UGUI研究院之Text文本渐变(十一)
这是我无意间逛国外论坛发现的,感觉还可以就分享给大家。原文 http://pastebin.com/dJabCfWn
如下图所示,用法和UGUI自带的outline和shadow一样,可以同时使用。
代码在这里了。我加了个判断,它原来的有越界的隐患。
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
|
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/Gradient")]
public class Gradient : BaseVertexEffect {
[SerializeField]
private Color32 topColor = Color.white;
[SerializeField]
private Color32 bottomColor = Color.black;
public override void ModifyVertices(List<UIVertex> vertexList) {
if (!IsActive()) {
return;
}
int count = vertexList.Count;
if(count>0){
float bottomY = vertexList[0].position.y;
float topY = vertexList[0].position.y;
for (int i = 1; i < count; i++) {
float y = vertexList[i].position.y;
if (y > topY) {
topY = y;
}
else if (y < bottomY) {
bottomY = y;
}
}
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++) {
UIVertex uiVertex = vertexList[i];
uiVertex.color = Color32.Lerp(bottomColor, topColor, (uiVertex.position.y - bottomY) / uiElementHeight);
vertexList[i] = uiVertex;
}
}
}
}
|
我也在测试中,欢迎大家提意见。
如果你的项目升级到了5.2 请使用下面的代码,感谢代码的提供者。@獨立遊戲開發熊
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
|
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/Gradient")]
public class Gradient : BaseMeshEffect
{
[SerializeField]
private Color32
topColor = Color.white;
[SerializeField]
private Color32
bottomColor = Color.black;
public override void ModifyMesh (Mesh mesh)
{
if (!IsActive ()) {
return;
}
Vector3[] vertexList = mesh.vertices;
int count = mesh.vertexCount;
if (count > 0) {
float bottomY = vertexList [0].y;
float topY = vertexList [0].y;
for (int i = 1; i < count; i++) {
float y = vertexList [i].y;
if (y > topY) {
topY = y;
} else if (y < bottomY) {
bottomY = y;
}
}
List<Color32> colors = new List<Color32> ();
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++) {
colors.Add (Color32.Lerp (bottomColor, topColor, (vertexList [i].y - bottomY) / uiElementHeight));
}
mesh.SetColors (colors);
}
}
}
|