这个类继承自RawImage,挂上去直接用就行,如果要圆形的头像只要把边调整为25以上,效果就近似圆形了
using System;
using UnityEngine;
using UnityEngine.UI;
public class UICircle : RawImage
{
const int FILL_PERCENT = 100;
float thickness = 5;
[SerializeField]
[Range(4, 360)]
int _segments = 4;
public int segments
{
get { return _segments; }
set
{
if (_segments != value)
{
_segments = value;
SetVerticesDirty();
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(transform);
#endif
}
}
}
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
}
protected override void OnPopulateMesh(VertexHelper vh)
{
float outer = rectTransform.rect.width / 2.0f;
vh.Clear();
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
float tw = rectTransform.rect.width;
float th = rectTransform.rect.height;
float angleByStep = (FILL_PERCENT / 100f * (Mathf.PI * 2f)) / segments;
float currentAngle = 0f;
for (int i = 0; i < segments + 1; i++)
{
float c = Mathf.Cos(currentAngle);
float s = Mathf.Sin(currentAngle);
StepThroughPointsAndFill(outer, ref prevX, ref prevY, out pos0, out pos1, out pos2, out pos3, c, s);
uv0 = new Vector2(pos0.x / tw + 0.5f, pos0.y / th + 0.5f);
uv1 = new Vector2(pos1.x / tw + 0.5f, pos1.y / th + 0.5f);
uv2 = new Vector2(pos2.x / tw + 0.5f, pos2.y / th + 0.5f);
uv3 = new Vector2(pos3.x / tw + 0.5f, pos3.y / th + 0.5f);
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
currentAngle += angleByStep;
}
}
private void StepThroughPointsAndFill(float outer, ref Vector2 prevX, ref Vector2 prevY, out Vector2 pos0, out Vector2 pos1, out Vector2 pos2, out Vector2 pos3, float c, float s)
{
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
pos2 = Vector2.zero;
pos3 = Vector2.zero;
prevX = pos1;
prevY = pos2;
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
}
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