From c5adf3e22a5cdfb185a4befc22ef0cd079a7eb33 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 02 九月 2025 22:30:10 +0800
Subject: [PATCH] 117 【武将】武将系统 - 天赋显示,修复描边文字遇到mask问题
---
Main/Component/UI/Core/OutlineEx.cs | 418 ++++++++++++++++++++++++++---------------------------------
1 files changed, 182 insertions(+), 236 deletions(-)
diff --git a/Main/Component/UI/Core/OutlineEx.cs b/Main/Component/UI/Core/OutlineEx.cs
index a5c6940..62ef5c2 100644
--- a/Main/Component/UI/Core/OutlineEx.cs
+++ b/Main/Component/UI/Core/OutlineEx.cs
@@ -40,66 +40,86 @@
public int OutlineWidth = 10;
private static List<UIVertex> m_VetexList = new List<UIVertex>();
- // 鏉愯川姹狅細Key涓�"棰滆壊_瀹藉害"鏍煎紡鐨勫瓧绗︿覆锛孷alue涓哄搴旂殑鏉愯川; 鍑忓皯鍚堟壒闂锛屽張鑳戒繚鎸佷笉鍚岀殑鎻忚竟锛涘叡鐢ㄦ潗璐ㄤ細鍚屾椂鏀瑰彉鍙傛暟
- private static Dictionary<string, Material> m_MaterialPool = new Dictionary<string, Material>();
- static Shader m_tmpShader;
- private static Shader m_Shader
+ protected override void Awake()
{
- get
+ base.Awake();
+
+ if (base.graphic)
{
- if (m_tmpShader == null)
+ if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
{
- m_tmpShader = Shader.Find("TSF Shaders/UI/OutlineEx");
+// #if UNITY_EDITOR
+
+ var texMaterial = ResManager.Instance.LoadAsset<Material>("Materials", "OutlineMat");
+ if (texMaterial != null)
+ {
+ base.graphic.material = texMaterial;
+ }
+ else
+ {
+ Debug.LogError("娌℃湁鎵惧埌鏉愯川OutlineMat.mat");
+ }
+// #else
+// var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
+// base.graphic.material = new Material(shader);
+// #endif
}
- return m_tmpShader;
+
+ if (base.graphic.canvas)
+ {
+ var v1 = base.graphic.canvas.additionalShaderChannels;
+ var v2 = AdditionalCanvasShaderChannels.TexCoord1;
+ if ((v1 & v2) != v2)
+ {
+ base.graphic.canvas.additionalShaderChannels |= v2;
+ }
+ v2 = AdditionalCanvasShaderChannels.TexCoord2;
+ if ((v1 & v2) != v2)
+ {
+ base.graphic.canvas.additionalShaderChannels |= v2;
+ }
+ v2 = AdditionalCanvasShaderChannels.TexCoord3;
+ if ((v1 & v2) != v2)
+ {
+ base.graphic.canvas.additionalShaderChannels |= v2;
+ }
+ v2 = AdditionalCanvasShaderChannels.Tangent;
+ if ((v1 & v2) != v2)
+ {
+ base.graphic.canvas.additionalShaderChannels |= v2;
+ }
+ v2 = AdditionalCanvasShaderChannels.Normal;
+ if ((v1 & v2) != v2)
+ {
+ base.graphic.canvas.additionalShaderChannels |= v2;
+ }
+ }
+ this._Refresh();
}
}
-
- protected override void Start()
- {
- base.Start();
-
- // 浣跨敤鏉愯川姹犺幏鍙栨垨鍒涘缓鏉愯川
- string key = GetMaterialKey(OutlineColor, OutlineWidth);
- if (!m_MaterialPool.TryGetValue(key, out Material material))
- {
- material = new Material(m_Shader);
- material.SetColor("_OutlineColor", this.OutlineColor);
- material.SetInt("_OutlineWidth", this.OutlineWidth);
- m_MaterialPool[key] = material;
- }
- base.graphic.material = material;
-
- var v1 = base.graphic.canvas.additionalShaderChannels;
- var v2 = AdditionalCanvasShaderChannels.TexCoord1;
- if ((v1 & v2) != v2)
- {
- base.graphic.canvas.additionalShaderChannels |= v2;
- }
- v2 = AdditionalCanvasShaderChannels.TexCoord2;
- if ((v1 & v2) != v2)
- {
- base.graphic.canvas.additionalShaderChannels |= v2;
- }
-
- this._Refresh();
- }
-
+
#if UNITY_EDITOR
- //鍦ㄧ紪杈戝櫒涓嬫墦寮�涔熷埛鏂颁笅
- // protected override void OnEnable()
- // {
- // base.OnEnable();
- // this._Refresh();
- // }
-
protected override void OnValidate()
{
base.OnValidate();
if (base.graphic.material != null)
{
+ if (base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
+ {
+ var texMaterial = ResManager.Instance.LoadAsset<Material>("Materials", "OutlineMat");
