使用UGUI原生開發連線/畫線


先上效果圖:

 紅色就是連線的效果,可以用在狀態機之間的連線,也可以通過簡單修改,改為在圖片上塗鴉。

注:如果使用的是LineRenderer實現的話雖然也能達到這個效果,但是不能與原生UI一致,導致不能使用遮罩,層級只能在其它UI的最上層或者最下層。

實現方法:

   通過繼承MaskableGraphic類,重寫OnPopulateMesh(VertexHelper vh)方法,這樣就可以在UGUI上自定義各種各樣的自定義mesh了。

實現繪制mesh的方法:

  ①可以使用 VertexHelper.AddVert(UIVertex v) 這個方法增加好點位后還需要設置Triangle,調用VertexHelper.SetTriangle(int idx0, int idx1, int idx2)方法設置。

  ②也可以直接調用VertexHelper.AddUIVertexQuad(UIVertex[] verts)  此方法可以直接生成一個四邊形,參數傳入四邊形的四個頂點,傳入順序是順時針。

 示例圖:

             v0-------v1
              |            |
             v3-------v2
                    ↑
              lineWidth

  這里使用的是第二種方法。參數傳入順序為V0 V1 V2 V3,先設置一個線條的粗細值lineWidth=2,很容易的就知道四邊形四個點的坐標信息,這樣就能繪制出一個四邊形了。

  然而這個線並不是直線,是彎曲的線,這樣才自然。既然實現了一個四邊形的繪制,那么如果想要組成線段,就需要對整條線段進行切分,

這條線右若干個四邊形組成,如果要彎曲的話,這里引用的是三階貝塞爾曲線。

  貝塞爾曲線詳情點擊:https://www.cnblogs.com/yzxhz/p/13802952.html

  

注意的問題:

  1.曲線有了,這里還有一點問題,在轉彎折角處如果不進行處理的話,折角處外邊會出現缺口,

  解決辦法:

  將每個四邊形的第一條邊與上一個四邊形的最后一條邊(也就是兩個四邊形的接縫處的兩條邊)斜率保持相同即可。

 

  2.當兩個點左右換位置的時候,線段會出現繪制錯亂問題。

  解決辦法:

  注意兩個點位的左右順序,通過判斷x的大小來判斷哪個點在左邊,哪個點在右邊。

左右互換的話,兩個貝塞爾的中間點位也要進行對稱處理,還有初始第一條邊的斜率向上改為向下。

 

增加射線檢測:

  線段繪制好后需要對線段部分和透明部分區分開可點擊區域,通過繼承ICanvasRaycastFilter接口,

實現IsRaycastLocationValid(Vector2 sp, Camera eventCamera)方法,可以達到此目的。

  只要判斷屏幕上的點在每一小段的四邊形內部即可,如果存在一個四邊形內部,就說明當前鼠標包含在線段內部了,就可以觸發射線檢測了。

具體實現的方式看下面源碼即可。

 

 

完整代碼如下:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DrawLine : MaskableGraphic, ICanvasRaycastFilter
{

    List<List<UIVertex>> vertexQuadList = new List<List<UIVertex>>();

    public float lineWidth = 2;

    public Vector3 startPos;
    public Vector3 endPos;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();
        for (int i = 0; i < vertexQuadList.Count; i++)
        {
            vh.AddUIVertexQuad(vertexQuadList[i].ToArray());
        }
    }


    void Update()
    {
        //設定rect大小正好能圈住線
        rectTransform.position = endPos + (startPos - endPos) / 2f;
        rectTransform.sizeDelta = new Vector2(Mathf.Abs(endPos.x - startPos.x), Mathf.Abs(endPos.y - startPos.y));
        AddVert();
    }

    /// <summary>
    /// 增加點位
    /// </summary>
    public void AddVert()
    {

        vertexQuadList.Clear();

        //貝塞爾的兩個中間點位,Start點位在左邊和右邊的情況區分
        Vector3 tempMiddle1Pos = startPos + Vector3.Distance(startPos, endPos) / 5f * ((startPos.x < endPos.x) ? Vector3.right : Vector3.left);
        Vector3 tempMiddle2Pos = endPos + Vector3.Distance(startPos, endPos) / 5f * ((startPos.x < endPos.x) ? Vector3.left : Vector3.right);
        //增加貝塞爾點位
        List<Vector3> bPoints = CreatThreeBezierCurve(startPos, endPos, tempMiddle1Pos, tempMiddle2Pos);
        //初始的方向設置為向上垂直方向
        Vector3 lastVerticalDir = (startPos.x < endPos.x) ? Vector3.up : Vector3.down;
        for (int i = 0; i < bPoints.Count - 1; i++)
        {
            //當前的線段方向
            Vector3 curDir = bPoints[i] - bPoints[i + 1];
            //通過當前線段方向計算垂直方向
            Vector3 curVerticalDir = Vector3.Cross(curDir.normalized, Vector3.forward).normalized;
            //已知兩個相鄰點位,並且已知線段的粗細,可以計算出四邊形
            List<UIVertex> vertexQuad = GetTwoPointMesh(bPoints[i], bPoints[i + 1], lastVerticalDir, curVerticalDir);

            vertexQuadList.Add(vertexQuad);
            lastVerticalDir = curVerticalDir;
        }
        SetVerticesDirty();
    }


    /// <summary>
    /// 獲得兩個點之間的面片
    /// </summary>
    /// <param name="vertexQuad"></param>
    private List<UIVertex> GetTwoPointMesh(Vector3 _startPos, Vector3 _endPos, Vector3 beforeTwoNodeVerticalDir, Vector3 nextTwoNodeVerticalDir)
    {
        List<UIVertex> vertexQuad = new List<UIVertex>();

