zoukankan      html  css  js  c++  java
  • unity--实现新手引导功能

    一:矩形镂空功能

    1、新建一个场景,创建两个按钮,一个Image

    2、导入shader,创建两个材质,将两个shader拖到两个材质上。将材质拖动到Image组件的Material上。

     

     3、创建脚本RectGuide,创建一个方法Guide(参数:Canvas(为了将世界转换屏幕坐标提供需要的Camera,target(要镂空的组件)),测试一下

    • GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
    • WorldToScreenPoint参数:camera(通过canvas传入),vector3(世界坐标)

    using Sytem.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : MonoBehaviour
    {
        private Material material;  // 材质
        private Vector3 center;     // 镂空区域的中心
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
    
        private RectTransform target;// 要显示的目标,通过目标计算镂空区域的中心,宽高
        public Vector3[] targetCorners = new Vector3[4];//存储要镂空组件的四个角的数组
      
        // 引导
        public void Guide(Canvas canvas, RectTransform target)
        {
            this.target = target;  // 将传进来的目标组件赋值给target
    
            // 获取中心点
            // GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
            target.GetWorldCorners(targetCorners);
            // 讲四个角的世界坐标转为屏幕坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                // WorldToScreenPoint参数:camera(通过canvas传入),vector3(世界坐标)
                targetCorners[i]=RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, targetCorners[i]);
            }
        }
    
        private void Update()
        {
            Guide(GameObject.Find("Canvas").GetComponent<Canvas>(),GameObject.Find("Button").GetComponent<RectTransform>());
        }
    }

     问题:shader的坐标的原点是中心,而转换的屏幕坐标的原点是左下角,所以需要转化

    4、RectTransformUtility.ScreenPointToLocalPointInRectangle:屏幕坐标转换为局部坐标

      参数:

    •     RectTransform rect ------转换为谁的局部坐标
    •     Vector2 screenPoint  ------要转换的屏幕坐标
    •     Camera cam,             ------相机
    •     out Vector2 localPoint ---- 输出的局部坐标
    // 讲四个角的世界坐标转为屏幕坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                // WorldToScreenPoint参数:camera(通过canvas传入),vector3(世界坐标)
                targetCorners[i]=RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, targetCorners[i]);
    
                // 屏幕坐标转换为局部坐标
                //out的是vector2类型,事先声明
                Vector2 localPoint;
                RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.GetComponent<RectTransform>(),
                                                    targetCorners[i], canvas.worldCamera, out localPoint);
                targetCorners[i] = localPoint;
            }

    5、将上述代码封装成一个方法,完整的为:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : MonoBehaviour
    {
        private Material material;  // 材质
        private Vector3 center;     // 镂空区域的中心
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
    
        private RectTransform target;// 要显示的目标,通过目标计算镂空区域的中心,宽高
        public Vector3[] targetCorners = new Vector3[4];//存储要镂空组件的四个角的数组
      
        // 引导
        public void Guide(Canvas canvas, RectTransform target)
        {
            this.target = target;  // 将传进来的目标组件赋值给target
    
            // 获取中心点
            // GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
            target.GetWorldCorners(targetCorners);
    
            // 讲四个角的世界坐标转为局部坐标坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                targetCorners[i] = WorldToScreenPoint(canvas, targetCorners[i]);
            }
        }
    
        //private void Update()
        //{
        //    Guide(GameObject.Find("Canvas").GetComponent<Canvas>(),GameObject.Find("Button").GetComponent<RectTransform>());
        //}
    
        public Vector2 WorldToScreenPoint(Canvas canvas,Vector3 world)
        {
            //把世界坐标转化为屏幕坐标
            Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, world);
    
            // 屏幕坐标转换为局部坐标
            //out的是vector2类型,事先声明
            Vector2 localPoint;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.GetComponent<RectTransform>(),
                                                screenPoint, canvas.worldCamera, out localPoint);
            return localPoint;
        }
    }

