UIBigMapLine.cs 12 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.U2D;
  5. using UnityEngine.UI;
  6. using UnityEngine.Sprites;
  7. public class UIBigMapLine : MaskableGraphic
  8. {
  9. [SerializeField]
  10. private float m_LineWidth = 10;
  11. [SerializeField]
  12. private int m_LineSmooth = 20;
  13. [SerializeField]
  14. private Sprite m_Sprite;
  15. [NonSerialized]
  16. private Sprite m_OverrideSprite;
  17. private bool m_Tracked = false;
  18. private int m_PassPointIdx = 0;
  19. private List<Vector2> m_Points = new List<Vector2>();
  20. private Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } }
  21. public Sprite sprite
  22. {
  23. get { return m_Sprite; }
  24. set
  25. {
  26. if (SetPropertyUtility.SetClass(ref m_Sprite, value))
  27. {
  28. SetAllDirty();
  29. TrackSprite();
  30. }
  31. }
  32. }
  33. protected override void Awake()
  34. {
  35. useLegacyMeshGeneration = false;
  36. raycastTarget = false;
  37. }
  38. public Sprite overrideSprite
  39. {
  40. get { return activeSprite; }
  41. set
  42. {
  43. if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value))
  44. {
  45. SetAllDirty();
  46. TrackSprite();
  47. }
  48. }
  49. }
  50. public override Texture mainTexture
  51. {
  52. get
  53. {
  54. if (activeSprite == null)
  55. {
  56. if (material != null && material.mainTexture != null)
  57. {
  58. return material.mainTexture;
  59. }
  60. return s_WhiteTexture;
  61. }
  62. return activeSprite.texture;
  63. }
  64. }
  65. public override Material material
  66. {
  67. get
  68. {
  69. if (m_Material != null)
  70. return m_Material;
  71. #if UNITY_EDITOR
  72. if (Application.isPlaying && activeSprite && activeSprite.associatedAlphaSplitTexture != null)
  73. return Image.defaultETC1GraphicMaterial;
  74. #else
  75. if (activeSprite && activeSprite.associatedAlphaSplitTexture != null)
  76. return Image.defaultETC1GraphicMaterial;
  77. #endif
  78. return defaultMaterial;
  79. }
  80. set
  81. {
  82. base.material = value;
  83. }
  84. }
  85. public int passPointIdx
  86. {
  87. set
  88. {
  89. if (m_PassPointIdx == value) return;
  90. m_PassPointIdx = value;
  91. SetAllDirty();
  92. }
  93. }
  94. public void AddPoint(Vector2 point)
  95. {
  96. m_Points.Add(point);
  97. }
  98. public void ClearPoints()
  99. {
  100. m_Points.Clear();
  101. SetAllDirty();
  102. }
  103. // protected UIBigMapLine()
  104. // {
  105. // useLegacyMeshGeneration = false;
  106. //raycastTarget = false;
  107. // }
  108. protected override void OnEnable()
  109. {
  110. base.OnEnable();
  111. TrackSprite();
  112. }
  113. protected override void OnDisable()
  114. {
  115. base.OnDisable();
  116. if (m_Tracked)
  117. UnTrackUIBigMapLine(this);
  118. }
  119. protected override void OnPopulateMesh(VertexHelper vh)
  120. {
  121. if (m_Points == null || m_Points.Count < 2)
  122. {
  123. base.OnPopulateMesh(vh);
  124. return;
  125. }
  126. vh.Clear();
  127. List<Vector2> curvePoints = CalculateCurve(m_Points, m_LineSmooth, false);
  128. List<Vector2> vertices = GetVertices(curvePoints, m_LineWidth * 0.5f);
  129. int count = vertices.Count;
  130. int changeIdx = -1;
  131. var uv = (activeSprite != null) ? DataUtility.GetOuterUV(activeSprite) : Vector4.zero;
