using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using System.Text.RegularExpressions; public class InlieText : Text { /// /// 用正则取标签属性 名称-大小-宽度比例 /// private static readonly Regex m_spriteTagRegex = new Regex(@"", RegexOptions.Singleline); /// /// 需要渲染的图片信息列表 /// private List listSprite; /// /// 图片资源 /// private UGUISpriteAsset m_spriteAsset; /// /// 标签的信息列表 /// private List listTagInfor; /// /// 图片渲染组件 /// private SpriteGraphic m_spriteGraphic; /// /// CanvasRenderer /// private CanvasRenderer m_spriteCanvasRenderer; /// /// 初始化 /// protected override void OnEnable() { base.OnEnable(); if (m_spriteGraphic == null) m_spriteGraphic = GetComponentInChildren(); if (m_spriteCanvasRenderer == null) m_spriteCanvasRenderer = m_spriteGraphic.GetComponentInChildren(); m_spriteAsset = m_spriteGraphic.m_spriteAsset; } /// /// 在设置顶点时调用 /// public override void SetVerticesDirty() { base.SetVerticesDirty(); //解析标签属性 listTagInfor = new List(); foreach (Match match in m_spriteTagRegex.Matches(text)) { SpriteTagInfor tempSpriteTag = new SpriteTagInfor(); tempSpriteTag.name = match.Groups[1].Value; tempSpriteTag.index = match.Index; tempSpriteTag.size = new Vector2(float.Parse(match.Groups[2].Value) * float.Parse(match.Groups[3].Value), float.Parse(match.Groups[2].Value)); listTagInfor.Add(tempSpriteTag); } } /// /// 绘制模型 /// /// protected override void OnPopulateMesh(VertexHelper toFill) { base.OnPopulateMesh(toFill); //获取所有的UIVertex,绘制一个字符对应6个UIVertex,绘制顺序为012 203 List listUIVertex = new List(); toFill.GetUIVertexStream(listUIVertex); //通过标签信息来设置需要绘制的图片的信息 listSprite = new List(); for (int i = 0; i < listTagInfor.Count; i++) { //UGUIText不支持标签,表现为乱码,我这里将他的uv全设置为0,清除乱码 for (int m = listTagInfor[i].index * 6; m < listTagInfor[i].index * 6 + 6; m++) { UIVertex tempVertex = listUIVertex[m]; tempVertex.uv0 = Vector2.zero; listUIVertex[m] = tempVertex; } InlineSpriteInfor tempSprite = new InlineSpriteInfor(); //如果图片在第一个位置,则计算他的位置为文本的初始点位置 //否,则返回上一个字符的第三个UIVertex的position,这是根据他的顶点的绘制顺序所获得的 if (listTagInfor[i].index == 0) { Vector2 anchorPivot = GetTextAnchorPivot(alignment); Vector2 rectSize = rectTransform.sizeDelta; tempSprite.textpos = -rectSize / 2.0f + new Vector2(rectSize.x * anchorPivot.x, rectSize.y * anchorPivot.y - listTagInfor[i].size.y); } else tempSprite.textpos = listUIVertex[listTagInfor[i].index * 6 - 4].position; //设置图片的位置 tempSprite.vertices = new Vector3[4]; tempSprite.vertices[0] = new Vector3(0, 0, 0) + tempSprite.textpos; tempSprite.vertices[1] = new Vector3(listTagInfor[i].size.x, listTagInfor[i].size.y, 0) + tempSprite.textpos; tempSprite.vertices[2] = new Vector3(listTagInfor[i].size.x, 0, 0) + tempSprite.textpos; tempSprite.vertices[3] = new Vector3(0, listTagInfor[i].size.y, 0) + tempSprite.textpos; //计算其uv Rect spriteRect = m_spriteAsset.listSpriteInfor[0].rect; for (int j = 0; j < m_spriteAsset.listSpriteInfor.Count; j++) { //通过标签的名称去索引spriteAsset里所对应的sprite的名称 if (listTagInfor[i].name == m_spriteAsset.listSpriteInfor[j].name) spriteRect = m_spriteAsset.listSpriteInfor[j].rect; } Vector2 texSize = new Vector2(m_spriteAsset.texSource.width, m_spriteAsset.texSource.height); tempSprite.uv = new Vector2[4]; tempSprite.uv[0] = new Vector2(spriteRect.x / texSize.x, spriteRect.y / texSize.y); tempSprite.uv[1] = new Vector2((spriteRect.x + spriteRect.width) / texSize.x, (spriteRect.y + spriteRect.height) / texSize.y); tempSprite.uv[2] = new Vector2((spriteRect.x + spriteRect.width) / texSize.x, spriteRect.y / texSize.y); tempSprite.uv[3] = new Vector2(spriteRect.x / texSize.x, (spriteRect.y + spriteRect.height) / texSize.y); //声明三角顶点所需要的数组 tempSprite.triangles = new int[6]; listSprite.Add(tempSprite); } //清除标签的乱码 重新绘制 toFill.Clear(); toFill.AddUIVertexTriangleStream(listUIVertex); DrawSprite(); } /// /// 绘制图片 /// void DrawSprite() { Mesh m_spriteMesh = new Mesh(); List tempVertices = new List(); List tempUv = new List(); List tempTriangles = new List(); for (int i = 0; i < listSprite.Count; i++) { for (int j = 0; j < listSprite[i].vertices.Length; j++) { tempVertices.Add(listSprite[i].vertices[j]); } for (int j = 0; j < listSprite[i].uv.Length; j++) { tempUv.Add(listSprite[i].uv[j]); } for (int j = 0; j < listSprite[i].triangles.Length; j++) { tempTriangles.Add(listSprite[i].triangles[j]); } } //计算顶点绘制顺序 for (int i = 0; i < tempTriangles.Count; i++) { if (i % 6 == 0) { int num = i / 6; tempTriangles[i] = 0 + 4 * num; tempTriangles[i + 1] = 1 + 4 * num; tempTriangles[i + 2] = 2 + 4 * num; tempTriangles[i + 3] = 1 + 4 * num; tempTriangles[i + 4] = 0 + 4 * num; tempTriangles[i + 5] = 3 + 4 * num; } } m_spriteMesh.vertices = tempVertices.ToArray(); m_spriteMesh.uv = tempUv.ToArray(); m_spriteMesh.triangles = tempTriangles.ToArray(); if (m_spriteMesh == null) return; m_spriteCanvasRenderer.SetMesh(m_spriteMesh); m_spriteGraphic.UpdateMaterial(); } } [System.Serializable] public class SpriteTagInfor { /// /// sprite名称 /// public string name; /// /// 对应的字符索引 /// public int index; /// /// 大小 /// public Vector2 size; } [System.Serializable] public class InlineSpriteInfor { // 文字的最后的位置 public Vector3 textpos; // 4 顶点 public Vector3[] vertices; //4 uv public Vector2[] uv; //6 三角顶点顺序 public int[] triangles; }