Version: 2019.2
public void OverrideGeometry (Vector2[] vertices, ushort[] triangles);

パラメーター

verticesスプライトの Rect スペースでの頂点座標の配列。
trianglesスプライトのメッシュ三角形インデックスの配列

説明

Sprite オブジェクトを新規に作成します

Vertex positions are in Sprite.rect space meaning from Rect.zero to Rect.size. Pivot offset and transformation to unit space is done automatically.

The size of the triangle array must always be a multiple of 3. The vertices connected to the triangle can be shared by simply indexing into the same vertex.

スプライトの UV は与えられたスプライトテクスチャ上のジオメトリをマッピングすることで自動的に計算されます。

関連項目: 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>(); // 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); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961