一、工程截图
二、代码
using System;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 能力雷达地图
/// </summary>
[ExecuteInEditMode]
public class UIAbilityRadarGraph : MonoBehaviour
{
[Serializable]
public class AbilityVector
{
public RectTransform rectTransform;
[Range(0.01f, 1.0f)]
public float value;
}
//特别注意:数组里的对象一定要顺时针排列
[Tooltip("能力向量对象")]
public AbilityVector[] abilityVectors;
[Tooltip("内部填充颜色")]
public Color innerColor = Color.blue;
[Tooltip("边框颜色")]
public Color borderColor = Color.red;
[Tooltip("边框宽度(单位:像素)")]
public int borderWidth = 10;
private RectTransform rectTransform;
private RawImage rawImage;
private float radius;
private Vector2[] directions;
private void Awake()
{
rectTransform = this.GetComponent<RectTransform>();
rawImage = GetComponent<RawImage>();
radius = rectTransform.sizeDelta.x / 2;
UpdateAbility();
}
private void Start()
{
Draw(directions, innerColor, borderColor);
}
private void UpdateAbility()
{
if (abilityVectors != null && abilityVectors.Length > 0)
{
directions = new Vector2[abilityVectors.Length];
for (int i = 0; i < abilityVectors.Length; i++)
{
var ab = abilityVectors[i];
var pos = ab.rectTransform.anchoredPosition;
directions[i] = pos.normalized * ab.value;
}
}
}
/// <summary>
/// 绘制能力雷达图
/// </summary>
/// <param name="values">能力值数组,取值范围[0,1]</param>
public void Draw(float[] values)
{
if (abilityVectors == null)
return;
for (int i = 0; i < abilityVectors.Length; i++)
{
if (i >= values.Length)
break;
float value = values[i];
value = Mathf.Clamp(value, 0.1f, 1.0f);
abilityVectors[i].value = value;
}
UpdateAbility();
Draw(directions, innerColor, borderColor);
}
/// <summary>
/// 绘制能力雷达图
/// </summary>
/// <param name="directions">能力方向向量</param>
/// <param name="innerColor">内部颜色</param>
/// <param name="borderColor">边框颜色</param>
public void Draw(Vector2[] directions, Color innerColor, Color borderColor)
{
if (directions == null || directions.Length <= 2)
return;
//归一化
foreach (var dv in directions)
dv.Normalize();
//创建Texture2D
RectTransform rt = rectTransform;
if (rt == null)
return;
int w = (int)rt.sizeDelta.x;
int h = (int)rt.sizeDelta.y;
Texture2D tex = new Texture2D(w, h, TextureFormat.ARGB32, false);
//构造边向量
Vector2[] edges = new Vector2[directions.Length];
for(int i=1; i<directions.Length; i++)
{
Vector2 v0 = directions[i-1];
Vector2 v1 = directions[i];
//顺时针构造边向量
edges[i-1] = v1 - v0;
}
//构造最后一条边向量
Vector2 firstV = directions[0];
Vector2 lastV = directions[directions.Length-1];
edges[edges.Length-1] = firstV - lastV;
Vector2 v = Vector2.zero;
//遍历Texture2D
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
//将区间转为 [-0.5, 0.5]
v.x = (float)x / (float)w - 0.5f;
v.y = (float)y / (float)h - 0.5f;
//将区间转为 [-1, 1]
v.x *= 2;
v.y *= 2;
bool inner = IsInner(v, directions, edges);
bool innerBorder = IsInnerBoder(v, directions, edges);
if (inner)
{
Color c = innerBorder ? borderColor : innerColor;
tex.SetPixel(x, y, c);
}
else
{
tex.SetPixel(x, y, Color.clear);
}
}
}
tex.Apply();
rawImage.texture = tex;
}
// 判断像素点是否在多边形内部
private bool IsInner(Vector2 v, Vector2[] directions, Vector2[] edges)
{
for(int i = 0; i < edges.Length; i++)
{
Vector2 ev = edges[i];
Vector2 dv = directions[i];
Vector2 pv = v - dv;
if (CrossProduct(ev, pv) > 0)
return false;
}
return true;
}
// 向量叉乘
private float CrossProduct(Vector2 v1, Vector2 v2)
{
return v1.x * v2.y - v2.x * v1.y;
}
// 是否在border内
private bool IsInnerBoder(Vector2 v, Vector2[] directions, Vector2[] edges)
{
float d = MinEdgeDistance(v, directions, edges);
return d <= borderWidth;
}
// 计算离边缘的最小距离
private float MinEdgeDistance(Vector2 v, Vector2[] directions, Vector2[] edges)
{
float min_d = float.MaxValue;
for (int i = 0; i < edges.Length; i++)
{
Vector2 ev = edges[i];
Vector2 dv = directions[i];
Vector2 pv = v - dv;
float d = Distance(ev, pv);
if (d < min_d) min_d = d;
}
return min_d;
}
// 计算离指定边的距离
private float Distance(Vector2 edge, Vector2 pv)
{
float angle = Vector2.Angle(edge, pv);
//弧度角
float radian = angle * Mathf.Deg2Rad;
//此时的d是归一化的
float d = pv.magnitude * Mathf.Sin(radian);
//转成像素尺寸
d = d * radius;
return d;
}
// Inspector上的值发生变化时调用
private void OnValidate()
{
UpdateAbility();
Draw(directions, innerColor, borderColor);
}
}
运行效果