UGUI实现文字两端对齐
参考博客
https://blog.****.net/feiyuezouni/article/details/85216983
在上述参考博客中,详尽讲解了Text文本显示字符串时候,文字间隔调整的原则,这里的代码也是在它的基础上进行修改出来的。
两端对齐
代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TextSpacingEasyTest : BaseMeshEffect {
[SerializeField]
Text text;
[SerializeField]
float textWidth;
[SerializeField]
bool AutoSpace=false;
int fontSize =14;
void Start()
{
text = this.GetComponent<Text> ();
var rect = text.GetComponent<RectTransform> ();
textWidth = rect.rect.width;
fontSize = text.fontSize;
}
public float spacing = 0;
public override void ModifyMesh(VertexHelper vh)
{
List<UIVertex> vertexs = new List<UIVertex>();
vh.GetUIVertexStream(vertexs);
int vertexIndexCount = vertexs.Count;
int worldspaceCount = vertexIndexCount/6-1; //所有文字间隔的数量
if(AutoSpace) spacing = (textWidth-(worldspaceCount+1)*fontSize )/worldspaceCount;
//vertexs 所有的顶点,i=6 也就是第一个顶点不参与计算
for (int i = 6; i < vertexIndexCount; i++)
{
UIVertex v = vertexs[i];
// //设置单个文字的偏移量
v.position += new Vector3(spacing * (i / 6), 0, 0);
vertexs[i] = v;
if (i % 6 <= 2)
{
vh.SetUIVertex(v, (i / 6) * 4 + i % 6);
}
if (i % 6 == 4)
{
vh.SetUIVertex(v, (i / 6) * 4 + i % 6 - 1);
}
}
}
}
两端对齐结尾带符号
单行
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TextSpacingEasyTest : BaseMeshEffect {
[SerializeField]
Text text;
[SerializeField]
float textWidth;
[SerializeField]
bool AutoSpace=false;
int fontSize =14;
void Start()
{
text = this.GetComponent<Text> ();
var rect = text.GetComponent<RectTransform> ();
textWidth = rect.rect.width;
fontSize = text.fontSize;
}
public float spacing = 0;
public override void ModifyMesh(VertexHelper vh)
{
List<UIVertex> vertexs = new List<UIVertex>();
vh.GetUIVertexStream(vertexs);
int vertexIndexCount = vertexs.Count;
int worldspaceCount = vertexIndexCount/6-2; //所有文字间隔的数量,由于最后两个文字连在一起,所以间隔数比正常少一个
if(AutoSpace) spacing = (textWidth-(worldspaceCount+2)*fontSize )/worldspaceCount;
//vertexs 所有的顶点,i=6 也就是第一个顶点不参与计算
for (int i = 6; i < vertexIndexCount; i++)
{
UIVertex v = vertexs[i];
//设置单个文字的偏移量,最后一个文字的偏移量和倒数第二个保持一致,实现最后两个字连在一起的效果
if (i >= vertexIndexCount-6)
v.position += new Vector3(spacing * worldspaceCount , 0, 0);
else
v.position += new Vector3(spacing * (i / 6), 0, 0);
vertexs[i] = v;
if (i % 6 <= 2)
{
vh.SetUIVertex(v, (i / 6) * 4 + i % 6);
}
if (i % 6 == 4)
{
vh.SetUIVertex(v, (i / 6) * 4 + i % 6 - 1);
}
}
}
}
多行
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Collections.Generic;
public class TextSpacingTest : BaseMeshEffect
{
public class Line
{
public int WorldCount{ get;private set;}
/// <summary>
/// 起点索引
/// </summary>
public int StartVertexIndex{ get;private set;}
/// <summary>
/// 终点索引
/// </summary>
public int EndVertexIndex{ get;private set;}
/// <summary>
/// 该行占的点数目
/// </summary>
public int VertexCount{ get;private set;}
public Line(int worldCount,int startVertexIndex,int length)
{
WorldCount = worldCount;
StartVertexIndex = startVertexIndex;
EndVertexIndex = length * 6 - 1 + startVertexIndex;
VertexCount = length * 6;
}
}
public float _textSpacing = 1f;
[SerializeField]
Text text;
[SerializeField]
float textWidth;
[SerializeField]
bool AutoSpace=false;
[SerializeField]
int SingleWorldWidth =14;
void Start()
{
text = this.GetComponent<Text> ();
var rect = text.GetComponent<RectTransform> ();
textWidth = rect.rect.width;
}
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive() || vh.currentVertCount == 0)
{
return;
}
Text text = GetComponent<Text>();
if (text == null)
{
Debug.LogError("Missing Text component");
return;
}
List<UIVertex> vertexs = new List<UIVertex>();
vh.GetUIVertexStream(vertexs);
int indexCount = vh.currentIndexCount;
string[] lineTexts = text.text.Split('\n');
Line[] lines = new Line[lineTexts.Length];
bool isSingleLine = lines.Length <= 1 ? true : false;
SingleWorldWidth = text.fontSize;
//根据lines数组中各个元素的长度计算每一行中第一个点的索引,每个字、字母、空母均占6个点
if (isSingleLine) {
lines[0] = new Line(lineTexts[0].Length,0, lineTexts[0].Length );
} else {
for (int i = 0; i < lines.Length; i++)
{
//除最后一行外,vertexs对于前面几行都有回车符占了6个点
if (i == 0)
{
lines[i] = new Line(lineTexts[i].Length,0, lineTexts[i].Length + 1);
}
else if(i > 0 && i < lines.Length - 1)
{
lines[i] = new Line(lineTexts[i].Length,lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length + 1);
}
else
{
lines[i] = new Line(lineTexts[i].Length,lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length);
}
}
}
UIVertex vt;
int lineEndOffset = isSingleLine?6:12;
int singleWorldWidth = text.fontSize;
for (int i = 0; i < lines.Length; i++)
{
//每一行文字直接需要动态变化的间隔数量,比如3个字中间有2个间隔,“属 性 :”
//由于最后两个文字保持固定,所以三个字直接剩下1个间隔 ex: “属 性:”
///
int worldSpaceCount = lines[i].WorldCount-2;
//计算间隔的大小,让文本框总长度,减去所有文字显示的宽度,得到空白的宽度,然后在去平均值,计算相邻两个文字之间的空隙
if( AutoSpace )
_textSpacing = ( textWidth - lines[i].WorldCount*SingleWorldWidth)/ worldSpaceCount;
for (int j = lines[i].StartVertexIndex + 6; j <= lines[i].EndVertexIndex; j++)
{
if (j < 0 || j >= vertexs.Count)
{
continue;
}
vt = vertexs[j];
//当前行的第几个顶点
int curLineVertexIndex = j - lines [i].StartVertexIndex;
if (lines [i].WorldCount <= 2)
continue;
//设置偏移量,将一行最后两个字连在一起显示,如果不是单行的文字,注意解围的换行符
if(curLineVertexIndex >= lineEndOffset && curLineVertexIndex >= lines[i].VertexCount-lineEndOffset){
vt.position += new Vector3(_textSpacing * worldSpaceCount, 0, 0);
}else
vt.position += new Vector3(_textSpacing * (curLineVertexIndex / 6), 0, 0);
vertexs[j] = vt;
//以**意点与索引的对应关系
if (j % 6 <= 2)
{
vh.SetUIVertex(vt, (j / 6) * 4 + j % 6);
}
if (j % 6 == 4)
{
vh.SetUIVertex(vt, (j / 6) * 4 + j % 6 - 1);
}
}
}
}
}