    6、由获取到的镂空矩形四个角的局部坐标,计算镂空区域的中心点,赋值给material材质,在赋值之前,要对声明的材质变量,赋值

      给材质赋值的时候要用它实际的名字_Center,而不是显示的名字Center

      private void Start()
        {
            // 获取材质
            material = transform.GetComponent<Image>().material;
            //如果没有获取到材质,就抛出异常
            if(material == null)
            {
                throw new System.Exception("为获取到材质");
            }
        }
    //计算中心点
            center.x = targetCorners[0].x + (targetCorners[3].x - targetCorners[0].x) / 2;
            center.y = targetCorners[0].y + (targetCorners[1].y - targetCorners[0].y) / 2;
            //设置材质的中心点
            material.SetVector("_Center", center);

    完整代码:改动组件的值,镂空区域的中心点能够跟随移动

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : MonoBehaviour
    {
        private Material material;  // 材质
        private Vector3 center;     // 镂空区域的中心
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
    
        private RectTransform target;// 要显示的目标,通过目标计算镂空区域的中心,宽高
        public Vector3[] targetCorners = new Vector3[4];//存储要镂空组件的四个角的数组
    
        private void Start()
        {
            // 获取材质
            material = transform.GetComponent<Image>().material;
            //如果没有获取到材质,就抛出异常
            if(material == null)
            {
                throw new System.Exception("为获取到材质");
            }
        }
        // 引导
        public void Guide(Canvas canvas, RectTransform target)
        {
            this.target = target;  // 将传进来的目标组件赋值给target
    
            // 获取中心点
            // GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
            target.GetWorldCorners(targetCorners);
    
            // 讲四个角的世界坐标转为局部坐标坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                targetCorners[i] = WorldToScreenPoint(canvas, targetCorners[i]);
            }
    
            //计算中心点
            center.x = targetCorners[0].x + (targetCorners[3].x - targetCorners[0].x) / 2;
            center.y = targetCorners[0].y + (targetCorners[1].y - targetCorners[0].y) / 2;
            //设置材质的中心点
            material.SetVector("_Center", center);
    
        }
    
        public Vector2 WorldToScreenPoint(Canvas canvas,Vector3 world)
        {
            //把世界坐标转化为屏幕坐标
            Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, world);
    
            // 屏幕坐标转换为局部坐标
            //out的是vector2类型,事先声明
            Vector2 localPoint;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.GetComponent<RectTransform>(),
                                                screenPoint, canvas.worldCamera, out localPoint);
            return localPoint;
        }
    
        private void Update()
        {
            Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button").GetComponent<RectTransform>());
        }
    }

     7、计算镂空区域的宽和高

    // 计算宽高
            width = targetCorners[3].x - targetCorners[0].x;
            height = targetCorners[1].y - targetCorners[0].y;
            //设置材质的宽高
            material.SetFloat("_SliderX", width);
            material.SetFloat("_SliderY", height);

    这个后运行,宽高会比实际的大,所以将获得的宽高/2

    // 计算宽高
            width = (targetCorners[3].x - targetCorners[0].x)/2;
            height = (targetCorners[1].y - targetCorners[0].y)/2;
            //设置材质的宽高
            material.SetFloat("_SliderX", width);
            material.SetFloat("_SliderY", height);

    到此完成的效果就是,镂空区域能够能随button组件移动,宽高、中心都会跟随button组件,但是还不能点击,并且也不能有动画

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : MonoBehaviour
    {
        private Material material;  // 材质
        private Vector3 center;     // 镂空区域的中心
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
    
        private RectTransform target;// 要显示的目标,通过目标计算镂空区域的中心,宽高
        private Vector3[] targetCorners = new Vector3[4];//存储要镂空组件的四个角的数组
    
        private void Start()
        {
            // 获取材质
            material = transform.GetComponent<Image>().material;
            //如果没有获取到材质,就抛出异常
            if (material == null)
            {
                throw new System.Exception("为获取到材质");
            }
        }
        // 引导
        public void Guide(Canvas canvas, RectTransform target)
        {
            this.target = target;  // 将传进来的目标组件赋值给target
    
            // 获取中心点
            // GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
            target.GetWorldCorners(targetCorners);
    