        //  v0-------v1
        //   |              |
        //  v3-------v2
        ////       width

        Vector3 v0 = _startPos - beforeTwoNodeVerticalDir * lineWidth - rectTransform.position;
        Vector3 v1 = _startPos + beforeTwoNodeVerticalDir * lineWidth - rectTransform.position;

        Vector3 v3 = _endPos - nextTwoNodeVerticalDir * lineWidth - rectTransform.position;
        Vector3 v2 = _endPos + nextTwoNodeVerticalDir * lineWidth - rectTransform.position;

        UIVertex uIVertex = new UIVertex();
        uIVertex.position = v0;
        uIVertex.color = color;
        vertexQuad.Add(uIVertex);
        UIVertex uIVertex1 = new UIVertex();
        uIVertex1.position = v1;
        uIVertex1.color = color;
        vertexQuad.Add(uIVertex1);

        UIVertex uIVertex2 = new UIVertex();
        uIVertex2.position = v2;
        uIVertex2.color = color;
        vertexQuad.Add(uIVertex2);

        UIVertex uIVertex3 = new UIVertex();
        uIVertex3.position = v3;
        uIVertex3.color = color;
        vertexQuad.Add(uIVertex3);

        return vertexQuad;
    }


    /// <summary>
    /// 設置線段的碰撞
    /// </summary>
    /// <param name="sp"></param>
    /// <param name="eventCamera"></param>
    /// <returns></returns>
    public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
    {
        bool isEnterMesh = false;
        for (int i = 0; i < vertexQuadList.Count; i++)
        {
            if (IsContainInQuad(sp, transform.position + vertexQuadList[i][0].position, transform.position + vertexQuadList[i][1].position, transform.position + vertexQuadList[i][2].position, transform.position + vertexQuadList[i][3].position))
            {
                isEnterMesh = true;
                break;
            }
        }
        return isEnterMesh;
    }

    bool IsContainInQuad(Vector3 point, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4)
    {
        //      p1-----p2
        //      |       |
        //      | point |
        //      |       |
        //      p4-----p3

        Vector2 p1p2 = p1 - p2;
        Vector2 p1p = p1 - point;
        Vector2 p3p4 = p3 - p4;
        Vector2 p3p = p3 - point;

        Vector2 p4p1 = p4 - p1;
        Vector2 p4p = p4 - point;
        Vector2 p2p3 = p2 - p3;
        Vector2 p2p = p2 - point;

        bool isBetweenP1P2_P3P4 = CrossAB(p1p2, p1p) * CrossAB(p3p4, p3p) > 0;
        bool isBetweenP4P1_P2P3 = CrossAB(p4p1, p4p) * CrossAB(p2p3, p2p) > 0;

        return isBetweenP1P2_P3P4 && isBetweenP4P1_P2P3;

    }

    float CrossAB(Vector2 a, Vector2 b)
    {
        return a.x * b.y - b.x * a.y;
    }

    public float nultiple = 8;
    /// <summary>
    /// 三階貝塞爾
    /// </summary>
    /// <param name="startPoint"></param>
    /// <param name="endPoint"></param>
    /// <param name="middlePoint1"></param>
    public List<Vector3> CreatThreeBezierCurve(Vector3 startPoint, Vector3 endPoint, Vector3 middlePoint1, Vector3 middlePoint2)
    {
        List<Vector3> allPoints = new List<Vector3>();

        for (int i = 0; i < nultiple; i++)
        {
            float tempPercent = (float)i / (float)nultiple;
            float dis1 = Vector3.Distance(startPoint, middlePoint1);
            Vector3 pointL1 = startPoint + Vector3.Normalize(middlePoint1 - startPoint) * dis1 * tempPercent;
            float dis2 = Vector3.Distance(middlePoint1, middlePoint2);
            Vector3 pointL2 = middlePoint1 + Vector3.Normalize(middlePoint2 - middlePoint1) * dis2 * tempPercent;
            float dis3 = Vector3.Distance(pointL1, pointL2);
            Vector3 pointLeft = pointL1 + Vector3.Normalize(pointL2 - pointL1) * dis3 * tempPercent;

            float dis4 = Vector3.Distance(middlePoint2, endPoint);
            Vector3 pointR1 = middlePoint2 + Vector3.Normalize(endPoint - middlePoint2) * dis4 * tempPercent;
            float dis5 = Vector3.Distance(pointL2, pointR1);
            Vector3 pointRight = pointL2 + Vector3.Normalize(pointR1 - pointL2) * dis5 * tempPercent;

            float disLeftAndRight = Vector3.Distance(pointLeft, pointRight);
            Vector3 linePoint = pointLeft + Vector3.Normalize(pointRight - pointLeft) * disLeftAndRight * tempPercent;
            allPoints.Add(linePoint);
        }
        allPoints.Add(endPoint);
        return allPoints;
    }

}

 場景中新建一個image,刪掉image組件,掛上上面的代碼即可。

調用的代碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class DragNode : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
    DrawLine drawLine;
    GameObject lineGo;

    public void OnPointerDown(PointerEventData eventData)
    {
        lineGo = new GameObject("Line");
        lineGo.transform.SetParent(transform);
        drawLine = lineGo.AddComponent<DrawLine>();
        drawLine.startPos = Input.mousePosition;
        drawLine.endPos = Input.mousePosition;
        drawLine.color = Color.red;
    }

    public void OnDrag(PointerEventData eventData)
    {
        drawLine.endPos = Input.mousePosition;
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        DestroyImmediate(lineGo);
    }
}

 

補充:如果需要遮罩,加一句代碼即可:

[RequireComponent(typeof(CanvasRenderer))]
public class DrawLine : MaskableGraphic, ICanvasRaycastFilter

 

 

就這樣。拜拜~


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