Unity Text 里面有个 Best Fit选项,这个当超过一行文字后就会自动缩小,不是超过整个文本框才自动缩小
使用以下组件可取代Text
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
///
/// 勾选Best Fit后,只有超过文本框后才会缩小字号
///
public class ShrinkText : Text
{
///
/// 当前可见的文字行数
///
public int VisibleLines { get; private set; }
private void _UseFitSettings()
{
TextGenerationSettings settings = GetGenerationSettings(rectTransform.rect.size);
settings.resizeTextForBestFit = false;
if (!resizeTextForBestFit)
{
cachedTextGenerator.PopulateWithErrors(text, settings, gameObject);
return;
}
int minSize = resizeTextMinSize;
int txtLen = text.Length;
for (int i = resizeTextMaxSize; i >= minSize; --i)
{
settings.fontSize = i;
cachedTextGenerator.PopulateWithErrors(text, settings, gameObject);
if (cachedTextGenerator.characterCountVisible == txtLen) break;
}
}
private readonly UIVertex[] _tmpVerts = new UIVertex[4];
protected override void OnPopulateMesh(VertexHelper toFill)
{
if (null == font) return;
m_DisableFontTextureRebuiltCallback = true;
_UseFitSettings();
// Apply the offset to the vertices
IList
float unitsPerPixel = 1 / pixelsPerUnit;
int vertCount = verts.Count;
// We have no verts to process just return (case 1037923)
if (vertCount <= 0)
{
toFill.Clear();
return;
}
Vector2 roundingOffset = new Vector2(verts[0].position.x, verts[0].position.y) * unitsPerPixel;
roundingOffset = PixelAdjustPoint(roundingOffset) - roundingOffset;
toFill.Clear();
if (roundingOffset != Vector2.zero)
{
for (int i = 0; i < vertCount; ++i)
{
int tempVertsIndex = i & 3;
_tmpVerts[tempVertsIndex] = verts[i];
_tmpVerts[tempVertsIndex].position *= unitsPerPixel;
_tmpVerts[tempVertsIndex].position.x += roundingOffset.x;
_tmpVerts[tempVertsIndex].position.y += roundingOffset.y;
if (tempVertsIndex == 3)
toFill.AddUIVertexQuad(_tmpVerts);
}
}
else
{
for (int i = 0; i < vertCount; ++i)
{
int tempVertsIndex = i & 3;
_tmpVerts[tempVertsIndex] = verts[i];
_tmpVerts[tempVertsIndex].position *= unitsPerPixel;
if (tempVertsIndex == 3)
toFill.AddUIVertexQuad(_tmpVerts);
}
}
m_DisableFontTextureRebuiltCallback = false;
VisibleLines = cachedTextGenerator.lineCount;
}
}
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