  132. Vector2 uv1, uv2;
  133. if (m_PassPointIdx > 0 && m_PassPointIdx < m_Points.Count)
  134. {
  135. changeIdx = m_LineSmooth * m_PassPointIdx * 2;
  136. uv1 = new Vector2(0.5f * (uv.z - uv.x) + uv.x, uv.y);
  137. uv2 = new Vector2(uv.z, uv.w);
  138. }
  139. else
  140. {
  141. uv1 = new Vector2(uv.x, uv.y);
  142. uv2 = new Vector2(0.5f * (uv.z - uv.x) + uv.x, uv.w);
  143. }
  144. for (int i = 0; i < count; i += 2)
  145. {
  146. vh.AddVert(vertices[i], color, uv2);
  147. if (i == changeIdx)
  148. {
  149. vh.AddVert(vertices[i + 1], color, uv1);
  150. uv1 = new Vector2(uv.x, uv.y);
  151. uv2 = new Vector2(0.5f * (uv.z - uv.x) + uv.x, uv.w);
  152. vh.AddVert(vertices[i], color, uv2);
  153. }
  154. vh.AddVert(vertices[i + 1], color, uv1);
  155. }
  156. int offset = 0;
  157. for (int i = 2; i < count; i += 2)
  158. {
  159. vh.AddTriangle(i - 2 + offset, i + offset, i - 1 + offset);
  160. vh.AddTriangle(i - 1 + offset, i + offset, i + 1 + offset);
  161. if (i == changeIdx)
  162. {
  163. offset = 2;
  164. }
  165. }
  166. }
  167. protected override void UpdateMaterial()
  168. {
  169. base.UpdateMaterial();
  170. if (activeSprite == null)
  171. {
  172. canvasRenderer.SetAlphaTexture(null);
  173. return;
  174. }
  175. Texture2D alphaTex = activeSprite.associatedAlphaSplitTexture;
  176. if (alphaTex != null)
  177. {
  178. canvasRenderer.SetAlphaTexture(alphaTex);
  179. }
  180. }
  181. private void TrackSprite()
  182. {
  183. if (activeSprite != null && activeSprite.texture == null)
  184. {
  185. TrackUIBigMapLine(this);
  186. m_Tracked = true;
  187. }
  188. }
  189. /// X = left, Y = bottom, Z = right, W = top.
  190. private Vector4 GetDrawingDimensions()
  191. {
  192. var padding = activeSprite == null ? Vector4.zero : DataUtility.GetPadding(activeSprite);
  193. var size = activeSprite == null ? Vector2.zero : new Vector2(activeSprite.rect.width, activeSprite.rect.height);
  194. // Rect r = GetPixelAdjustedRect();
  195. // Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
  196. int spriteW = Mathf.RoundToInt(size.x);
  197. int spriteH = Mathf.RoundToInt(size.y);
  198. var v = new Vector4(
  199. padding.x / spriteW,
  200. padding.y / spriteH,
  201. (spriteW - padding.z) / spriteW,
  202. (spriteH - padding.w) / spriteH);
  203. // v = new Vector4(
  204. // r.x + r.width * v.x,
  205. // r.y + r.height * v.y,
  206. // r.x + r.width * v.z,
  207. // r.y + r.height * v.w
  208. // );
  209. return v;
  210. }
  211. public List<Vector2> CalculateCurve(IList<Vector2> points, int smooth, bool curveClose)
  212. {
  213. int pointCount = points.Count;
  214. int segmentCount = curveClose ? pointCount : pointCount - 1;
  215. List<Vector2> allVertices = new List<Vector2>((smooth + 1) * segmentCount);
  216. Vector2[] tempVertices = new Vector2[smooth + 1];
  217. float smoothReciprocal = 1f / smooth;
  218. for (int i = 0; i < segmentCount; ++i)
  219. {
  220. // get 4 adjacent point in points to calculate position between p1 and p2
  221. Vector2 p0, p1, p2, p3;
  222. p1 = points[i];
  223. if (curveClose)
  224. {
  225. p0 = i == 0 ? points[segmentCount - 1] : points[i - 1];
  226. p2 = i + 1 < pointCount ? points[i + 1] : points[i + 1 - pointCount];
  227. p3 = i + 2 < pointCount ? points[i + 2] : points[i + 2 - pointCount];
