using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [DisallowMultipleComponent] public class SpriteNumberDisplay : MonoBehaviour { [Header("Sprites")] public Sprite[] digitSprites = new Sprite[10]; public Sprite decimalPointSprite; public Sprite percentSprite; public Sprite plusSprite; public Sprite minusSprite; [Header("Layout")] public Vector2 digitSize = new Vector2(28f, 42f); public Vector2 decimalPointSize = new Vector2(12f, 42f); public Vector2 percentSize = new Vector2(28f, 42f); public float spacing = 2f; public bool centerAlign = true; public bool preserveAspect = true; public Color color = Color.white; [Tooltip("Canvas sorting order used by generated character sprites.")] public int characterSortingOrder = 0; private readonly List glyphImages = new List(); private string currentText = string.Empty; private void OnEnable() { Refresh(); } private void OnValidate() { digitSize.x = Mathf.Max(0f, digitSize.x); digitSize.y = Mathf.Max(0f, digitSize.y); decimalPointSize.x = Mathf.Max(0f, decimalPointSize.x); decimalPointSize.y = Mathf.Max(0f, decimalPointSize.y); percentSize.x = Mathf.Max(0f, percentSize.x); percentSize.y = Mathf.Max(0f, percentSize.y); } public void SetNumber(int value) { SetText(value.ToString()); } public void SetText(string value) { string next = value ?? string.Empty; if (currentText == next && glyphImages.Count > 0) { return; } currentText = next; Refresh(); } public void Clear() { SetText(string.Empty); } private void Refresh() { EnsureImageCount(currentText.Length); float totalWidth = CalculateTotalWidth(currentText); float x = centerAlign ? -totalWidth * 0.5f : 0f; for (int i = 0; i < glyphImages.Count; i++) { Image image = glyphImages[i]; if (image == null) continue; if (i >= currentText.Length) { image.gameObject.SetActive(false); continue; } char c = currentText[i]; Sprite sprite = ResolveSprite(c); Vector2 size = ResolveSize(c); if (sprite == null) { image.gameObject.SetActive(false); continue; } RectTransform rect = image.rectTransform; image.gameObject.SetActive(true); image.sprite = sprite; image.color = color; image.preserveAspect = preserveAspect; ApplyCharacterSortingOrder(image); rect.sizeDelta = size; rect.anchorMin = new Vector2(0.5f, 0.5f); rect.anchorMax = new Vector2(0.5f, 0.5f); rect.pivot = new Vector2(0.5f, 0.5f); rect.anchoredPosition = new Vector2(x + size.x * 0.5f, 0f); x += size.x + spacing; } } private void ApplyCharacterSortingOrder(Image image) { if (image == null) { return; } Canvas canvas = image.GetComponent(); if (canvas == null) { canvas = image.gameObject.AddComponent(); } canvas.overrideSorting = true; canvas.sortingOrder = characterSortingOrder; } private void EnsureImageCount(int count) { while (glyphImages.Count < count) { GameObject glyph = new GameObject("digit_" + glyphImages.Count, typeof(RectTransform), typeof(Canvas), typeof(Image)); RectTransform rect = glyph.transform as RectTransform; rect.SetParent(transform, false); Image image = glyph.GetComponent(); image.raycastTarget = false; glyphImages.Add(image); } } private float CalculateTotalWidth(string text) { if (string.IsNullOrEmpty(text)) { return 0f; } float total = 0f; int visibleCount = 0; for (int i = 0; i < text.Length; i++) { if (ResolveSprite(text[i]) == null) { continue; } total += ResolveSize(text[i]).x; visibleCount++; } if (visibleCount > 1) { total += spacing * (visibleCount - 1); } return total; } private Sprite ResolveSprite(char c) { if (c >= '0' && c <= '9') { int index = c - '0'; return digitSprites != null && index < digitSprites.Length ? digitSprites[index] : null; } if (c == '.') return decimalPointSprite; if (c == '%') return percentSprite; if (c == '+') return plusSprite; if (c == '-') return minusSprite; return null; } private Vector2 ResolveSize(char c) { if (c == '.') return decimalPointSize; if (c == '%') return percentSize; return digitSize; } }