Unity 工具控件 之 Text 文本字间距调整(老版本的Unity编写工具控件/新版本Unity使用TMP)
目录
Unity 工具控件 之 Text 文本字间距调整(老版本的Unity编写工具控件/新版本Unity使用TMP)
一、简单介绍
二、老版本 Unity Text 使用工具控件调整行间距
三、新版本 Unity Text(TMP)自带调整行间距
附录:
新版本 Unity Text(TMP) 中文字体支持(介绍生成中文字体资源的方法之一)
一、简单介绍
Unity 工具控件类,自己整理的一些游戏开发可能用到的模块,单独独立使用,方便游戏开发。
本节介绍,在原始的 Unity Text 中,只能调整文本的行间,字间距确实默认的值,要调整的自己额外的编写工具空间来调整;如果使用新版的 Unity Text(TMP)组件,里面就有现成的设置了,这里简单说明,如果你有更好的方法,欢迎留言交流。
(可能两种方法都存在使用局限性,可能根据需要使用)
二、老版本 Unity Text 使用工具控件调整行间距
1、正常的字间距效果
2、可调整的字间距效果
3、参考的代码 TextSpacing
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
[AddComponentMenu("UI/Effects/TextSpacing")]
public class TextSpacing : BaseMeshEffect
{
[SerializeField]
private float spacing_x;
//[SerializeField]
private float spacing_y=0;
private const int VERTEXT_RANGE = 6;
private List<UIVertex> mVertexList;
public override void ModifyMesh(VertexHelper vh)
{
if (spacing_x == 0 && spacing_y == 0) { return; }
if (!IsActive()) { return; }
int count = vh.currentVertCount;
if (count == 0) { return; }
if (mVertexList == null) { mVertexList = new List<UIVertex>(); }
vh.GetUIVertexStream(mVertexList);
int row = 1;
int column = 2;
List<UIVertex> sub_vertexs = mVertexList.GetRange(0, VERTEXT_RANGE);
float min_row_left = sub_vertexs.Min(v => v.position.x);
int vertex_count = mVertexList.Count;
for (int i = VERTEXT_RANGE; i < vertex_count;)
{
if (i % VERTEXT_RANGE == 0)
{
sub_vertexs = mVertexList.GetRange(i, VERTEXT_RANGE);
float tem_row_left = sub_vertexs.Min(v => v.position.x);
if (min_row_left - tem_row_left >= -10)
{
min_row_left = tem_row_left;
++row;
column = 1;
//continue;
}
}
for (int j = 0; j < VERTEXT_RANGE; j++)
{
UIVertex vertex = mVertexList[i];
vertex.position += Vector3.right * (column - 1) * spacing_x;
vertex.position += Vector3.down * (row - 1) * spacing_y;
mVertexList[i] = vertex;
++i;
}
++column;
}
vh.Clear();
vh.AddUIVertexTriangleStream(mVertexList);
}
}
4、参考的代码 TextSpacing1
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/TextSpacing1")]
public class TextSpacing1 : BaseMeshEffect
{
public float TextHorizontalSpacing = 1f;
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive() || vh.currentVertCount == 0)
{
return;
}
Text text = GetComponent<Text>();
if (text == null)
{
Debug.LogError("Missing Text component");
return;
}
List<UIVertex> vertexs = new List<UIVertex>();
vh.GetUIVertexStream(vertexs);
int indexCount = vh.currentIndexCount;
string[] lineTexts = text.text.Split('\n');
Line[] lines = new Line[lineTexts.Length];
//根据lines数组中各个元素的长度计算每一行中第一个点的索引,每个字、字母、空母均占6个点
for (int i = 0; i < lines.Length; i++)
{
//除最后一行外,vertexs对于前面几行都有回车符占了6个点
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 (int i = 0; i < lines.Length; i++)
{
Vector3 startPos = Vector3.zero;
Vector3 endPos = Vector3.zero;
Vector3 defaultStartPos = Vector3.zero;
Vector3 defaultEndPos = Vector3.zero;
for (int j = lines[i].StartVertexIndex; j <= lines[i].EndVertexIndex; j++)
{
if (j < 0 || j >= vertexs.Count)
{
continue;
}
vt = vertexs[j];
if (defaultStartPos == Vector3.zero)
{
defaultStartPos = new Vector3(vt.position.x, vt.position.y, vt.position.z);
}
defaultEndPos = new Vector3(vt.position.x, vt.position.y, vt.position.z);
if (j != 0)
{
vt.position += new Vector3(TextHorizontalSpacing * ((j - lines[i].StartVertexIndex) / 6), 0, 0);
}
if (startPos == Vector3.zero)