            // 讲四个角的世界坐标转为局部坐标坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                targetCorners[i] = WorldToScreenPoint(canvas, targetCorners[i]);
            }
    
            //计算中心点
            center.x = targetCorners[0].x + (targetCorners[3].x - targetCorners[0].x) / 2;
            center.y = targetCorners[0].y + (targetCorners[1].y - targetCorners[0].y) / 2;
            //设置材质的中心点
            material.SetVector("_Center", center);
            
            // 计算宽高
            width = (targetCorners[3].x - targetCorners[0].x)/2;
            height = (targetCorners[1].y - targetCorners[0].y)/2;
            //设置材质的宽高
            material.SetFloat("_SliderX", width);
            material.SetFloat("_SliderY", height);
    
        }
    
        public Vector2 WorldToScreenPoint(Canvas canvas, Vector3 world)
        {
            //把世界坐标转化为屏幕坐标
            Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, world);
    
            // 屏幕坐标转换为局部坐标
            //out的是vector2类型,事先声明
            Vector2 localPoint;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.GetComponent<RectTransform>(),
                                                screenPoint, canvas.worldCamera, out localPoint);
            return localPoint;
        }
    
        private void Update()
        {
            Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button").GetComponent<RectTransform>());
        }
    }

    二、圆形镂空

    圆形和矩形大部分代码都是一样的,就是矩形要计算宽高,而圆形要计算半径,所以可以创建一个基类GuideBase。

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class GuideBase : MonoBehaviour
    {
        // 将私有的变量,变成protect,这样才可以继承
        protected Material material;  // 材质
        protected Vector3 center;     // 镂空区域的中心
    
    
        protected RectTransform target;// 要显示的目标,通过目标计算镂空区域的中心,宽高
        protected Vector3[] targetCorners = new Vector3[4];//存储要镂空组件的四个角的数组
    
        protected virtual void Start()
        {
            // 获取材质
            material = transform.GetComponent<Image>().material;
            //如果没有获取到材质,就抛出异常
            if (material == null)
            {
                throw new System.Exception("为获取到材质");
            }
        }
        // 引导
        public virtual void Guide(Canvas canvas, RectTransform target)
        {
            this.target = target;  // 将传进来的目标组件赋值给target
    
            // 获取中心点
            // GetWorldCorners:在世界空间中得到计算的矩形的角。参数角的数组
            target.GetWorldCorners(targetCorners);
    
            // 讲四个角的世界坐标转为局部坐标坐标
            for (int i = 0; i < targetCorners.Length; i++)
            {
                targetCorners[i] = WorldToScreenPoint(canvas, targetCorners[i]);
            }
    
            //计算中心点
            center.x = targetCorners[0].x + (targetCorners[3].x - targetCorners[0].x) / 2;
            center.y = targetCorners[0].y + (targetCorners[1].y - targetCorners[0].y) / 2;
            //设置材质的中心点
            material.SetVector("_Center", center);
    
        }
    
        // 功能性的方法,不需要重写,所以不需要创建成虚方法
        public Vector2 WorldToScreenPoint(Canvas canvas, Vector3 world)
        {
            //把世界坐标转化为屏幕坐标
            Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, world);
    
            // 屏幕坐标转换为局部坐标
            //out的是vector2类型,事先声明
            Vector2 localPoint;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.GetComponent<RectTransform>(),
                                                screenPoint, canvas.worldCamera, out localPoint);
            return localPoint;
        }
      
    }

    继承GuideBase后的RectGuide脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : GuideBase
    {
        
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
    
    
        // 引导
        public override void Guide(Canvas canvas, RectTransform target)
        {
            //调用下base,中的方法
            base.Guide(canvas,target);
            // 中心点的计算在base.Guide(canvas,target)有了,
            // 计算宽高
            width = (targetCorners[3].x - targetCorners[0].x)/2;
            height = (targetCorners[1].y - targetCorners[0].y)/2;
            //设置材质的宽高
            material.SetFloat("_SliderX", width);
            material.SetFloat("_SliderY", height);
    
        }
    
        private void Update()
        {
            Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button").GetComponent<RectTransform>());
        }
    }

