using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [AddComponentMenu("UI/Effects/TextGradient")] [RequireComponent(typeof(Text))] public class UICustomTextGradient : BaseMeshEffect { public Color32 topColor = Color.white; public Color32 bottomColor = Color.black; [RangeAttribute(0, 1)] public float center = 0.5f; public override void ModifyMesh(VertexHelper vh) { if (!IsActive()) { return; } var count = vh.currentVertCount; if (count == 0) return; var vertexs = new List<UIVertex>(); for (var i = 0; i < count; i++) { var vertex = new UIVertex(); vh.PopulateUIVertex(ref vertex, i); vertexs.Add(vertex); } var topY = vertexs[0].position.y; var bottomY = vertexs[0].position.y; for (var i = 1; i < count; i++) { var y = vertexs[i].position.y; if (y > topY) { topY = y; } else if (y < bottomY) { bottomY = y; } } var height = topY - bottomY; for (var i = 0; i < count; i++) { var vertex = vertexs[i]; //使用处理过后的颜色 // var color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height); var color = CenterColor(bottomColor, topColor, (vertex.position.y - bottomY) / height); vertex.color = color; vh.SetUIVertex(vertex, i); } } //加了一个对颜色处理的函数,主要调整中心的位置 private Color32 CenterColor(Color32 bc, Color32 tc, float time) { if (center == 0) { return bc; } else if (center == 1) { return tc; } else { var centerColor = Color32.Lerp(bottomColor, topColor, 0.5f); var resultColor = tc; if (time < center) { resultColor = Color32.Lerp(bottomColor, centerColor, time / center); } else { resultColor = Color32.Lerp(centerColor, topColor, (time - center) / (1 - center)); } return resultColor; } } }