unity3d 渐变颜色脚本。

论坛 期权论坛 脚本     
匿名网站用户   2020-12-21 00:58   11   0

基于unity3d的简单脚本,代码很少,就不废话了,直接上代码和效果图。

效果图:


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

namespace ExtraFoundation.Components
{
    [AddComponentMenu("UI/Effects/Gradient")]
    public class UIGradient : BaseMeshEffect
    {
        #region Public Declarations
        public enum Type
        {
            Vertical,
            Horizontal
        }
        #endregion

        #region Public Properties
        public Type GradientType = Type.Vertical;
        [Range(-1f, 1f)]
        public float Offset = 0f;
        public Gradient gradient;
        #endregion

        #region Public Methods
        public override void ModifyMesh(VertexHelper helper)
        {
            if (!IsActive() || helper.currentVertCount == 0)
            {
                return;
            }

            vertexList.Clear();
            helper.GetUIVertexStream(vertexList);

            int nCount = vertexList.Count;
            switch (GradientType)
            {
                case Type.Vertical:
                    {
                        float fBottomY = vertexList[0].position.y;
                        float fTopY = vertexList[0].position.y;
                        float fYPos = 0f;

                        for (int i = nCount - 1; i >= 1; --i)
                        {
                            fYPos = vertexList[i].position.y;
                            if (fYPos > fTopY)
                                fTopY = fYPos;
                            else if (fYPos < fBottomY)
                                fBottomY = fYPos;
                        }

                        float fUIElementHeight = 1f / (fTopY - fBottomY);
                        UIVertex v = new UIVertex();

                        for (int i = 0; i < helper.currentVertCount; i++)
                        {
                            helper.PopulateUIVertex(ref v, i);
                            v.color = gradient.Evaluate((v.position.y - fBottomY) *
                                fUIElementHeight - Offset);
                            helper.SetUIVertex(v, i);
                        }
                    }
                    break;
                case Type.Horizontal:
                    {
                        float fLeftX = vertexList[0].position.x;
                        float fRightX = vertexList[0].position.x;
                        float fXPos = 0f;

                        for (int i = nCount - 1; i >= 1; --i)
                        {
                            fXPos = vertexList[i].position.x;
                            if (fXPos > fRightX)
                                fRightX = fXPos;
                            else if (fXPos < fLeftX)
                                fLeftX = fXPos;
                        }

                        float fUIElementWidth = 1f / (fRightX - fLeftX);
                        UIVertex v = new UIVertex();

                        for (int i = 0; i < helper.currentVertCount; i++)
                        {
                            helper.PopulateUIVertex(ref v, i);
                            v.color = gradient.Evaluate((v.position.x - fLeftX) *
                                fUIElementWidth - Offset);
                            helper.SetUIVertex(v, i);
                        }

                    }
                    break;
                default:
                    break;
            }
        }
        #endregion
        
        #region Internal Fields
        private List<UIVertex> vertexList = new List<UIVertex>();
        #endregion
    }
}
虽然支持的内容不多,但是小而精,希望对大家有用。
分享到 :
0 人收藏
您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

积分:1136255
帖子:227251
精华:0
期权论坛 期权论坛
发布
内容

下载期权论坛手机APP