Unity 属性雷达图

using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]
public class Radar : MonoBehaviour
{
    [Tooltip("属性边长")]
    public float radius = 45;
    [Range(0, 1), Tooltip("当前属性百分比")]
    public List<float> m_attributes;

    private float m_cell_angle;
    private List<Vector3> m_vertices = new List<Vector3>();
    private int[] m_triangles;

    private MeshRenderer m_render;
    private MeshFilter m_filter;
    private Mesh m_mesh;

    private void Awake()
    {
        m_render = GetComponent<MeshRenderer>();
        m_filter = GetComponent<MeshFilter>();
        m_mesh = new Mesh();
        m_filter.mesh = m_mesh;
        if (m_render.material == null)
        {
            Debug.LogWarning("请添加Material");
        }
    }

    void Start()
    {
        if (m_attributes.Count != 0)
        {
            m_cell_angle = 360 / m_attributes.Count;
            InitMeshData();
        }
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Refresh();
        }
    }

    void InitMeshData()
    {
        #region 设置顶点
        m_vertices.Clear();
        m_vertices.Add(new Vector3(0, 0, 1));
        m_vertices.Add(new Vector3(radius, 0, 1));

        for (int i = 0; i < m_attributes.Count; i++)
        {
            float angle = Mathf.Deg2Rad * m_cell_angle * (i + 1);
            Vector3 point = new Vector3(radius * Mathf.Cos(angle), radius * Mathf.Sin(angle), 1);
            m_vertices.Add(point);
        }
        #endregion

        #region 设置三角形
        m_triangles = new int[m_attributes.Count * 3];

        int index = 0;
        int value = 0;
        for (int i = 0; i < m_triangles.Length; i++)
        {
            if (i % 3 == 0)
            {
                m_triangles[i] = 0;
                value = index;
                index++;
            }
            else
            {
                value++;
                if (value == m_attributes.Count + 1)
                    value = 1;
                m_triangles[i] = value;
            }
        }
        #endregion
    }

    void Refresh()
    {
        Vector3[] vertices = m_vertices.ToArray();

        for (int i = 2; i < m_vertices.Count; i++)
        {
            vertices[i] = m_vertices[i] * m_attributes[i - 2];
        }

        m_mesh.vertices = vertices;
        m_mesh.triangles = m_triangles;
        m_mesh.RecalculateNormals();
    }
}
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转载:https://blog.csdn.net/zjw1349547081/article/details/53667690

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转载自www.cnblogs.com/Joke-crazy/p/10060104.html