+ if (texMaterial != null)
+ {
+ base.graphic.material = texMaterial;
+ }
+ else
+ {
+ Debug.LogError("娌℃湁鎵惧埌鏉愯川OutlineMat.mat");
+ }
+ //var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
+ //base.graphic.material = new Material(shader);
+ }
this._Refresh();
}
}
@@ -108,218 +128,144 @@
private void _Refresh()
{
- // 妫�鏌ュ綋鍓嶆潗璐ㄦ槸鍚︿笌鎵�闇�灞炴�у尮閰嶏紝濡傛灉涓嶅尮閰嶅垯浠庢睜涓幏鍙栨垨鍒涘缓鏂版潗璐�
- string key = GetMaterialKey(OutlineColor, OutlineWidth);
- Material material;
- if (!m_MaterialPool.TryGetValue(key, out material))
+ /*if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor)
{
- // 濡傛灉姹犱腑娌℃湁瀵瑰簲鐨勬潗璐紝鍒涘缓鏂版潗璐�
- var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
- material = new Material(shader);
- m_MaterialPool[key] = material;
- }
-
- if (material == null)
- {
- // 闃茶寖鏉愯川琚垹鐨勬儏鍐碉紝鍒涘缓鏂版潗璐�
- material = new Material(m_Shader);
- m_MaterialPool[key] = material;
- }
-
- material.SetColor("_OutlineColor", this.OutlineColor);
- material.SetInt("_OutlineWidth", this.OutlineWidth);
-
- // 鏇存柊鍥惧舰鏉愯川
- base.graphic.material = material;
+ base.graphic.material.SetColor("_OutlineColor", this.OutlineColor);
+ base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth);
+ }*/
base.graphic.SetVerticesDirty();
}
- public override void ModifyMesh(VertexHelper vh)
- {
- vh.GetUIVertexStream(m_VetexList);
-
- this._ProcessVertices();
-
- vh.Clear();
- vh.AddUIVertexTriangleStream(m_VetexList);
- }
-
-
- private void _ProcessVertices()
- {
- for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3)
+public override void ModifyMesh(VertexHelper vh)
{
- var v1 = m_VetexList[i];
- var v2 = m_VetexList[i + 1];
- var v3 = m_VetexList[i + 2];
- // 璁$畻鍘熼《鐐瑰潗鏍囦腑蹇冪偣
- //
- var minX = _Min(v1.position.x, v2.position.x, v3.position.x);
- var minY = _Min(v1.position.y, v2.position.y, v3.position.y);
- var maxX = _Max(v1.position.x, v2.position.x, v3.position.x);
- var maxY = _Max(v1.position.y, v2.position.y, v3.position.y);
- var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f;
- // 璁$畻鍘熷椤剁偣鍧愭爣鍜孶V鐨勬柟鍚�
- //
- Vector2 triX, triY, uvX, uvY;
- Vector2 pos1 = v1.position;
- Vector2 pos2 = v2.position;
- Vector2 pos3 = v3.position;
- if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right))
- > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right)))
- {
- triX = pos2 - pos1;
- triY = pos3 - pos2;
- uvX = v2.uv0 - v1.uv0;
- uvY = v3.uv0 - v2.uv0;
- }
- else
- {
- triX = pos3 - pos2;
- triY = pos2 - pos1;
- uvX = v3.uv0 - v2.uv0;
- uvY = v2.uv0 - v1.uv0;
- }
- // 璁$畻鍘熷UV妗�
- //
- var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
- var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
- var uvOrigin = new Vector4(uvMin.x, uvMin.y, uvMax.x, uvMax.y);
+ vh.GetUIVertexStream(m_VetexList);
- // 涓烘瘡涓《鐐硅缃柊鐨凱osition鍜孶V锛屽苟浼犲叆鍘熷UV妗�
- v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
- v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
- v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
+ this._ProcessVertices();
- // 鑾峰彇 RectMask2D 鐨勮竟鐣�
- // 纭繚鎻忚竟椤剁偣鎵╁睍涓嶄細瓒呭嚭 RectMask2D 鐨勮竟鐣�
-
- var mask = GetComponentInParent<RectMask2D>();
- if (mask != null)
- {
- // 灏嗗眬閮ㄥ潗鏍囪浆鎹负灞忓箷鍧愭爣
-
- Transform uiTransform = this.transform;
- Vector3 worldPos1 = uiTransform.TransformPoint(v1.position);
- Vector3 worldPos2 = uiTransform.TransformPoint(v2.position);
- Vector3 worldPos3 = uiTransform.TransformPoint(v3.position);
-
- Vector2 screenPos1 = CameraManager.uiCamera.WorldToScreenPoint(worldPos1);
- Vector2 screenPos2 = CameraManager.uiCamera.WorldToScreenPoint(worldPos2);
