很多游戏在创建角色之初可以看到该职业的一个属性值,这个功能在unity开发过程中是如何去实现的呢,也就是本篇文章要和大家介绍的在选/创建角色界面中实现职业能力图六角形的三个方法,
下面这个六边形在很多游戏中都存在了(随便在网上找的, 一会就使用这个图片)。:

在 Asset Store 上搜索, Chart 会得到相关的结果

http://blog.csdn.NET/u010019717/
先使用最简单的方式绘制Mesh多边形。
- using UnityEngine;
-
- using System.Collections;
-
-
-
- public class MeshTest : MonoBehaviour {
-
-
-
- privateMeshFilter m_MeshFilter;
-
-
-
- void Start() {
-
- Meshmesh = new Mesh();
-
-
-
- mesh.vertices = new Vector3[] {
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- new Vector3(0, 0, 0),
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- new Vector3(1, 0, 0),
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- new Vector3(1.5f, 1, 0),
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- new Vector3(0.6f, 1.5f, 0),
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- new Vector3(-0.8f, 1, 0),
-
- };
-
-
-
-
-
- mesh.triangles = new int[] {
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- 0, 2, 1,
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- 0, 4, 2,
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- 4, 3, 2,
-
- };
-
-
-
-
-
- m_MeshFilter = GetComponent();
-
- m_MeshFilter.mesh = mesh;
-
- }
-
- }
顶点和三角面 就组成这个多边形。

