cs
public static void CalcualteGraphicRect(Graphic graphic, ref Rect rect)
{
Vector2 size = Vector2.zero;
Text textComponent = graphic as Text;
if (textComponent != null)
{
List<UIVertex> textUIVertexList = new List<UIVertex>();
textUIVertexList = textComponent.cachedTextGenerator.verts as List<UIVertex>;
//textComponent.cachedTextGenerator.GetVertices(textUIVertexList);
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
//使用center计算出中心点后,你还需要转空间,这个转空间一直出问题,所以不采用这种办法
//Vector3 center = Vector3.zero;
Vector3 minPos = Vector3.zero;
Vector3 maxPos = Vector3.zero;
string str = "";
for (int i = 0; i < textUIVertexList.Count; i++)
{
Vector3 pos = textUIVertexList[i].position;
minX = Mathf.Min(minX, pos.x);
maxX = Mathf.Max(maxX, pos.x);
minY = Mathf.Min(minY, pos.y);
maxY = Mathf.Max(maxY, pos.y);
minPos = Vector3.Min(minPos, pos);
maxPos = Vector3.Max(maxPos, pos);
//center += pos;
str += pos + " ";
}
size.x = maxX - minX;
size.y = maxY - minY;
//center /= textUIVertexList.Count;
//转空间会有问题 不采用计算中心点 而是直接算出以文本空间(中心点是文本坐标点rect.position)的网格中心点。
//转空间就是直接用 网格中心点 + 文本坐标点,将网格中心点转到 文本所在空间(Canvas空间系下) 将其作为Rect区域的中心点去计算网格相交
Vector2 rawPos = rect.position;
//解决偏移问题,根据MinX MaxX MinY MaxY 求出局部中心点, 用文本中心点rect.position加上局部中心点就能得到真正的文本网格中心点
Vector2 offset = new Vector2(((minX + maxX) / 2.0f), ((minY + maxY) / 2.0f));
rect.position += offset;
Debug.Log("rawPos:" + rawPos + " afterPos:" + rect.position + "offset:" + offset);
Debug.Log(graphic.gameObject.name + " " + size + "\n" + str);
}
else
{
Image imageComponent = graphic as Image;
RectTransform r = imageComponent.GetComponent<RectTransform>();
//只能编辑器读资源来获取MeshType,其他方式都试过不行...
string path = AssetDatabase.GetAssetPath(imageComponent.sprite);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
TextureImporterSettings settings = new TextureImporterSettings();
textureImporter.ReadTextureSettings(settings);
//if (imageComponent.overrideSprite.packingMode == SpritePackingMode.Tight) //不能用这个packingMode判断, 会严格按照Sprite的MeshType和图集的Tight Packing决定。
if (settings.spriteMeshType == SpriteMeshType.Tight)
{
Vector3[] worldPosArr = new Vector3[4];
r.GetWorldCorners(worldPosArr);
float minX = float.MaxValue;
float maxX = float.MinValue;
float minY = float.MaxValue;
float maxY = float.MinValue;
string str = "";
for (int i = 0; i < worldPosArr.Length; i++)
{
Vector3 pos = worldPosArr[i];
minX = Mathf.Min(minX, pos.x);
maxX = Mathf.Max(maxX, pos.x);
minY = Mathf.Min(minY, pos.y);
maxY = Mathf.Max(maxY, pos.y);
str += pos + " ";
}
size.x = (maxX - minX) * 100;
size.y = (maxY - minY) * 100;
Debug.Log("[Tight] " + graphic.gameObject.name + " " + size + "\n" + str);
}
else
{
size = r.rect.size;
Debug.Log("[FullRect]" + graphic.gameObject.name + " " + size);
}
}
rect.size = size;
}
传入组件的Graphic组件(Image和Text都继承于Graphic)可改写脚本直接传你对应的组件也可以,第二个参数是一个Rect类型数据,由外部创建传入。
Rect(rectTransform.localPosition.x, rectTransform.localPosition.y, rectTransform.rect.width, rectTransform.height)构成。
注意这个API最后得到的Rect,并不是rectTransform.rect,它的(x,y)是网格中心点(Canvas空间),它的(z,w)是网格宽度和高度。区别于rectTransform.rect,它的(x,y)是左下角局部坐标点,(z,w)是RectTransform宽度和高度。