本文主要是介绍UGUI实现文字两端对齐,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
参考博客
https://blog.csdn.net/feiyuezouni/article/details/85216983
在上述参考博客中,详尽讲解了Text文本显示字符串时候,文字间隔调整的原则,这里的代码也是在它的基础上进行修改出来的。
两端对齐
代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class TextSpacingEasyTest : BaseMeshEffect {[SerializeField]Text text;[SerializeField]float textWidth;[SerializeField]bool AutoSpace=false;int fontSize =14;void Start(){text = this.GetComponent<Text> ();var rect = text.GetComponent<RectTransform> ();textWidth = rect.rect.width;fontSize = text.fontSize;}public float spacing = 0;public override void ModifyMesh(VertexHelper vh){List<UIVertex> vertexs = new List<UIVertex>();vh.GetUIVertexStream(vertexs);int vertexIndexCount = vertexs.Count;int worldspaceCount = vertexIndexCount/6-1; //所有文字间隔的数量if(AutoSpace) spacing = (textWidth-(worldspaceCount+1)*fontSize )/worldspaceCount;//vertexs 所有的顶点,i=6 也就是第一个顶点不参与计算for (int i = 6; i < vertexIndexCount; i++){UIVertex v = vertexs[i];// //设置单个文字的偏移量v.position += new Vector3(spacing * (i / 6), 0, 0);vertexs[i] = v;if (i % 6 <= 2){vh.SetUIVertex(v, (i / 6) * 4 + i % 6);}if (i % 6 == 4){vh.SetUIVertex(v, (i / 6) * 4 + i % 6 - 1);}}}}
两端对齐结尾带符号
单行
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class TextSpacingEasyTest : BaseMeshEffect {[SerializeField]Text text;[SerializeField]float textWidth;[SerializeField]bool AutoSpace=false;int fontSize =14;void Start(){text = this.GetComponent<Text> ();var rect = text.GetComponent<RectTransform> ();textWidth = rect.rect.width;fontSize = text.fontSize;}public float spacing = 0;public override void ModifyMesh(VertexHelper vh){List<UIVertex> vertexs = new List<UIVertex>();vh.GetUIVertexStream(vertexs);int vertexIndexCount = vertexs.Count;int worldspaceCount = vertexIndexCount/6-2; //所有文字间隔的数量,由于最后两个文字连在一起,所以间隔数比正常少一个if(AutoSpace) spacing = (textWidth-(worldspaceCount+2)*fontSize )/worldspaceCount;//vertexs 所有的顶点,i=6 也就是第一个顶点不参与计算for (int i = 6; i < vertexIndexCount; i++){UIVertex v = vertexs[i];//设置单个文字的偏移量,最后一个文字的偏移量和倒数第二个保持一致,实现最后两个字连在一起的效果if (i >= vertexIndexCount-6)v.position += new Vector3(spacing * worldspaceCount , 0, 0);else v.position += new Vector3(spacing * (i / 6), 0, 0);vertexs[i] = v;if (i % 6 <= 2){vh.SetUIVertex(v, (i / 6) * 4 + i % 6);}if (i % 6 == 4){vh.SetUIVertex(v, (i / 6) * 4 + i % 6 - 1);}}}}
多行
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Collections.Generic;public class TextSpacingTest : BaseMeshEffect
{public class Line{public int WorldCount{ get;private set;}/// <summary>/// 起点索引/// </summary>public int StartVertexIndex{ get;private set;}/// <summary>/// 终点索引/// </summary>public int EndVertexIndex{ get;private set;}/// <summary>/// 该行占的点数目/// </summary>public int VertexCount{ get;private set;}public Line(int worldCount,int startVertexIndex,int length){WorldCount = worldCount;StartVertexIndex = startVertexIndex;EndVertexIndex = length * 6 - 1 + startVertexIndex;VertexCount = length * 6;}}public float _textSpacing = 1f;[SerializeField]Text text;[SerializeField]float textWidth;[SerializeField]bool AutoSpace=false;[SerializeField]int SingleWorldWidth =14;void Start(){text = this.GetComponent<Text> ();var rect = text.GetComponent<RectTransform> ();textWidth = rect.rect.width;}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];bool isSingleLine = lines.Length <= 1 ? true : false;SingleWorldWidth = text.fontSize;//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if (isSingleLine) {lines[0] = new Line(lineTexts[0].Length,0, lineTexts[0].Length );} else {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(lineTexts[i].Length,0, lineTexts[i].Length + 1);}else if(i > 0 && i < lines.Length - 1){lines[i] = new Line(lineTexts[i].Length,lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length + 1);}else{lines[i] = new Line(lineTexts[i].Length,lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length);}}}UIVertex vt;int lineEndOffset = isSingleLine?6:12;int singleWorldWidth = text.fontSize;for (int i = 0; i < lines.Length; i++){//每一行文字直接需要动态变化的间隔数量,比如3个字中间有2个间隔,“属 性 :”//由于最后两个文字保持固定,所以三个字直接剩下1个间隔 ex: “属 性:” ///int worldSpaceCount = lines[i].WorldCount-2; //计算间隔的大小,让文本框总长度,减去所有文字显示的宽度,得到空白的宽度,然后在去平均值,计算相邻两个文字之间的空隙if( AutoSpace ) _textSpacing = ( textWidth - lines[i].WorldCount*SingleWorldWidth)/ worldSpaceCount;for (int j = lines[i].StartVertexIndex + 6; j <= lines[i].EndVertexIndex; j++){if (j < 0 || j >= vertexs.Count){continue;}vt = vertexs[j];//当前行的第几个顶点int curLineVertexIndex = j - lines [i].StartVertexIndex;if (lines [i].WorldCount <= 2)continue;//设置偏移量,将一行最后两个字连在一起显示,如果不是单行的文字,注意解围的换行符if(curLineVertexIndex >= lineEndOffset && curLineVertexIndex >= lines[i].VertexCount-lineEndOffset){vt.position += new Vector3(_textSpacing * worldSpaceCount, 0, 0);}elsevt.position += new Vector3(_textSpacing * (curLineVertexIndex / 6), 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);}}}}
}
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