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tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/RichText4Chat/Scripts/UIRichText4Chat.cs

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C#
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2020-07-04 14:41:25 +08:00
/// <summary>
/// User interface rich text4 chat.
/// add by chenbin
/// 2016-03-22
/// </summary>
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// User interface rich text4 chat.
/// </summary>
public class UIRichText4Chat : MonoBehaviour
{
public UILabel _label;
public UILabel label
{
get
{
if (_label == null)
{
_label = GetComponent<UILabel>();
}
return _label;
}
set
{
_label = value;
}
}
[HideInInspector]
public UIAtlas
faceAtlas;
//表情所在的图集
public string atlasName;
public int faceSize = 30;
public float faceScaleOffset = 1;
//表情图片的大小最好是font大小的整数倍当与字体是一样大小时为最宜
// public static List<string> faceList = new List<string> ();
public string faceHead = "";
public bool isFullSpace = true;
//用一个全角空格来占表情的位置,***因次使用的font中需要包含全角空格***
// [HideInInspector]
public float
spaceSize = -1;
public static string
_FaceChar_ = " ";
[HideInInspector]
public int
spaceNumber = -1;
[HideInInspector]
public string
faceStr = "";
public static SpritePool pool = new SpritePool();
public List<UISprite> spList = new List<UISprite>();
[ContextMenu("init")]
public void init()
{
if (isFullSpace)
{
_FaceChar_ = " "; //用一个全角空格来占表情的位置,***因次使用的font中需要包含全角空格***
}
else
{
_FaceChar_ = "."; //用半角空格来占位不知道为何有问题,因此用一个“.“来占位
}
calculateSpaceSize();
}
public void calculateSpaceSize()
{
string oldStr = label.text;
mTempVerts.Clear();
mTempIndices.Clear();
label.text = _FaceChar_;
string text = label.processedText;
label.UpdateNGUIText();
NGUIText.PrintExactCharacterPositions(text, mTempVerts, mTempIndices);
if (mTempVerts.size > 1)
{
spaceSize = mTempVerts[mTempVerts.size - 1].x - mTempVerts[0].x;
spaceNumber = Mathf.CeilToInt(faceSize / spaceSize);
}
mTempVerts.Clear();
mTempIndices.Clear();
label.text = oldStr;
faceStr = "";
for (int i = 0; i < spaceNumber; i++)
{
faceStr += _FaceChar_;
}
}
string mText = "";
public string value
{
get
{
return mText;
}
set
{
if (mText != value)
{
mText = value;
onTextChanged(gameObject);
}
}
}
public string wrapFaceName(string faceName)
{
return string.IsNullOrEmpty(faceHead) ? faceName : faceHead + faceName;
}
public void onInputChanged(GameObject go)
{
if (go == null)
return;
UIInput input = go.GetComponent<UIInput>();
if (input == null)
return;
value = input.value;
}
static BetterList<Vector3> mTempVerts = new BetterList<Vector3>();
static BetterList<int> mTempIndices = new BetterList<int>();
bool isFinishInit = false;
[ContextMenu("Execute Text Changed")]
public void onTextChanged(GameObject go)
{
if (!isFinishInit)
{
isFinishInit = true;
init();
}
clean();
mTempVerts.Clear();
mTempIndices.Clear();
string str = findFace();
label.text = str;
string text = label.processedText;
label.UpdateNGUIText();
NGUIText.PrintExactCharacterPositions(label.text, mTempVerts, mTempIndices);
// for (int i=0; i < mTempVerts.size; i++) {
// Debug.Log (mTempVerts [i]);
// }
ArrayList keyList = new ArrayList();
keyList.AddRange(facesMap.Keys);
int count = keyList.Count;
int index = 0;
string faceName = "";
Vector3 pos = Vector3.zero;
for (int i = 0; i < count; i++)
{
index = (int)(keyList[i]);
if (index * 2 + 1 < mTempVerts.size)
{
faceName = facesMap[index].ToString();
// Debug.Log ("index==" + index);
// Debug.Log("faceName==" + faceName);
pos = calculatePos(mTempVerts[index * 2], mTempVerts[index * 2 + 1]);
showFace(faceName, pos);
}
}
keyList.Clear();
mTempVerts.Clear();
mTempIndices.Clear();
}
/// <summary>
/// Calculates the position. search for #xx#
/// </summary>
/// <returns>The position.</returns>
/// <param name="pos1">Pos1.</param>
/// <param name="pos2">Pos2.</param>
public Vector3 calculatePos(Vector3 pos1, Vector3 pos2)
{
float offsetX = label.printedSize.x;
if (label.overflowMethod == UILabel.Overflow.ResizeHeight)
{
offsetX = label.localSize.x;
}
Vector3 pos = pos1;
Vector3 diff = pos2 - pos;
switch (label.pivot)
{
case UIWidget.Pivot.Center:
pos.x -= offsetX / 2.0f;
pos.y += label.printedSize.y / 2.0f;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.TopLeft:
