Sprite.OverrideGeometry

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public void OverrideGeometry (Vector2[] vertices, ushort[] triangles);

参数

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。

描述

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.zeroRect.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

下面的脚本示例 使用了 Sprite Editor - Polygon Resizing 中显示的多边形。在本例中, 精灵有 8 条边。将最右侧的顶点移动到精灵内部 50 像素处。 此为第三个顶点。

// 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>(); // Create a blank Texture and Sprite to override later on. var texture2D = new Texture2D(64, 64); spriteR.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero, 100);

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 3rd vertex if (i == 2) sv[i].x = sv[i].x - 50; }

o.OverrideGeometry(sv, o.triangles); } }