这个功能肯定是 放在UI上, 对 UGUI首先大概介绍下uGUI的体系结构。在uGUI中,所有的UI组件都要放置在Canvas组件下,由Canvas来管理它的渲染和自适应屏幕等。uGUI提供了Graphic基类,运行时,Canvas会使用CanvasRenderer来渲染它的子级中全部的Graphic组件。所以,如果要自定义外观的控件,从Graphic继承是一个不错的选择。
我们都知道,在unity中3d物体最终是转化成若干网格数据来渲染的,其实ui的渲染也是一样的方法(注意 是Unity5.3之后UGUI才引入 Mesh这个东东)。比如一个Image组件,内部其实是使用4个顶点构成的2个三角形网格外加一个Texture贴图来渲染的。那么要改变控件的外形,只要改变网格数据就可以了,对,就是这么个思路。
Graphic提供了一个虚方法
protected virtual void OnPopulateMesh(VertexHelper vh);
通过重写这个方法,即可修改或重新生成控件的网格数据,从而达到自定义控件显示外观的需求(Unity4为另一个接口OnFillVBO,不过原理是一致的)。而VertexHelper是unity提供的简化网格操作的辅助类,它提供的接口也很简单,诸如添加顶点、添加三角形、添加Quad等。
需要注意的一点是,顶点的坐标是由控件的位置、大小和锚点等决定的,计算时需要综合考虑这些因素。
http://blog.csdn.Net/u010019717/
看 UGUI的源代码 :
说的是当该控件(例如Text,Image,RawImage)需要改变顶点的时候,就会自动调用 OnPopulateMesh。
不过该函数是只有在该Craphic组件需要修改的时候才会调用,比如你修改Image的大小,或者它加载的时候才会调用。
这样就导致我们没法及时在编辑器状态下看到我们对mesh的修改, 比如用是将一张Image的四个角分别用四个对象表示,这四个对象的移动,会让这种Image发生形变。但是没法及时更新就没办法了。
还好有 SetNativeSize() 这个方法,其实跟刷新差不多。
直接上代码:
-
-
-
-
-
-
- namespace UnityEngine.UI.Extensions
-
- {
-
- [AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
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- public class UIPolygon : UIPrimitiveBase
-
- {
-
- public bool fill = true;
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- public float thickness = 5;
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- [Range(3, 360)]
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- public int sides = 3;
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- [Range(0, 360)]
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- public float rotation = 0;
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- [Range(0, 1)]
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- public float[] VerticesDistances = newfloat[3];
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- private float size = 0;
-
-
-
- public void DrawPolygon(int _sides)
-
- {
-
- sides = _sides;
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- VerticesDistances = newfloat[_sides + 1];
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- for (int i = 0; i < _sides; i++)VerticesDistances[i] = 1; ;
-
- rotation = 0;
-
- }
-
- public void DrawPolygon(int _sides,float[] _VerticesDistances)
-
- {
-
- sides = _sides;
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- VerticesDistances =_VerticesDistances;
-
- rotation = 0;
-
- }
-
- public void DrawPolygon(int _sides,float[] _VerticesDistances, float _rotation)
-
- {
-
- sides = _sides;
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- VerticesDistances =_VerticesDistances;
-
- rotation = _rotation;
-
- }
-
- void Update()
-
- {
-
- size = rectTransform.rect.width;
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- if (rectTransform.rect.width >rectTransform.rect.height)
-
- size =rectTransform.rect.height;
-
- else
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- size =rectTransform.rect.width;
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- thickness =(float)Mathf.Clamp(thickness, 0, size / 2);
-
- }
-
-
-
- protected override voidOnPopulateMesh(VertexHelper vh)
-
- {
-
- vh.Clear();
-
-
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- Vector2 prevX = Vector2.zero;
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- Vector2 prevY = Vector2.zero;
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- Vector2 uv0 = new Vector2(0, 0);
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- Vector2 uv1 = new Vector2(0, 1);
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- Vector2 uv2 = new Vector2(1, 1);
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- Vector2 uv3 = new Vector2(1, 0);
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- Vector2 pos0;
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- Vector2 pos1;
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- Vector2 pos2;
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- Vector2 pos3;
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- float degrees = 360f / sides;
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- int vertices = sides + 1;
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- if (VerticesDistances.Length !=vertices)
-
- {
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- VerticesDistances = newfloat[vertices];
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- for (int i = 0; i < vertices- 1; i++) VerticesDistances[i] = 1;
-
- }
-
-
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- VerticesDistances[vertices - 1] =VerticesDistances[0];
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- for (int i = 0; i < vertices;i++)
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- {
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- float outer =-rectTransform.pivot.x * size * VerticesDistances[i];
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- float inner =-rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
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- float rad = Mathf.Deg2Rad * (i* degrees + rotation);
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- float c = Mathf.Cos(rad);
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- float s = Mathf.Sin(rad);
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- uv0 = new Vector2(0, 1);
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- uv1 = new Vector2(1, 1);
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- uv2 = new Vector2(1, 0);
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- uv3 = new Vector2(0, 0);
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- pos0 = prevX;
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- pos1 = new Vector2(outer * c,outer * s);
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- if (fill)
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- {
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- pos2 = Vector2.zero;
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- pos3 = Vector2.zero;
-
- }
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- else
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- {
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- pos2 = new Vector2(inner *c, inner * s);
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- pos3 = prevY;
-
- }
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- prevX = pos1;
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- prevY = pos2;
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- vh.AddUIVertexQuad(SetVbo(new[]{ pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
-
- }
-
- }
-
- }
-
- }
它继承自封装的基类:
- using System;
-
-
-
- namespaceUnityEngine.UI.Extensions
-
- {
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- public class UIPrimitiveBase :MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
-
- {
-
-
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- [SerializeField]
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- private Sprite m_Sprite;
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- public Sprite sprite { get { returnm_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value))SetAllDirty(); } }
-
-
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- [NonSerialized]
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- private Sprite m_OverrideSprite;
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- public Sprite overrideSprite { get {return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if(SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
-
-
-
-
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- internal float m_EventAlphaThreshold =1;
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- public float eventAlphaThreshold { get{ return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
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-
-
-
-
-
-
-
-
-
-
-
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- public override Texture mainTexture
-
- {
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- get
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- {
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- if (overrideSprite == null)
-
- {
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- if (material != null&& material.mainTexture != null)
-
- {
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- returnmaterial.mainTexture;
-
- }
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- return s_WhiteTexture;
-
- }
-
-
-
- return overrideSprite.texture;
-
- }
-
- }
-
-
-
- public float pixelsPerUnit
-
- {
-
- get
-
- {
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- float spritePixelsPerUnit =100;
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- if (sprite)
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- spritePixelsPerUnit =sprite.pixelsPerUnit;
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-
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- float referencePixelsPerUnit =100;
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- if (canvas)
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- referencePixelsPerUnit =canvas.referencePixelsPerUnit;
-
-
-
- return spritePixelsPerUnit /referencePixelsPerUnit;
-
- }
-
- }
-
-
-
-
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- protected UIVertex[] SetVbo(Vector2[]vertices, Vector2[] uvs)
-
- {
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- UIVertex[] vbo = new UIVertex[4];
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- for (int i = 0; i
-
- {
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- var vert = UIVertex.simpleVert;
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- vert.color = color;
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- vert.position = vertices[i];
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- vert.uv0 = uvs[i];
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- vbo[i] = vert;
-
- }
-
- return vbo;
-
- }
-
-
-
-
-
- #region ILayoutElement Interface
-
-
-
- public virtual voidCalculateLayoutInputHorizontal() { }
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- public virtual voidCalculateLayoutInputVertical() { }
-
-
-
- public virtual float minWidth { get {return 0; } }
-
-
-
- public virtual float preferredWidth
-
- {
-
- get
-
- {
-
- if (overrideSprite == null)
-
- return 0;
-
- returnoverrideSprite.rect.size.x / pixelsPerUnit;
-
- }
-
- }
-
-
-
- public virtual float flexibleWidth {get { return -1; } }
-
-
-
- public virtual float minHeight { get {return 0; } }
-
-
-
- public virtual float preferredHeight
-
- {
-
- get
-
- {
-
- if (overrideSprite == null)
-
- return 0;
-
- returnoverrideSprite.rect.size.y / pixelsPerUnit;
-
- }
-
- }
-
-
-
- public virtual float flexibleHeight {get { return -1; } }
-
-
-
- public virtual int layoutPriority { get{ return 0; } }
-
-
-
- #endregion
-
-
-
- #region ICanvasRaycastFilter Interface
-
- public virtual boolIsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
-
- {
-
- if (m_EventAlphaThreshold >= 1)
-
- return true;
-
-
-
- Sprite sprite = overrideSprite;
-
- if (sprite == null)
-
- return true;
-
-
-
- Vector2 local;
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- RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform,screenPoint, eventCamera, out local);
-
-
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- Rect rect = GetPixelAdjustedRect();
-
-
-
-
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- local.x += rectTransform.pivot.x *rect.width;
-
- local.y += rectTransform.pivot.y *rect.height;
-
-
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- local = MapCoordinate(local, rect);
-
-
-
-
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- Rect spriteRect =sprite.textureRect;
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- Vector2 normalized = newVector2(local.x / spriteRect.width, local.y / spriteRect.height);
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-
-
-
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- float x = Mathf.Lerp(spriteRect.x,spriteRect.xMax, normalized.x) / sprite.texture.width;
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- float y = Mathf.Lerp(spriteRect.y,spriteRect.yMax, normalized.y) / sprite.texture.height;
-
-
-
- try
-
- {
-
- returnsprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
-
- }
-
- catch (UnityException e)
-
- {
-
- Debug.LogError("UsingclickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read." + e.Message + " Also make sure to disable sprite packing for thissprite.", this);
-
- return true;
-
- }
-
- }
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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- private Vector2 MapCoordinate(Vector2local, Rect rect)
-
- {
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- Rect spriteRect = sprite.rect;
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- return new Vector2(local.x *spriteRect.width / rect.width, local.y * spriteRect.height / rect.height);
-
- }
-
-
-
- Vector4 GetAdjustedBorders(Vector4border, Rect rect)
-
- {
-
- for (int axis = 0; axis <= 1;axis++)
-
- {
-
- float combinedBorders =border[axis] + border[axis + 2];
-
- if (rect.size[axis]
-
- {
-
- float borderScaleRatio =rect.size[axis] / combinedBorders;
-
- border[axis] *=borderScaleRatio;
-
- border[axis + 2] *=borderScaleRatio;
-
- }
-
- }
-
- return border;
-
- }
-
-
-
- #endregion
-
-
-
-
-
- }
-
- }
将脚本拖拽到 Canvas 下的一个空对象上。
然后设置参数(六边形,随便着色、为了和背景图一直旋转了一下,然后就是六个值的设定)