    继承GuideBase后的CircleGuide脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class CircleGuide : GuideBase
    {
        private float r; // 镂空区域圆形的半径
        public override void Guide(Canvas canvas, RectTransform target)
        {
            base.Guide(canvas, target);
            float width = (targetCorners[3].x - targetCorners[0].x) / 2;
            float height = (targetCorners[1].y - targetCorners[0].y) / 2;
            //计算半径,宽/2的平方 + 高/2的平方,之后开方
            r = Mathf.Sqrt(width * width + height * height);
            // 赋值给材质
            material.SetFloat("_Slider", r);
        }
    
        // Update is called once per frame
        void Update()
        {
            Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button").GetComponent<RectTransform>());
        }
    }

    将image的材质换成CircleMateri,将CircleGuide脚本挂载到Image上,运行。

     三、新手引导的方法封装

    1、在GuideBase中加上[RequireComponent(typeof(Image))],保证有image组件,而且移除不了。

       材质的初始化,不在start中了。在Guide方法中(这点也没搞懂

     2、创建GuideController脚本

    • 创建枚举,里面可以选择引导的类型(Rect或者Circle)
    • 需要保证有CircleGuide、RectGuide组件(自己创建的矩形镂空和圆形镂空,在这里里面可以将update测试代码注释了
    • 创建变量包括(矩形引导脚本组件、圆形引导组件、矩形材质、圆形材质(根据情况,自己选择需要的材质,就不用自己手动拖到Image组件的Material上了),Image组件
    • 初始化,获得(引导页面)的圆形、矩形组件、image组件
    • 创建方法Guide(参数:canvas镂空组件引导类型),在这里用switch
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    // 枚举,引导的类型
    public enum GuideType
    {
        Rect,
        Circle
    }
    //组件:需要的组件将会自动被添加到game object(游戏物体)。上
    [RequireComponent(typeof(CircleGuide))]
    [RequireComponent(typeof(RectGuide))]
    public class GuideController : MonoBehaviour
    {
        //
        private CircleGuide circleGuide;
        private RectGuide rectGuide;
        //材质不一样,所以创建两个材质
        [SerializeField]
        private Material rectMat;
        [SerializeField]
        private Material circleMat;
    
        //需要image,
        private Image mask;
        //
        private void Awake()
        {
            
            mask = transform.GetComponent<Image>();
            if (rectMat==null || circleMat==null)
            {
                throw new System.Exception("材质未赋值");
            }
            circleGuide = transform.GetComponent<CircleGuide>();
            rectGuide = transform.GetComponent<RectGuide>();
        }
    
        public void Guide(Canvas canvas,RectTransform target,GuideType guideType)
        {
            // TODO
            switch (guideType)
            {
                case GuideType.Rect:
                    mask.material = rectMat;
                    rectGuide.Guide(canvas, target);
                    break;
                case GuideType.Circle:
                    mask.material = circleMat;
                    circleGuide.Guide(canvas, target);
                    break;
                
            }
    
        }
    }

    3、创建GuidePanel脚本

      获取canvas、GuideController guideController、调用guideController中的Guide方法,传入参数,2秒后切换button_cir组件镂空

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class GuidePanel : MonoBehaviour
    {
        GuideController guideController;
        Canvas canvas;
    
        private void Awake()
        {
            canvas = GetComponentInParent<Canvas>();
        }
        // Start is called before the first frame update
        void Start()
        {
            guideController = GetComponent<GuideController>();
            guideController.Guide(canvas, GameObject.Find("Button").GetComponent<RectTransform>(),GuideType.Rect);
            Invoke("test", 2);
        }
    
        void test()
        {
            guideController.Guide(canvas, GameObject.Find("Button_cir").GetComponent<RectTransform>(), GuideType.Circle);
        }
    
        // Update is called once per frame
        void Update()
        {
            
        }
    }

    4、创建页面,将GuideController脚本、GuidePanel脚本挂上,记得更改image组件的大小、颜色、透明度

    四、事件渗透

    问题:现在虽然镂空,但是按钮不能点击

    1、给需要能点击的UI控件上绑定,实现一个接口ICanvasRaycastFilter

    在方法IsRaycastLocationValid中判断当前点击的位置是否符合响应事件的条件,return true事件不能渗透,false能渗透

    应用场景:

