少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Thursday, August 10, 2017
//--------------------------------------------------------
 
using UnityEngine;
using UnityEngine.UI;
 
namespace vnxbqy.UI {
 
    /// <summary>
    /// 这个组件接收一些顶点,绘制出水平和垂直的线。
    /// </summary>
    public class PolylineImage:Graphic {
 
        [SerializeField]
        float m_Width;
        public float width {
            get {
                return this.m_Width;
            }
            set {
                this.m_Width = value;
                base.SetVerticesDirty();
            }
        }
 
        [SerializeField]
        Vector2[] m_Points;
        public Vector2[] points {
            get {
                return this.m_Points;
            }
            set {
                this.m_Points = value;
                base.SetVerticesDirty();
            }
        }
 
        protected override void OnPopulateMesh(VertexHelper vh) {
            vh.Clear();
            if(this.points == null || this.points.Length < 2) {
                return;
            }
 
            var hw = this.width * 0.5f;
 
            for(var i = 0;i < this.points.Length - 1;i++) {
                var point = this.points[i];
                var nextPoint = this.points[i + 1];
 
                var xReversal = point.x > nextPoint.x;
                var yReversal = point.y > nextPoint.y;
 
                var positions = new Vector3[4];
                positions[0] = new Vector2(xReversal ? point.x + hw : point.x - hw,yReversal ? point.y + hw : point.y - hw);
                positions[1] = new Vector2(xReversal ? nextPoint.x - hw : nextPoint.x + hw,yReversal ? point.y + hw : point.y - hw);
                positions[2] = new Vector2(xReversal ? nextPoint.x - hw : nextPoint.x + hw,yReversal ? nextPoint.y - hw : nextPoint.y + hw);
                positions[3] = new Vector2(xReversal ? point.x + hw : point.x - hw,yReversal ? nextPoint.y - hw : nextPoint.y + hw);
 
                UIUtility.AddQuad(vh,positions,color,new Vector2[4] { Vector2.one,Vector2.one,Vector2.one,Vector2.one });
            }
 
        }
 
    }
 
}