效果就和一开始的截图一样了!

提到的 OnFillVBO 的实现方式(这个方法是 Unity5.3 之前的版本和 SetNativeSize一个原理)
file:///D:/Program%20Files/Unity%205.2.0b4/Unity/Editor/Data/Documentation/en/ScriptReference/UI.Graphic.html
- using UnityEngine;
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- using UnityEngine.UI;
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- using System.Collections.Generic;
-
-
-
-
-
- [ExecuteInEditMode]
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- public class SimpleImage : Graphic
-
- {
-
-
-
- protected override voidOnFillVBO (List vbo)
-
- {
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- Vector2 corner1 =Vector2.zero;
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- Vector2 corner2 =Vector2.zero;
-
-
-
- corner1.x = 0f;
-
- corner1.y = 0f;
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- corner2.x = 1f;
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- corner2.y = 1f;
-
-
-
- corner1.x -=rectTransform.pivot.x;
-
- corner1.y -=rectTransform.pivot.y;
-
- corner2.x -=rectTransform.pivot.x;
-
- corner2.y -=rectTransform.pivot.y;
-
-
-
- corner1.x *=rectTransform.rect.width;
-
- corner1.y *=rectTransform.rect.height;
-
- corner2.x *=rectTransform.rect.width;
-
- corner2.y *=rectTransform.rect.height;
-
-
-
- vbo.Clear();
-
-
-
- UIVertex vert =UIVertex.simpleVert;
-
-
-
- vert.position = newVector2(corner1.x, corner1.y);
-
- vert.color = color;
-
- vbo.Add(vert);
-
-
-
- vert.position = newVector2(corner1.x, corner2.y);
-
- vert.color = color;
-
- vbo.Add(vert);
-
-
-
- vert.position = newVector2(corner2.x, corner2.y);
-
- vert.color = color;
-
- vbo.Add(vert);
-
-
-
- vert.position = newVector2(corner2.x, corner1.y);
-
- vert.color = color;
-
- vbo.Add(vert);
-
- }
-
- }