工程截图
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
/// <summary>
/// 滚动文本 (跑马灯效果)
/// </summary>
public class UIMarqueeText : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private GameObject root;
[SerializeField] private RectTransform m_Mask;
[SerializeField] private Text m_Text;
[NonSerialized] private RectTransform m_Rect;
[SerializeField] private float m_Speed = -30f;
[SerializeField] private bool m_Loop = true;
//消息列表
[SerializeField] private List<string> m_MessageList = new List<string>();
private float m_MaskWidth, m_TextWidth;
private bool m_Preferred = false;
private bool m_Playing = false;
private bool m_Stared = false;
//超链接列表
private List<HyperLink> m_HyperLinkList = new List<HyperLink>();
//超链接点击事件
public Action<HyperLink> OnClickHyperLinkEvent;
public struct HyperLink
{
//区域
public Rect rect;
//超链接参数
public string href;
//超链接文本
public string text;
}
private RectTransform rectTransform
{
get
{
if (m_Rect == null)
m_Rect = GetComponent<RectTransform>();
return m_Rect;
}
}
private float X
{
get {
return rectTransform.anchoredPosition.x;
}
set {
UGUITool.SetAnchoredPositionX(rectTransform, value);
}
}
private void Awake()
{
if (m_Text == null)
m_Text = GetComponent<Text>();
if (m_Mask == null)
m_Mask = this.rectTransform.parent.GetComponent<RectTransform>();
}
void Start()
{
m_Stared = true;
m_MaskWidth = m_Mask.rect.width;
PlayNext();
}
void Update()
{
if (!m_Playing || !m_Preferred)
return;
float deltaX = m_Speed * Time.deltaTime;
//坐标值过小会出现文字抖动,通过Mathf.FloorToInt()去掉小数点后面的值
UGUITool.SetAnchoredPositionOffsetX(rectTransform, Mathf.FloorToInt(deltaX));
// 判断文本是否已跑到最左边
if (X < -(m_MaskWidth + m_TextWidth))
{
X = 0;
if (m_Loop) //循环播放当前消息
{
return;
}
else
{
m_Preferred = false;
//播放下一条消息
if (m_MessageList.Count > 0)
{
string msg = m_MessageList[0];
m_MessageList.RemoveAt(0);
m_Text.text = msg;
StartCoroutine(TextPreferredSize(m_Text));
}
else
{
m_Playing = false;
//关闭公告
Hide();
}
}
}
}
// 点击事件
public void OnPointerClick(PointerEventData eventData)
{
Vector2 position = eventData.position;
Vector2 rect_position = UGUITool.ScreenPointToLocal(rectTransform, position);
HyperLink hyper = GetHyperLinkByPosition(rect_position);
if (!string.IsNullOrEmpty(hyper.text))
{
//Debug.LogFormat("Click: href={0}, text={1}", hyper.href, hyper.text);
if (OnClickHyperLinkEvent != null)
OnClickHyperLinkEvent(hyper);
}
}
// 通过点击坐标获取超链接
private HyperLink GetHyperLinkByPosition(Vector2 rect_position)
{
HyperLink hyperLink = default(HyperLink);
float x = rect_position.x;
float y = rect_position.y;
for (int i = 0; i < m_HyperLinkList.Count; i++)
{
HyperLink hyper = m_HyperLinkList[i];
if (x > hyper.rect.xMin && x < hyper.rect.xMax)
{
hyperLink = hyper;
break;
}
}
return hyperLink;
}
// 使Anchors的宽高与Text内容一致
private IEnumerator TextPreferredSize(Text t)
{
yield return new WaitForEndOfFrame();
TextGenerator tg = t.cachedTextGeneratorForLayout;
TextGenerationSettings settings = t.GetGenerationSettings(Vector2.zero);
float size = tg.GetPreferredWidth(t.text, settings) / t.pixelsPerUnit;
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size);
m_TextWidth = size;
m_Preferred = true;
yield return new WaitForSeconds(1);//确保TextGenerator生效
ParseHyperLink(t);
}
// 解析文本中的超链接
private void ParseHyperLink(Text t)
{
m_HyperLinkList.Clear();
string input = t.text;
string nosymbol_text = StripSymbol(input);
string pattern = "<a href=\"(?<url>[\\s\\S]*?)\">(?<text>[\\s\\S]*?)</a>";
Regex reg = new Regex(pattern);
foreach (Match match in Regex.Matches(input, pattern))
{
string url = match.Groups["url"].Value;
string text = match.Groups["text"].Value;
Capture capture = match.Groups["text"];
//Debug.LogFormat("url={0}; text={1}", url, text);
TextGenerator tg = m_Text.cachedTextGeneratorForLayout;
//UGUI中标记符的字符不占用文本宽度(即,UICharInfo.charWidth=0)
UICharInfo[] charInfos = tg.GetCharactersArray();//数组中包含标记符
int start_index = capture.Index;
int end_index = capture.Index + capture.Length;
UICharInfo start_info = charInfos[start_index];
UICharInfo end_info = charInfos[end_index];
Rect rect = new Rect();
rect.xMin = start_info.cursorPos.x;
rect.xMax = end_info.cursorPos.x;
HyperLink hyper = new HyperLink();
hyper.href = url;
hyper.text = StripSymbol(text);
hyper.rect = rect;
m_HyperLinkList.Add(hyper);
}
}
// 返回不含标记符的文本
private string StripSymbol(string text)
{
string str = string.Empty;
List<char> list = new List<char>();
bool findSymbol = false;
for (int i=0; i<text.Length; i++)
{
if (text[i] == '<')
{
findSymbol = true;
continue;
}
if (text[i] == '>')
{
findSymbol = false;
continue;
}
if (findSymbol)
continue;
list.Add(text[i]);
}
str = new string(list.ToArray());
return str;
}
private void Hide()
{
root.SetActive(false);
}
private void Show()
{
root.SetActive(true);
}
// 播放下一条消息
private void PlayNext()
{
if (m_MessageList.Count <= 0)
return;
X = 0;
string msg = m_MessageList[0];
m_MessageList.RemoveAt(0);
m_Text.text = msg;
m_Preferred = false;
m_Playing = true;
StartCoroutine(TextPreferredSize(m_Text));
}
// 添加消息
public void AddMessage(string msg)
{
m_MessageList.Add(msg);
if (m_Playing)
return;
Show();
if (m_Stared)
PlayNext();
}
}
用到的其他脚本
UGUITool