelper.SetUIVertex(newVertex, i * 4 + 2);
  303. newVertex = vertexStream[i * 6 + 4];
  304. newVertex.position.x -= offsetX1;
  305. vertexHelper.SetUIVertex(newVertex, i * 4 + 3);
  306. }
  307. }
  308. #endregion
  309. }
  310. #endregion
  311. }
  312. vertexImage.AddRange(vertices);
  313. UIVertex vertex = new UIVertex();
  314. for (int i = RenderInfo.LeftIndex; i < RenderInfo.RightIndex + 1; i++)
  315. {
  316. vertexHelper.SetUIVertex(vertex, i * 4);
  317. vertexHelper.SetUIVertex(vertex, i * 4 + 1);
  318. vertexHelper.SetUIVertex(vertex, i * 4 + 2);
  319. vertexHelper.SetUIVertex(vertex, i * 4 + 3);
  320. }
  321. }
  322. protected List<LineInfo> GetLineInfo()
  323. {
  324. int startIndex = 0;
  325. List<LineInfo> lineInfoList = new List<LineInfo>();
  326. if (cachedTextGenerator.lineCount > 1)
  327. {
  328. for (int i = 0; i < text.Length; i++)
  329. {
  330. if (text[i] == '\n')
  331. {
  332. if (text[startIndex] != '\n')
  333. {
  334. lineInfoList.Add(new LineInfo(startIndex, i));
  335. }
  336. if (i + 1 == text.Length)
  337. {
  338. return lineInfoList;
  339. }
  340. else
  341. {
  342. startIndex = i + 1;
  343. }
  344. }
  345. }
  346. }
  347. lineInfoList.Add(new LineInfo(startIndex, text.Length - 1));
  348. return lineInfoList;
  349. }
  350. protected void GetRenderLine()
  351. {
  352. List<LineInfo> lineInfoList = GetLineInfo();
  353. for (int i = 0; i < lineInfoList.Count; i++)
  354. {
  355. if (RenderInfo.LeftIndex >= lineInfoList[i].StartIndex && RenderInfo.LeftIndex < lineInfoList[i].EndIndex)
  356. {
  357. RenderInfo.LineInfo = lineInfoList[i];
  358. break;
  359. }
  360. }
  361. }
  362. }