Unity垂直排列UI.Text
最终效果。
UI.Text默认排列是横着来
像这样,如果要竖着排列这些字符,看了半天API和成员变量相关信息没看到有相关参数,最后在UI.Effect的实现中发现了
// 摘要:
// Adds an outline to a graphic using IVertexModifier.
[AddComponentMenu(“UI/Effects/Shadow”, 14)]
public class Shadow : BaseMeshEffect
可以利用相关Shadow一样的手法去对Text修改
处理后的代码,123456就竖着排列了,,在这里只提供基本方法,因为重定义了UIVertex相关信息,所以字符的排列规则 比如(对其方式)要重写,在这里不继续深究了,抛砖引玉
[AddComponentMenu("Extension/VerticalText")] [RequireComponent(typeof(UnityEngine.UI.Text))] public class VerticalText : BaseMeshEffect { Vector2 SetOneCharPosition(ref VertexHelper vh, int idx, Vector3 pos0) { if (idx % 4 != 0 || vh == null) return Vector2.zero; var tex0 = new UIVertex(); vh.PopulateUIVertex(ref tex0, idx); var tex1 = new UIVertex(); vh.PopulateUIVertex(ref tex1, idx + 1); var tex2 = new UIVertex(); vh.PopulateUIVertex(ref tex2, idx + 2); var tex3 = new UIVertex(); vh.PopulateUIVertex(ref tex3, idx + 3); float width = tex0.position.x - tex1.position.x; float height = tex0.position.y - tex3.position.y; var offset = pos0 - tex0.position; tex0.position = pos0; tex1.position += offset; tex2.position += offset; tex3.position += offset; vh.SetUIVertex(tex0, idx); vh.SetUIVertex(tex1, idx + 1); vh.SetUIVertex(tex2, idx + 2); vh.SetUIVertex(tex3, idx + 3); // Debug.LogError(offset + " " + tex0.uv0 + " " + tex0.uv1); return new Vector2(width, height); } public override void ModifyMesh(VertexHelper vh) { // var num = vh.currentVertCount; var text = this.GetComponent<Text>(); var strs = text.text.Split('|'); int ColStartIndex = 0; int vertexStartIndex = 0; /* for (int colIndex = 0; colIndex < strs.Length; colIndex++, vertexStartIndex += 4) { { UIVertex VertexOne = new UIVertex(); vh.PopulateUIVertex(ref VertexOne, 0); SetOneCharPosition(vh, 0, VertexOne.position); } } */ UIVertex VertexOne0 = new UIVertex(); vh.PopulateUIVertex(ref VertexOne0, 0); float HEIGHT_PER_UNIT = 30f; float height_current = 0f; for (int col = 0; col < vh.currentVertCount; col++) { UIVertex VertexOne = new UIVertex(); vh.PopulateUIVertex(ref VertexOne, col); height_current = 0f; float dx = 0f; dx = col * 30f; for (int i = 0; i < vh.currentVertCount; i += 4) { float h = this.SetOneCharPosition(ref vh, i, VertexOne0.position + new Vector3(dx, 0f - HEIGHT_PER_UNIT * ((i) / 4), 0f)).y; height_current += 30f; if (height_current + 30f >= this.GetComponent<RectTransform>().rect.height) return; // Debug.LogError(this.GetComponent<RectTransform>().rect.height + " cur=" + height_current); } } } }