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UGUI的Text组件勾选Rich Text复选框后支持富文本,当文本中的富文本标签非常多时,会发现三角面和顶点数会非常多,而实际显示的文字会很少,顶点数有时会多到报错。
原因:一个字符会生成6个顶点,6个顶点构成2个三角面,text会把富文本标签也进行计算,所以我们需要把Text组件下,将重复的三角面过滤掉
Unity5.5版本以前还存在foreach迭代操作问题,会产生堆内存分配。不过5.5说明中说已经修复了该问题。
Unity5.5以前版本:优化代码
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.UI;
-
- public class UIVertexOptimize : BaseMeshEffect
- {
- struct Triangle
- {
- public UIVertex v1;
- public UIVertex v2;
- public UIVertex v3;
- }
-
- class TriangleCompare : IEqualityComparer<Triangle>
- {
- public bool Equals(Triangle x, Triangle y)
- {
- return UIVertexEquals(x.v1, y.v1) && UIVertexEquals(x.v2, y.v2) && UIVertexEquals(x.v3, y.v3);
- }
-
- public int GetHashCode(Triangle obj)
- {
- return GetUIVertexHashCode(obj.v1)
- ^ GetUIVertexHashCode(obj.v2)
- ^ GetUIVertexHashCode(obj.v3);
- }
-
- int GetUIVertexHashCode(UIVertex vertex)
- {
- return vertex.color.a.GetHashCode()
- ^ vertex.color.b.GetHashCode()
- ^ vertex.color.g.GetHashCode()
- ^ vertex.color.r.GetHashCode()
- ^ vertex.normal.GetHashCode()
- ^ vertex.position.GetHashCode()
- ^ vertex.tangent.GetHashCode()
- ^ vertex.uv0.GetHashCode()
- ^ vertex.uv1.GetHashCode();
- }
-
- bool UIVertexEquals(UIVertex x, UIVertex y)
- {
- return x.color.a == y.color.a
- && x.color.b == y.color.b
- && x.color.g == y.color.g
- && x.color.r == y.color.r
- && x.normal == y.normal
- && x.position == y.position
- && x.tangent == y.tangent
- && x.uv1 == y.uv1
- && x.uv0 == y.uv0;
- }
- }
-
- List<UIVertex> verts = new List<UIVertex>();
- List<Triangle> tris = new List<Triangle>();
-
- public override void ModifyMesh(VertexHelper vh)
- {
- vh.GetUIVertexStream(verts);
- Debug.Log(verts.Count);
-
- OptimizeVert(ref verts);
- Debug.Log(verts.Count);
- vh.Clear();
- vh.AddUIVertexTriangleStream(verts);
- }
-
- void OptimizeVert(ref List<UIVertex> vertices)
- {
- if (tris.Capacity < vertices.Count / 3)
- {
- tris.Capacity = vertices.Count;
- }
- for (int i = 0; i <= vertices.Count - 3; i += 3)
- {
- tris.Add(new Triangle() { v1 = vertices[i], v2 = vertices[i + 1], v3 = vertices[i + 2] });
- }
- vertices.Clear();
-
- vertices.AddRange(tris.Distinct(new TriangleCompare()).SelectMany(t => new[]
- {
- t.v1,
- t.v2,
- t.v3
- }));
- tris.Clear();
- }
- }
Unity5.5及之后版本:优化Text
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.UI;
-
- public class UIVertexOptimize : BaseMeshEffect
- {
- struct Triangle
- {
- public UIVertex v1;
- public UIVertex v2;
- public UIVertex v3;
- }
-
- List<UIVertex> verts = new List<UIVertex>();
-
- public override void ModifyMesh(VertexHelper vh)
- {
- vh.GetUIVertexStream(verts);
- OptimizeVert(ref verts);
- vh.Clear();
- vh.AddUIVertexTriangleStream(verts);
- }
-
-
- void OptimizeVert(ref List<UIVertex> vertices)
- {
- List<Triangle> tris = new List<Triangle>();
- for (int i = 0; i < vertices.Count - 3; i += 3)
- {
- tris.Add(new Triangle() { v1 = vertices[i], v2 = vertices[i + 1], v3 = vertices[i + 2] });
- }
- vertices = tris.Distinct().SelectMany(tri =>
- new[]{
- tri.v1,
- tri.v2,
- tri.v3
- }).ToList();
- }
- }
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