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首先要保证代码在UI字体特效的前面 效果是这样
如果UI代码放在特效的后面的话就会出现很难看的现象
上代码
- using UnityEngine;
- using System.Collections.Generic;
- using UnityEngine.UI;
-
- [AddComponentMenu("UI/Effects/TextGradient")]
- [RequireComponent(typeof(Text))]
- public class Font_Manager : BaseMeshEffect
- {
- public Color32 topColor = Color.white;
- public Color32 bottomColor = Color.black;
-
- //后面自己添加的控制中心移动属性,有时候看着渐变不顺眼,中心偏离高或者低了,就可以通过这个去调整
- [RangeAttribute(0, 1)]
- public float center = 0.5f;
-
- public override void ModifyMesh(VertexHelper vh)
- {
- if (!IsActive())
- {
- return;
- }
- var count = vh.currentVertCount;
- if (count == 0)
- return;
-
- var vertexs = new List<UIVertex>();
- for (var i = 0; i < count; i++)
- {
- var vertex = new UIVertex();
- vh.PopulateUIVertex(ref vertex, i);
- vertexs.Add(vertex);
- }
-
- var topY = vertexs[0].position.y;
- var bottomY = vertexs[0].position.y;
-
- for (var i = 1; i < count; i++)
- {
- var y = vertexs[i].position.y;
- if (y > topY)
- {
- topY = y;
- }
- else if (y < bottomY)
- {
- bottomY = y;
- }
- }
-
- var height = topY - bottomY;
- for (var i = 0; i < count; i++)
- {
- var vertex = vertexs[i];
-
- //使用处理过后的颜色
- // var color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height);
- var color = CenterColor(bottomColor, topColor, (vertex.position.y - bottomY) / height);
-
- vertex.color = color;
-
- vh.SetUIVertex(vertex, i);
- }
- }
- //加了一个对颜色处理的函数,主要调整中心的位置
- private Color32 CenterColor(Color32 bc, Color32 tc, float time)
- {
- if (center == 0)
- {
- return bc;
- }
- else if (center == 1)
- {
- return tc;
- }
- else
- {
- var centerColor = Color32.Lerp(bottomColor, topColor, 0.5f);
- var resultColor = tc;
- if (time < center)
- {
- resultColor = Color32.Lerp(bottomColor, centerColor, time / center);
- }
- else
- {
- resultColor = Color32.Lerp(centerColor, topColor, (time - center) / (1 - center));
- }
- return resultColor;
- }
- }
- }
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