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Text Spacing for Unity
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/TextSpacing")]
public class TextSpacing : BaseMeshEffect
{
#region Struct
public enum HorizontalAligmentType
{
Left,
Center,
Right
}
public class Line
{
// 起點索引
public int StartVertexIndex { get { return _startVertexIndex; } }
private int _startVertexIndex = 0;
// 終點索引
public int EndVertexIndex { get { return _endVertexIndex; } }
private int _endVertexIndex = 0;
// 該行佔的點數目
public int VertexCount { get { return _vertexCount; } }
private int _vertexCount = 0;
public Line(int startVertexIndex, int length)
{
_startVertexIndex = startVertexIndex;
_endVertexIndex = length * 6 - 1 + startVertexIndex;
_vertexCount = length * 6;
}
}
#endregion
public float Spacing = 1f;
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive() || vh.currentVertCount == 0)
{
return;
}
var text = GetComponent<Text>();
if (text == null)
{
Debug.LogError("Missing Text component");
return;
}
// 水平對齊方式
HorizontalAligmentType alignment;
if (text.alignment == TextAnchor.LowerLeft || text.alignment == TextAnchor.MiddleLeft || text.alignment == TextAnchor.UpperLeft)
{
alignment = HorizontalAligmentType.Left;
}
else if (text.alignment == TextAnchor.LowerCenter || text.alignment == TextAnchor.MiddleCenter || text.alignment == TextAnchor.UpperCenter)
{
alignment = HorizontalAligmentType.Center;
}
else
{
alignment = HorizontalAligmentType.Right;
}
var vertexs = new List<UIVertex>();
vh.GetUIVertexStream(vertexs);
// var indexCount = vh.currentIndexCount;
var lineTexts = text.text.Split('\n');
var lines = new Line[lineTexts.Length];
// 根據lines數組中各個元素的長度計算每一行中第一個點的索引,每個字、字母、空母均佔6個點
for (var i = 0; i < lines.Length; i++)
{
// 除最後一行外,vertexs對於前面幾行都有回車符佔了6個點
if (i == 0)
{
lines[i] = new Line(0, lineTexts[i].Length + 1);
}
else if (i > 0 && i < lines.Length - 1)
{
lines[i] = new Line(lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length + 1);
}
else
{
lines[i] = new Line(lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length);
}
}
UIVertex vt;
for (var i = 0; i < lines.Length; i++)
{
for (var j = lines[i].StartVertexIndex; j <= lines[i].EndVertexIndex; j++)
{
if (j < 0 || j >= vertexs.Count)
{
continue;
}
vt = vertexs[j];
var charCount = lines[i].EndVertexIndex - lines[i].StartVertexIndex;
if (i == lines.Length - 1)
{
charCount += 6;
}
if (alignment == HorizontalAligmentType.Left)
{
vt.position += new Vector3(Spacing * ((j - lines[i].StartVertexIndex) / 6), 0, 0);
}
else if (alignment == HorizontalAligmentType.Right)
{
vt.position += new Vector3(Spacing * (-(charCount - j + lines[i].StartVertexIndex) / 6 + 1), 0, 0);
}
else if (alignment == HorizontalAligmentType.Center)
{
var offset = (charCount / 6) % 2 == 0 ? 0.5f : 0f;
vt.position += new Vector3(Spacing * ((j - lines[i].StartVertexIndex) / 6 - charCount / 12 + offset), 0, 0);
}
vertexs[j] = vt;
// 以下注意點與索引的對應關係
if (j % 6 <= 2)
{
vh.SetUIVertex(vt, (j / 6) * 4 + j % 6);
}
if (j % 6 == 4)
{
vh.SetUIVertex(vt, (j / 6) * 4 + j % 6 - 1);
}
}
}
}
}
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