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[Unity]给场景中的3D字体TextMesh增加描边方案一

来自网友在路上 159859提问 提问时间:2023-10-25 09:10:36阅读次数: 59

最佳答案 问答题库598位专家为你答疑解惑

取你的文本对象,简单地添加以下脚本:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;public class TextOutline : MonoBehaviour {public float pixelSize = 1;public Color outlineColor = Color.black;public bool resolutionDependant = false;public int doubleResolution = 1024;RectTransform rectTransform;private Text textMesh;private Color originalColor;void Start() {textMesh = GetComponent<Text>();    rectTransform = this.GetComponent<RectTransform>();originalColor = textMesh.color;for (int i = 0; i < 8; i++) {GameObject outline = new GameObject("outline", typeof(Text));outline.transform.parent = transform;outline.transform.localScale = new Vector3(1, 1, 1);RectTransform rectTransformChild = outline.GetComponent<RectTransform>();rectTransformChild.anchoredPosition = rectTransform.anchoredPosition;rectTransformChild.anchoredPosition3D = rectTransform.anchoredPosition3D;rectTransformChild.anchorMax = rectTransform.anchorMax;rectTransformChild.anchorMin = rectTransform.anchorMin;rectTransformChild.offsetMax = rectTransform.offsetMax;rectTransformChild.offsetMin = rectTransform.offsetMin;rectTransformChild.pivot = rectTransform.pivot;rectTransformChild.sizeDelta = rectTransform.sizeDelta;}Reposition();}void Reposition() {Vector3 screenPoint = Camera.main.WorldToScreenPoint(transform.position);outlineColor.a = textMesh.color.a * textMesh.color.a;textMesh.color = outlineColor;// copy attributesfor (int i = 0; i < transform.childCount; i++) {Text other = transform.GetChild(i).GetComponent<Text>();other.color = outlineColor;other.text = textMesh.text;other.alignment = textMesh.alignment;other.font = textMesh.font;other.fontSize = textMesh.fontSize;other.fontStyle = textMesh.fontStyle;other.lineSpacing = textMesh.lineSpacing;bool doublePixel = resolutionDependant && (Screen.width > doubleResolution || Screen.height > doubleResolution);Vector3 pixelOffset = GetOffset(i) * (doublePixel ? 2.0f * pixelSize : pixelSize);Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPoint + pixelOffset);other.transform.position = worldPoint;if(i == transform.childCount-1){other.color = originalColor;}}}Vector3 GetOffset(int i) {switch (i % 8) {case 0: return new Vector3(0, 1, 0);case 1: return new Vector3(1, 1, 0);case 2: return new Vector3(1, 0, 0);case 3: return new Vector3(1, -1, 0);case 4: return new Vector3(0, -1, 0);case 5: return new Vector3(-1, -1, 0);case 6: return new Vector3(-1, 0, 0);case 7: return new Vector3(-1, 1, 0);default: return Vector3.zero;}}
}
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