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@mutoo
Last active May 31, 2023 03:17
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the code is based on Unity3d 4.6.x, the api may changed.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class CircleText : BaseVertexEffect
{
public int radius = 50;
public float spaceCoff = 1f;
#region implemented abstract members of BaseVertexEffect
public override void ModifyVertices (List<UIVertex> verts)
{
if (!IsActive ())
return;
if (radius == 0) {
Debug.LogWarning ("radius could not be zero!");
return;
}
Text text = GetComponent<Text> ();
TextGenerator tg = text.cachedTextGenerator;
float perimeter = Mathf.PI * radius * 2;
float weight = text.fontSize / perimeter * spaceCoff;
float radStep = Mathf.PI * 2 * weight;
float charOffset = tg.characterCountVisible / 2f - 0.5f;
for (int i = 0; i < tg.characterCountVisible; i++) {
var lb = verts [i * 4];
var lt = verts [i * 4 + 1];
var rt = verts [i * 4 + 2];
var rb = verts [i * 4 + 3];
Vector3 center = Vector3.Lerp (lb.position, rt.position, 0.5f);
Matrix4x4 move = Matrix4x4.TRS (center * -1, Quaternion.identity, Vector3.one);
float rad = Mathf.PI / 2 + (charOffset - i) * radStep;
Vector3 pos = new Vector3 (Mathf.Cos (rad), Mathf.Sin (rad), 0) * radius;
Quaternion rotation = Quaternion.Euler (0, 0, rad * 180 / Mathf.PI - 90);
Matrix4x4 rotate = Matrix4x4.TRS (Vector3.zero, rotation, Vector3.one);
Matrix4x4 place = Matrix4x4.TRS (pos, Quaternion.identity, Vector3.one);
Matrix4x4 transform = place * rotate * move;
lb.position = transform.MultiplyPoint (lb.position);
lt.position = transform.MultiplyPoint (lt.position);
rt.position = transform.MultiplyPoint (rt.position);
rb.position = transform.MultiplyPoint (rb.position);
verts [i * 4] = lb;
verts [i * 4 + 1] = lt;
verts [i * 4 + 2] = rt;
verts [i * 4 + 3] = rb;
}
}
#endregion
}
@clifflinmao
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一添加就报错

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