- Vector2 screenPos3 = CameraManager.uiCamera.WorldToScreenPoint(worldPos3);
-
-
-
- // 纭繚鎻忚竟椤剁偣鎵╁睍涓嶄細瓒呭嚭 RectMask2D 鐨勮竟鐣�
- var clipRect = mask.canvasRect;
- //clipRect鏄腑蹇冪偣涓哄潗鏍�0锛�0锛岃浆鎴愬睆骞曠殑
- var maskMinX = Screen.width / 2 + clipRect.xMin;
- var maskMaxX = Screen.width / 2 + clipRect.xMax;
- var maskMinY = Screen.height / 2 + clipRect.yMin;
- var maskMaxY = Screen.height / 2 + clipRect.yMax;
-
- // //screenPos1 瓒呭嚭clipRect鑼冨洿涓嶆樉绀�
- bool isout = false;
- if (screenPos3.x < maskMinX || screenPos3.x > maskMaxX || screenPos3.y < maskMinY || screenPos3.y > maskMaxY)
- {
- isout = true;
- }
- else if (screenPos2.x < maskMinX || screenPos2.x > maskMaxX || screenPos2.y < maskMinY || screenPos2.y > maskMaxY)
- {
- isout = true;
- }
- else if (screenPos1.x < maskMinX || screenPos1.x > maskMaxX || screenPos1.y < maskMinY || screenPos1.y > maskMaxY)
- {
- isout = true;
- }
- if (isout)
- {
- v1.position = new Vector3(10000, 10000, 10000);
- v2.position = new Vector3(10000, 10000, 10000);
- v3.position = new Vector3(10000, 10000, 10000);
- }
-
- // screenPos1.x = Mathf.Clamp(screenPos1.x, maskMinX, maskMaxX);
- // screenPos1.y = Mathf.Clamp(screenPos1.y, maskMinY, maskMaxY);
- // screenPos2.x = Mathf.Clamp(screenPos2.x, maskMinX, maskMaxX);
- // screenPos2.y = Mathf.Clamp(screenPos2.y, maskMinY, maskMaxY);
- // screenPos3.x = Mathf.Clamp(screenPos3.x, maskMinX, maskMaxX);
- // screenPos3.y = Mathf.Clamp(screenPos3.y, maskMinY, maskMaxY);
-
- // // 灏嗗睆骞曞潗鏍囪浆鎹负灞�閮ㄥ潗鏍�
- // RectTransformUtility.ScreenPointToLocalPointInRectangle(uiTransform.GetComponent<RectTransform>(), screenPos1, CameraManager.uiCamera, out Vector2 localPos1);
- // RectTransformUtility.ScreenPointToLocalPointInRectangle(uiTransform.GetComponent<RectTransform>(), screenPos2, CameraManager.uiCamera, out Vector2 localPos2);
- // RectTransformUtility.ScreenPointToLocalPointInRectangle(uiTransform.GetComponent<RectTransform>(), screenPos3, CameraManager.uiCamera, out Vector2 localPos3);
- // v1.position = localPos1;
- // v2.position = localPos2;
- // v3.position = localPos3;
- }
-
-
- // 搴旂敤璁剧疆鍚庣殑UIVertex
- m_VetexList[i] = v1;
- m_VetexList[i + 1] = v2;
- m_VetexList[i + 2] = v3;
+ vh.Clear();
+ vh.AddUIVertexTriangleStream(m_VetexList);
}
- }
- private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth,
- Vector2 pPosCenter,
- Vector2 pTriangleX, Vector2 pTriangleY,
- Vector2 pUVX, Vector2 pUVY,
- Vector4 pUVOrigin)
- {
- // Position
- var pos = pVertex.position;
- var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth;
- var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth;
- pos.x += posXOffset;
- pos.y += posYOffset;
- pVertex.position = pos;
- // UV
- var uv = pVertex.uv0;
+ private void _ProcessVertices()
+ {
+ for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3)
+ {
+ var v1 = m_VetexList[i];
+ var v2 = m_VetexList[i + 1];
+ var v3 = m_VetexList[i + 2];
+ // 璁$畻鍘熼《鐐瑰潗鏍囦腑蹇冪偣
+ //
+ var minX = _Min(v1.position.x, v2.position.x, v3.position.x);
+ var minY = _Min(v1.position.y, v2.position.y, v3.position.y);
+ var maxX = _Max(v1.position.x, v2.position.x, v3.position.x);
+ var maxY = _Max(v1.position.y, v2.position.y, v3.position.y);
+ var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f;
+ // 璁$畻鍘熷椤剁偣鍧愭爣鍜孶V鐨勬柟鍚�
+ //
+ Vector2 triX, triY, uvX, uvY;
+ Vector2 pos1 = v1.position;
+ Vector2 pos2 = v2.position;
+ Vector2 pos3 = v3.position;
+ if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right))
+ > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right)))
+ {
