vertices | 精灵 Rect 空间中顶点位置的数组。 |
triangles | 精灵网格三角形索引的数组。 |
设置新的精灵几何形状。
顶点位置位于 Sprite.rect 空间中,范围为 Rect.zero
到 Rect.size。轴心偏移和单位空间变换是自动完成的。
三角形数组的大小必须始终是 3 的倍数。
通过直接索引到相同顶点可以共享连接到三角形的顶点。
通过将提供的几何形状映射到精灵纹理来自动计算精灵 UV。
另请参阅:rect。
In the script example below the polygon shown in the Sprite Editor - Polygon Resizing is used. In this case the sprite has 8 sides. The right-most vertex is moved 50 pixels into the sprite. This is the third vertex.
// Obtain the vertices from the script and modify the position
// of one of them. Use OverrideGeometry() for this.
using UnityEngine;
public class ExampleClass : MonoBehaviour
{
private SpriteRenderer spriteR;
private Rect buttonPos1;
private Rect buttonPos2;
void Start()
{
spriteR = gameObject.GetComponent<SpriteRenderer>();
buttonPos1 = new Rect(10.0f, 10.0f, 200.0f, 30.0f);
buttonPos2 = new Rect(10.0f, 50.0f, 200.0f, 30.0f);
}
void OnGUI()
{
if (GUI.Button(buttonPos1, "Draw Debug"))
DrawDebug();
if (GUI.Button(buttonPos2, "Perform OverrideGeometry"))
ChangeSprite();
}
// Show the sprite triangles
void DrawDebug()
{
Sprite sprite = spriteR.sprite;
ushort[] t = sprite.triangles;
Vector2[] v = sprite.vertices;
int a, b, c;
// draw the triangles using grabbed vertices
for (int i = 0; i < t.Length; i = i + 3)
{
a = t[i];
b = t[i + 1];
c = t[i + 2];
Debug.DrawLine(v[a], v[b], Color.white, 100.0f);
Debug.DrawLine(v[b], v[c], Color.white, 100.0f);
Debug.DrawLine(v[c], v[a], Color.white, 100.0f);
}
}
// Edit the vertices obtained from the sprite. Use OverrideGeometry to
// submit the changes.
void ChangeSprite()
{
Sprite o = spriteR.sprite;
Vector2[] sv = o.vertices;
for (int i = 0; i < sv.Length; i++)
{
sv[i].x = Mathf.Clamp(
(o.vertices[i].x - o.bounds.center.x -
(o.textureRectOffset.x / o.texture.width) + o.bounds.extents.x) /
(2.0f * o.bounds.extents.x) * o.rect.width,
0.0f, o.rect.width);
sv[i].y = Mathf.Clamp(
(o.vertices[i].y - o.bounds.center.y -
(o.textureRectOffset.y / o.texture.height) + o.bounds.extents.y) /
(2.0f * o.bounds.extents.y) * o.rect.height,
0.0f, o.rect.height);
// make a small change to the left-most vertex
if (i == 2)
sv[i].x = sv[i].x - 50;
}
o.OverrideGeometry(sv, o.triangles);
}
}