using SLSFramework.General; using UnityEngine; using UnityEngine.UI; using UnityEngine.UI.Extensions; namespace Continentis.MainGame.UI { public class PointerArrow : MonoBehaviour { [Tooltip("箭头起点的Transform(例如:正在拖拽的卡牌)")] public RectTransform startPoint; [Tooltip("箭头线条")] public UILineRenderer arrowBody; [Tooltip("箭头头部的RectTransform")] public Image endPoint; [Header("曲线设置")] [Tooltip("曲线的弯曲程度,数值越大越弯曲")] public float curveOffset = 150f; [Tooltip("曲线的平滑度,点越多越平滑,性能开销也越大")] [Range(20, 100)] public int lineSegments = 50; public void SetArrow(Vector3 start, Vector3 end) { startPoint.position = start; Camera uiCamera = CombatUIManager.Instance.uiCamera; Camera worldCamera = CombatUIManager.Instance.combatCamera; RectTransform pageTransform = CombatUIManager.Instance.arrowsPage.rectTransform; Vector2 uiStart = SpaceConverter.WorldPointToUILocalPoint(pageTransform, start, uiCamera, worldCamera); Vector2 uiEnd = SpaceConverter.WorldPointToUILocalPoint(pageTransform, end, uiCamera, worldCamera); bool isEndOnLeftSide = uiEnd.x < uiStart.x; // 控制点在起点和终点的中点,并根据朝向进行偏移,使曲线更自然 Vector2 midPoint = (uiStart + uiEnd) / 2f; Vector2 direction = (uiEnd - uiStart).normalized; Vector2 perpendicular = new Vector2(-direction.y, direction.x); // 计算垂直向量 Vector2 controlPoint = midPoint + perpendicular * (isEndOnLeftSide ? -curveOffset : curveOffset); // 2. 计算贝塞尔曲线上所有的点 Vector2[] points = new Vector2[lineSegments]; for (int i = 0; i < lineSegments; i++) { float t = (float)i / (lineSegments - 1); // 二次贝塞尔曲线公式: B(t) = (1-t)² * P₀ + 2(1-t)t * P₁ + t² * P₂ points[i] = Mathf.Pow(1 - t, 2) * uiStart + 2 * (1 - t) * t * controlPoint + Mathf.Pow(t, 2) * uiEnd; } arrowBody.Points = points; arrowBody.SetAllDirty(); // 通知UI系统重绘 endPoint.rectTransform.localPosition = uiEnd; Vector2 headDirection = (uiEnd - points[lineSegments - 2]).normalized; float angle = Vector2.SignedAngle(Vector2.up, headDirection); endPoint.rectTransform.localRotation = Quaternion.Euler(0, 0, angle); } public void SetColor(Color color) { endPoint.color = color; arrowBody.color = color; } } }