+ triX = pos2 - pos1;
+ triY = pos3 - pos2;
+ uvX = v2.uv0 - v1.uv0;
+ uvY = v3.uv0 - v2.uv0;
+ }
+ else
+ {
+ triX = pos3 - pos2;
+ triY = pos2 - pos1;
+ uvX = v3.uv0 - v2.uv0;
+ uvY = v2.uv0 - v1.uv0;
+ }
+ // 璁$畻鍘熷UV妗�
+ var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
+ var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
+ //OutlineColor 鍜� OutlineWidth 涔熶紶鍏ワ紝閬垮厤鍑虹幇涓嶅悓鐨勬潗璐ㄧ悆
+ var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //鎻忚竟棰滆壊 鐢╱v3 鍜� tangent鐨� zw浼犻��
+ var col_ba = new Vector4(0,0,OutlineColor.b, OutlineColor.a);
+ var normal = new Vector3(0, 0, OutlineWidth); //鎻忚竟鐨勫搴� 鐢╪ormal鐨剒浼犻��
+
+ // 涓烘瘡涓《鐐硅缃柊鐨凱osition鍜孶V锛屽苟浼犲叆鍘熷UV妗�
+ v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+ v1.uv3 = col_rg;
+ v1.tangent = col_ba;
+ v1.normal = normal;
+ v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+ v2.uv3 = col_rg;
+ v2.tangent = col_ba;
+ v2.normal = normal;
+ v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
+ v3.uv3 = col_rg;
+ v3.tangent = col_ba;
+ v3.normal = normal;
+
+
+ // 搴旂敤璁剧疆鍚庣殑UIVertex
+ //
+ m_VetexList[i] = v1;
+ m_VetexList[i + 1] = v2;
+ m_VetexList[i + 2] = v3;
+ }
+ }
+
+
+ private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth,
+ Vector2 pPosCenter,
+ Vector2 pTriangleX, Vector2 pTriangleY,
+ Vector2 pUVX, Vector2 pUVY,
+ Vector2 pUVOriginMin, Vector2 pUVOriginMax)
+ {
+ // Position
+ var pos = pVertex.position;
+ var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth;
+ var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth;
+ pos.x += posXOffset;
+ pos.y += posYOffset;
+ pVertex.position = pos;
+ // UV
+ var uv = pVertex.uv0;
+
+
uv += new Vector4((pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).x, (pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).y, 0, 0);
uv += new Vector4((pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).x, (pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).y, 0, 0);
- pVertex.uv0 = uv;
- // 鍘熷UV妗�
- pVertex.uv1 = new Vector2(pUVOrigin.x, pUVOrigin.y);
- pVertex.uv2 = new Vector2(pUVOrigin.z, pUVOrigin.w);
+
+ pVertex.uv0 = uv;
- return pVertex;
- }
+ pVertex.uv1 = pUVOriginMin; //uv1 uv2 鍙敤 tangent normal 鍦ㄧ缉鏀炬儏鍐� 浼氭湁闂
+ pVertex.uv2 = pUVOriginMax;
+
+ return pVertex;
+ }
- private static float _Min(float pA, float pB, float pC)
- {
- return Mathf.Min(Mathf.Min(pA, pB), pC);
- }
+ private static float _Min(float pA, float pB, float pC)
+ {
+ return Mathf.Min(Mathf.Min(pA, pB), pC);
+ }
- private static float _Max(float pA, float pB, float pC)
- {
- return Mathf.Max(Mathf.Max(pA, pB), pC);
- }
+ private static float _Max(float pA, float pB, float pC)
+ {
+ return Mathf.Max(Mathf.Max(pA, pB), pC);
+ }
- private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC)
- {
- return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y));
- }
+ private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC)
+ {
+ return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y));
+ }
- private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC)
- {
- return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y));
- }
+ private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC)
+ {
+ return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y));
+ }
- // 鐢熸垚鏉愯川姹犵殑閿�
- private string GetMaterialKey(Color color, int width)
- {
- // 浣跨敤棰滆壊鐨凴GBA鍊煎拰瀹藉害鐢熸垚鍞竴閿�
- return string.Format("{0}_{1}_{2}_{3}_{4}",
- color.r, color.g, color.b, color.a, width);
- }
}
\ No newline at end of file
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