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Unityのテキストを「両端揃え」「均等割り付け」対応
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEngine.EventSystems; | |
using System.Linq; | |
[RequireComponent(typeof(Text))] | |
public class JustifyText : UIBehaviour, IMeshModifier | |
{ | |
/// <summary> | |
/// 両端揃え | |
/// </summary> | |
public bool bothEnds = false; | |
Text textComponent | |
{ | |
get { return GetComponent<Text>(); } | |
} | |
float Width | |
{ | |
get { return GetComponent<RectTransform>().sizeDelta.x; } | |
} | |
TextGenerator textGenerator | |
{ | |
get { return textComponent.cachedTextGenerator; } | |
} | |
public void ModifyMesh(Mesh mesh) | |
{ | |
} | |
public void ModifyMesh(VertexHelper vh) | |
{ | |
List<UIVertex> v = new List<UIVertex>(); | |
vh.GetUIVertexStream(v); | |
List<UIVertex> newVertex = new List<UIVertex>(); | |
foreach (var line in GetLineInfo()) | |
{ | |
var vertices = v.Skip(line.start * 6).Take(line.count * 6).ToList(); | |
if (vertices.Count <= 0) continue; | |
var textWidth = TextWidth(vertices); | |
if (Width <= textWidth) return; | |
var space = (Width - textWidth) / ((vertices.Count / 6) + (bothEnds ? -1 : 1)); | |
var offset = 0f; | |
for (int i = (bothEnds ? 6 : 0); i < vertices.Count; i += 6) | |
{ | |
offset += space; | |
for (int j = 0; j < 6; j++) | |
{ | |
var index = i + j; | |
UIVertex vertex = vertices[index]; | |
var pos = vertex.position; | |
pos.x += offset; | |
vertex.position = pos; | |
vertices[index] = vertex; | |
} | |
} | |
newVertex.AddRange(vertices); | |
} | |
vh.Clear(); | |
vh.AddUIVertexTriangleStream(newVertex); | |
} | |
/// <summary> | |
/// テキストの描画幅を取得する | |
/// </summary> | |
/// <returns></returns> | |
private float TextWidth(List<UIVertex> verts) | |
{ | |
var text = textComponent.text; | |
UIVertex start = verts[0]; | |
UIVertex end = verts[verts.Count - 3]; | |
return end.position.x - start.position.x; | |
} | |
struct LineInfo | |
{ | |
public int start; | |
public int count; | |
} | |
List<LineInfo> GetLineInfo() | |
{ | |
var lines = textGenerator.lines; | |
List<LineInfo> res = new List<LineInfo>(lines.Count); | |
for (int i = 0; i < lines.Count - 1; i++) | |
{ | |
var start = lines[i].startCharIdx; | |
var count = (lines[i + 1].startCharIdx - 1) - start; | |
res.Add(new LineInfo { start = start, count = count }); | |
} | |
{ | |
var last = lines.Last(); | |
var start = last.startCharIdx; | |
var count = (textGenerator.characters.Count - 1) - start; | |
res.Add(new LineInfo { start = start, count = count }); | |
} | |
return res; | |
} | |
} |
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