  228. }
  229. else
  230. {
  231. p0 = i == 0 ? p1 : points[i - 1];
  232. p2 = points[i + 1];
  233. p3 = i == segmentCount - 1 ? p2 : points[i + 2];
  234. }
  235. Vector2 pA = p1;
  236. Vector2 pB = 0.5f * (-p0 + p2);
  237. Vector2 pC = p0 - 2.5f * p1 + 2f * p2 - 0.5f * p3;
  238. Vector2 pD = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);
  239. float t = 0;
  240. for (int j = 0; j <= smooth; j++)
  241. {
  242. tempVertices[j] = pA + t * (pB + t * (pC + t * pD));
  243. t += smoothReciprocal;
  244. }
  245. for (int j = allVertices.Count == 0 ? 0 : 1; j < tempVertices.Length; j++)
  246. {
  247. allVertices.Add(tempVertices[j]);
  248. }
  249. }
  250. return allVertices;
  251. }
  252. private List<CurveSegment2D> GetSegments(List<Vector2> points)
  253. {
  254. List<CurveSegment2D> segments = new List<CurveSegment2D>(points.Count - 1);
  255. for (int i = 1; i < points.Count; i++)
  256. {
  257. segments.Add(new CurveSegment2D(points[i - 1], points[i]));
  258. }
  259. return segments;
  260. }
  261. private List<Vector2> GetVertices(List<Vector2> points, float expands)
  262. {
  263. List<CurveSegment2D> segments = GetSegments(points);
  264. List<CurveSegment2D> segments1 = new List<CurveSegment2D>(segments.Count);
  265. List<CurveSegment2D> segments2 = new List<CurveSegment2D>(segments.Count);
  266. for (int i = 0; i < segments.Count; i++)
  267. {
  268. Vector2 vOffset = new Vector2(-segments[i].SegmentVector.y, segments[i].SegmentVector.x).normalized;
  269. segments1.Add(new CurveSegment2D(segments[i].point1 + vOffset * expands, segments[i].point2 + vOffset * expands));
  270. segments2.Add(new CurveSegment2D(segments[i].point1 - vOffset * expands, segments[i].point2 - vOffset * expands));
  271. }
  272. List<Vector2> points1 = new List<Vector2>(points.Count);
  273. List<Vector2> points2 = new List<Vector2>(points.Count);
  274. for (int i = 0; i < segments1.Count; i++)
  275. {
  276. if (i == 0)
  277. {
  278. points1.Add(segments1[0].point1);
  279. }
  280. else
  281. {
  282. Vector2 crossPoint;
  283. if (!TryCalculateLinesIntersection(segments1[i - 1], segments1[i], out crossPoint, 0.1f))
  284. {
  285. crossPoint = segments1[i].point1;
  286. }
  287. points1.Add(crossPoint);
  288. }
  289. if (i == segments1.Count - 1)
  290. {
  291. points1.Add(segments1[i].point2);
  292. }
  293. }
  294. for (int i = 0; i < segments2.Count; i++)
  295. {
  296. if (i == 0)
  297. {
  298. points2.Add(segments2[0].point1);
  299. }
  300. else
  301. {
  302. Vector2 crossPoint;
  303. if (!TryCalculateLinesIntersection(segments2[i - 1], segments2[i], out crossPoint, 0.1f))
  304. {
  305. crossPoint = segments2[i].point1;
  306. }
  307. points2.Add(crossPoint);
  308. }
  309. if (i == segments2.Count - 1)
  310. {
  311. points2.Add(segments2[i].point2);
  312. }
  313. }
  314. List<Vector2> combinePoints = new List<Vector2>(points.Count * 2);
  315. for (int i = 0; i < points.Count; i++)
  316. {
  317. combinePoints.Add(points1[i]);
  318. combinePoints.Add(points2[i]);
  319. }
  320. return combinePoints;
  321. }
  322. private List<Vector2> GetVerticesUV(List<Vector2> points)
  323. {
  324. List<Vector2> uvs = new List<Vector2>(points.Count * 2);
  325. float totalLength = 0;