    1.引导挖洞

    2.ui事件触发,并且不影响下面的其他控件的事件响应

     2、RectTransformUtility.RectangleContainsScreenPoint(target, sp);矩形区域包不包含鼠标点击的点

    3、在GuideController脚本中改

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    // 枚举,引导的类型
    public enum GuideType
    {
        Rect,
        Circle
    }
    //组件:需要的组件将会自动被添加到game object(游戏物体)。上
    [RequireComponent(typeof(CircleGuide))]
    [RequireComponent(typeof(RectGuide))]
    public class GuideController : MonoBehaviour,ICanvasRaycastFilter
    {
        //
        private CircleGuide circleGuide;
        private RectGuide rectGuide;
        //材质不一样,所以创建两个材质
        [SerializeField]
        private Material rectMat;
        [SerializeField]
        private Material circleMat;
    
        //需要image,
        private Image mask;
    
        private RectTransform target;
        //
        private void Awake()
        {
    
            mask = transform.GetComponent<Image>();
            if (rectMat==null || circleMat==null)
            {
                throw new System.Exception("材质未赋值");
            }
            circleGuide = transform.GetComponent<CircleGuide>();
            rectGuide = transform.GetComponent<RectGuide>();
        }
    
        public void Guide(Canvas canvas,RectTransform target,GuideType guideType)
        {
            //引导的时候,将传入的target赋值
            this.target = target;
            // TODO
            switch (guideType)
            {
                case GuideType.Rect:
                    mask.material = rectMat;
                    rectGuide.Guide(canvas, target);
                    break;
                case GuideType.Circle:
                    mask.material = circleMat;
                    circleGuide.Guide(canvas, target);
                    break;
                
            }
    
        }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="sp">鼠标点的点(屏幕坐标),看看在不在镂空区域,在就把事件渗透,不在拦截</param>
        /// <param name="eventCamera"></param>
        /// <returns></returns>
        public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
        {
            if (target==null) { return true; }//点击不了
            // 看看鼠标点击在不在镂空区域
            return !RectTransformUtility.RectangleContainsScreenPoint(target, sp);
        }
    }

    五、完善优化

    1、加动画,需要在GuideBase中写个Guide重载函数,矩形更改宽高,圆形更改半径,都不用在基类中写

    //写个重载函数
        public virtual void Guide(Canvas canvas, RectTransform target,float scale,float time)
        {
    
        }

    2、找到子类,重写,在里面不用调用基类的方法,以圆形为例

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class CircleGuide : GuideBase
    {
        private float r; // 镂空区域圆形的半径
    
        private float scaleR; //变化之前的半径大小
    
        private float timer; //计时器
        private float time; // 时间
        private bool isScaling; // 是否正在变化
        //重写引导,没有动画
        public override void Guide(Canvas canvas, RectTransform target)
        {
            base.Guide(canvas, target);
            float width = (targetCorners[3].x - targetCorners[0].x) / 2;
            float height = (targetCorners[1].y - targetCorners[0].y) / 2;
            //计算半径,宽/2的平方 + 高/2的平方,之后开方
            r = Mathf.Sqrt(width * width + height * height);
            // 赋值给材质
            material.SetFloat("_Slider", r);
        }
    
        //重写引导,有动画
        public override void Guide(Canvas canvas, RectTransform target, float scale, float time)
        {
            //base.Guide(canvas, target, scale, time);不用调用因为是空的
            this.Guide(canvas,target);
            scaleR = r * scale;
            this.material.SetFloat("_Slider", scaleR);
            this.time = time;
            isScaling = true;
            timer = 0;
    
        }
    
        private void Update()
        {
            if (isScaling)
            {
                // 每秒变化1/time,时间越短变化的就得越快
                //deltaTime时间增量,保证不同帧率移动的是一样的
                timer += Time.deltaTime * 1 / time;
                this.material.SetFloat("_Slider", Mathf.Lerp(scaleR, r, timer)); 
                if(timer >= 1)
                {
                    timer = 0;
                    isScaling = false;
                }
            }
        }
        // Update is called once per frame
        //void Update()
        //{
        //    Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button_cir").GetComponent<RectTransform>());
        //}
    }