{
startPos = new Vector3(vt.position.x, vt.position.y, vt.position.z);
}
endPos = new Vector3(vt.position.x, vt.position.y, vt.position.z);
vertexs[j] = vt;
//以下注意点与索引的对应关系
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);
}
}
if (text.alignment == TextAnchor.MiddleCenter || text.alignment == TextAnchor.UpperCenter || text.alignment == TextAnchor.LowerCenter)
{
Vector3 defaultCenterPos = defaultStartPos + (defaultEndPos - defaultStartPos) / 2;
Vector3 centerPos = startPos + (endPos - startPos) / 2;
for (int j = lines[i].StartVertexIndex; j <= lines[i].EndVertexIndex; j++)
{
if (j < 0 || j >= vertexs.Count)
{
continue;
}
vt = vertexs[j];
vt.position = vt.position + defaultCenterPos - centerPos;
vertexs[j] = vt;
//以下注意点与索引的对应关系
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);
}
}
}
if (text.alignment == TextAnchor.MiddleRight || text.alignment == TextAnchor.UpperRight || text.alignment == TextAnchor.LowerRight)
{
Vector3 defaultRightPos = defaultEndPos;
Vector3 rightPos = endPos;
for (int j = lines[i].StartVertexIndex; j <= lines[i].EndVertexIndex; j++)
{
if (j < 0 || j >= vertexs.Count)
{
continue;
}
vt = vertexs[j];
vt.position = vt.position + defaultRightPos - rightPos;
vertexs[j] = vt;
//以下注意点与索引的对应关系
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);
}
}
}
}
}
}
public class Line
{
private int _startVertexIndex = 0;
/// <summary>
/// 起点索引
/// </summary>
public int StartVertexIndex
{
get
{
return _startVertexIndex;
}
}
private int _endVertexIndex = 0;
/// <summary>
/// 终点索引
/// </summary>
public int EndVertexIndex
{
get
{
return _endVertexIndex;
}
}
private int _vertexCount = 0;
/// <summary>
/// 该行占的点数目
/// </summary>
public int VertexCount
{
get
{
return _vertexCount;
}
}
public Line(int startVertexIndex, int length)
{
_startVertexIndex = startVertexIndex;
_endVertexIndex = length * 6 - 1 + startVertexIndex;
_vertexCount = length * 6;
}
}
5、参考的代码 TextSpacing2
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/TextSpacing2")]
public class TextSpacing2 : BaseMeshEffect
{
#region Struct
public enum HorizontalAligmentType
{
Left,
Center,
Right
}
public class Line
{
// 起点索引
public int StartVertexIndex { get { return _startVertexIndex; } }
private int _startVertexIndex = 0;
// 终点索引
public int EndVertexIndex { get { return _endVertexIndex; } }
private int _endVertexIndex = 0;
// 该行占的点数目
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;
}
// 水平对齐方式
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];
// 根据lines数组中各个元素的长度计算每一行中第一个点的索引,每个字、字母、空母均占6个点
for (var i = 0; i < lines.Length; i++)
{
// 除最后一行外,vertexs对于前面几行都有回车符占了6个点
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;
// 以下注意点与索引的对应关系
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);
}
}
}
}
}
三、新版本 Unity Text(TMP)自带调整行间距
1、默认字间距
2、使用 Text(TMP)的 Charactor 调整字间距
附录:
新版本 Unity Text(TMP) 中文字体支持(介绍生成中文字体资源的方法之一)
1、首先 C:\Windows\Fonts 获取支持中文的字体(其他支持中文的字体也行)
2、当然,Unity 也要添加 TextMeshPro 相关工具插件(获取方式,1、添加 Text-TextMeshPro会自动添加;2、Package Manager 中下载添加)
3、打开 TextMeshPro - Font Asset Creator
4、添加支持中文的字体font, Atlas Resolution 根据需要设置,然后 Charactor Set 选择 Charactors from file ,然后添加常用的中文字txt
注意: Atlas Resolution 是关键,过小 可能文字显示不出来,太大生成的.asset 较大耗费空间
5、生成 Atlas ,然后保存即可生成 Text(TMP)需要的字体资源
6、zh-cn_Commonly_used.txt 常用中文字
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