  326. float totalLengthReciprocal = 0;
  327. float curLength = 0;
  328. for (int i = 1; i < points.Count; i++)
  329. {
  330. totalLength += Vector2.Distance(points[i - 1], points[i]);
  331. }
  332. totalLengthReciprocal = 1 / totalLength;
  333. for (int i = 0; i < points.Count; i++)
  334. {
  335. if (i == 0)
  336. {
  337. uvs.Add(new Vector2(0, 1));
  338. uvs.Add(new Vector2(0, 0));
  339. }
  340. else
  341. {
  342. if (i == points.Count - 1)
  343. {
  344. uvs.Add(new Vector2(1, 1));
  345. uvs.Add(new Vector2(1, 0));
  346. }
  347. else
  348. {
  349. curLength += Vector2.Distance(points[i - 1], points[i]);
  350. float uvx = curLength * totalLengthReciprocal;
  351. uvs.Add(new Vector2(uvx, 1));
  352. uvs.Add(new Vector2(uvx, 0));
  353. }
  354. }
  355. }
  356. return uvs;
  357. }
  358. private bool TryCalculateLinesIntersection(CurveSegment2D segment1, CurveSegment2D segment2, out Vector2 intersection, float angleLimit)
  359. {
  360. intersection = new Vector2();
  361. Vector2 p1 = segment1.point1;
  362. Vector2 p2 = segment1.point2;
  363. Vector2 p3 = segment2.point1;
  364. Vector2 p4 = segment2.point2;
  365. float denominator = (p2.y - p1.y) * (p4.x - p3.x) - (p1.x - p2.x) * (p3.y - p4.y);
  366. // If denominator is 0, means parallel
  367. if (denominator == 0)
  368. {
  369. return false;
  370. }
  371. // Check angle between segments
  372. float angle = Vector2.Angle(segment1.SegmentVector, segment2.SegmentVector);
  373. // if the angle between two segments is too small, we treat them as parallel
  374. if (angle < angleLimit || (180f - angle) < angleLimit)
  375. {
  376. return false;
  377. }
  378. float x = ((p2.x - p1.x) * (p4.x - p3.x) * (p3.y - p1.y)
  379. + (p2.y - p1.y) * (p4.x - p3.x) * p1.x
  380. - (p4.y - p3.y) * (p2.x - p1.x) * p3.x) / denominator;
  381. float y = -((p2.y - p1.y) * (p4.y - p3.y) * (p3.x - p1.x)
  382. + (p2.x - p1.x) * (p4.y - p3.y) * p1.y
  383. - (p4.x - p3.x) * (p2.y - p1.y) * p3.y) / denominator;
  384. intersection.Set(x, y);
  385. return true;
  386. }
  387. public struct CurveSegment2D
  388. {
  389. public Vector2 point1;
  390. public Vector2 point2;
  391. public CurveSegment2D(Vector2 point1, Vector2 point2)
  392. {
  393. this.point1 = point1;
  394. this.point2 = point2;
  395. }
  396. public Vector2 SegmentVector
  397. {
  398. get
  399. {
  400. return point2 - point1;
  401. }
  402. }
  403. }
  404. static List<UIBigMapLine> m_TrackedTexturelessImages = new List<UIBigMapLine>();
  405. static bool s_Initialized;
  406. static void RebuildImage(SpriteAtlas spriteAtlas)
  407. {
  408. for (var i = m_TrackedTexturelessImages.Count - 1; i >= 0; i--)
  409. {
  410. var g = m_TrackedTexturelessImages[i];
  411. if (spriteAtlas.CanBindTo(g.activeSprite))
  412. {
  413. g.SetAllDirty();
  414. m_TrackedTexturelessImages.RemoveAt(i);
  415. }
  416. }
  417. }
  418. private static void TrackUIBigMapLine(UIBigMapLine g)
  419. {
  420. if (!s_Initialized)
  421. {
  422. SpriteAtlasManager.atlasRegistered += RebuildImage;
  423. s_Initialized = true;
  424. }
  425. m_TrackedTexturelessImages.Add(g);
  426. }
  427. private static void UnTrackUIBigMapLine(UIBigMapLine g)
  428. {
  429. m_TrackedTexturelessImages.Remove(g);
  430. }
  431. }