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.BottomLeft:
pos.y += label.printedSize.y;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.Left:
pos.y += label.printedSize.y / 2.0f;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.Right:
pos.x -= offsetX;
pos.y += label.printedSize.y / 2.0f;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.TopRight:
pos.x -= offsetX;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.BottomRight:
pos.x -= offsetX;
pos.y += label.printedSize.y;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.Top:
pos.x -= offsetX / 2.0f;
pos.y += diff.y / 2.0f;
break;
case UIWidget.Pivot.Bottom:
pos.x -= offsetX / 2.0f;
pos.y += label.printedSize.y;
pos.y += diff.y / 2.0f;
break;
}
return pos;
}
public void showFace(string faceName, Vector3 pos)
{
UISprite sp = pool.getSprite();
spList.Add(sp);
NGUITools.SetLayer(sp.gameObject, gameObject.layer);
sp.pivot = UIWidget.Pivot.Left;
sp.atlas = faceAtlas;
sp.spriteName = wrapFaceName(faceName);
sp.SetDimensions(faceSize, faceSize);
sp.transform.parent = transform;
sp.transform.localScale = Vector3.one * faceScaleOffset;
if (sp.transform.parent == label.transform)
{
sp.transform.localPosition = pos;
}
else
{
sp.transform.localPosition = pos + label.transform.localPosition;
}
sp.depth = label.depth + 1;
NGUITools.SetActive(sp.gameObject, true);
}
Hashtable facesMap = new Hashtable();
public string findFace()
{
facesMap.Clear();
if (string.IsNullOrEmpty(value))
return "";
int len = value.Length;
string str = "";
int offset = 0;
string faceName = "";
for (int i = 0; i < len; i++)
{
// Debug.Log("val==[" + value[i] + "]");
if (value[i] == '\n')
{
offset += 1;
}
else if (value[i] == '\\' && (i + 1 < len) && value[i + 1] == 'n')
{
offset += 2;
}
else if (value[i] == '[' && i + 7 < len && value[i + 7] == ']')
{
offset += 8;
}
else if (value[i] == '[' && i + 2 < len && value[i + 1] == '-' && value[i + 2] == ']')
{
offset += 3;
}
// Debug.Log ("val==[" + value [i] + "]==" + offset);
if (value[i] == '#')
{
faceName = "";
for (int j = i + 1; j < len; j++)
{
if (value[j] == '\n')
{
offset += 1;
}
else if (value[j] == '\\' && (j + 1 < len) && value[j + 1] == 'n')
{
offset += 2;
}
else if (value[i] == '[' && i + 7 < len && value[i + 7] == ']')
{
offset += 8;
}
else if (value[i] == '[' && i + 2 < len && value[i + 1] == '-' && value[i + 2] == ']')
{
offset += 3;
}
// Debug.Log ("val==[" + value [j] + "]==" + offset);
if (value[j] == '#')
{
if (faceAtlas.spriteMap.Contains(wrapFaceName(faceName)))
{
facesMap[str.Length - offset] = faceName;
str += faceStr;
faceName = "";
i = j;
}
else
{
str += ("#" + faceName);
faceName = "";
i = j - 1;
}
break;
}
else
{
faceName += value[j];
if (j == len - 1)
{
i = j;
}
}
}
}
else
{
str += value[i];
}
}
if (!string.IsNullOrEmpty(faceName))
{
str += "#" + faceName;
}
return str;
}
[ContextMenu("Clean")]
public void clean()
{
int count = spList.Count;
for (int i = 0; i < count; i++)
{
pool.retSprite(spList[i]);
// spList [i].transform.parent = null;
// NGUITools.SetActive (spList [i].gameObject, false);
}
spList.Clear();
}
public void OnDestroy()
{
clean();
UISprite[] sps = label.GetComponentsInChildren<UISprite>(true);
int count = sps.Length;
for (int i = 0; i < count; i++)
{
if (sps[i].name == "__Sprite__")
{
sps[i].transform.parent = null;
}
}
}
public void OnDisable()
{
clean();
}
public void OnEnable()
{
onTextChanged(gameObject);
}
//图表对像池
public class SpritePool
{
Queue<UISprite> queue = new Queue<UISprite>();
public void clean()
{
queue.Clear();
}
public UISprite getSprite()
{
if (queue.Count <= 0)
{
return newSprite();
}
else
{
UISprite sp = queue.Dequeue();
try
{
if (sp == null && sp.gameObject == null)
{
return getSprite();
}
else
{
return sp;
}
}
catch (System.Exception e)
{
// Debug.LogError (e);
return getSprite();
}
}
}
public void retSprite(UISprite sp)
{
try
{
queue.Enqueue(sp);
NGUITools.SetActive(sp.gameObject, false);
//sp.gameObject.transform.parent = null;
}
catch (System.Exception e)
{
Debug.LogWarning(e);
}
}
public UISprite newSprite()
{
GameObject go = new GameObject("__Sprite__");
go.transform.parent = null;
UISprite sp = go.AddComponent<UISprite>();
NGUITools.SetActive(go, false);
return sp;
}
}
}