    3、GuideController脚本中,创建重载函数

     public void Guide(Canvas canvas, RectTransform target, GuideType guideType, float scale, float time)
        {
            //引导的时候,将传入的target赋值
            this.target = target;
            // TODO
            switch (guideType)
            {
                case GuideType.Rect:
                    mask.material = rectMat;
                    rectGuide.Guide(canvas, target, scale, time);
                    break;
                case GuideType.Circle:
                    mask.material = circleMat;
                    circleGuide.Guide(canvas, target, scale, time);
                    break;
    
            }
    
        }

    4、在GuidePanel,test中调用

     void test()
        {
            //guideController.Guide(canvas, GameObject.Find("Button_cir").GetComponent<RectTransform>(), GuideType.Circle);
            guideController.Guide(canvas, GameObject.Find("Button_cir").GetComponent<RectTransform>(), GuideType.Circle,2,0.5f);
        }

    5、矩形类似,可以用继承,但是我没有用,晕,直接按照circle格式写的,类似,到此RectGuide全部代码

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class RectGuide : GuideBase
    {
        
        private float width;        // 镂空区域的宽
        private float height;       // 镂空区域的高
        private float scaleW; //变化之前的宽
        private float scaleH; //变化之前的高
    
        private float timer; //计时器
        private float time; // 时间
        private bool isScaling; // 是否正在变化
    
        // 引导
        public override void Guide(Canvas canvas, RectTransform target)
        {
            //调用下base,中的方法
            base.Guide(canvas,target);
            // 中心点的计算在base.Guide(canvas,target)有了,
            // 计算宽高
            width = (targetCorners[3].x - targetCorners[0].x)/2;
            height = (targetCorners[1].y - targetCorners[0].y)/2;
            //设置材质的宽高
            material.SetFloat("_SliderX", width);
            material.SetFloat("_SliderY", height);
    
        }
        //重写引导,有动画
        public override void Guide(Canvas canvas, RectTransform target, float scale, float time)
        {
            //base.Guide(canvas, target, scale, time);不用调用因为是空的
            this.Guide(canvas, target);
            scaleW = width * scale;
            scaleH = height * scale;
            this.material.SetFloat("_SliderX", scaleW);
            this.material.SetFloat("_SliderY", scaleH);
            this.time = time;
            isScaling = true;
            timer = 0;
    
        }
        private void Update()
        {
            if (isScaling)
            {
                // 每秒变化1/time,时间越短变化的就得越快
                //deltaTime时间增量,保证不同帧率移动的是一样的
                timer += Time.deltaTime * 1 / time;
                this.material.SetFloat("_SliderX", Mathf.Lerp(scaleW, width, timer));
                this.material.SetFloat("_SliderY", Mathf.Lerp(scaleH, height, timer));
                if (timer >= 1)
                {
                    timer = 0;
                    isScaling = false;
                }
            }
        }
        //private void Update()
        //{
        //    Guide(GameObject.Find("Canvas").GetComponent<Canvas>(), GameObject.Find("Button").GetComponent<RectTransform>());
        //}
    }
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    // 枚举,引导的类型
    public enum GuideType
    {
        Rect,
        Circle
    }
    //组件:需要的组件将会自动被添加到game object(游戏物体)。上
    [RequireComponent(typeof(CircleGuide))]
    [RequireComponent(typeof(RectGuide))]
    public class GuideController : MonoBehaviour,ICanvasRaycastFilter
    {
        //
        private CircleGuide circleGuide;
        private RectGuide rectGuide;
        //材质不一样,所以创建两个材质
        [SerializeField]
        private Material rectMat;
        [SerializeField]
        private Material circleMat;
    
        //需要image,
        private Image mask;
    
        private RectTransform target;
        //
        private void Awake()
        {
    
            mask = transform.GetComponent<Image>();
            if (rectMat==null || circleMat==null)
            {
                throw new System.Exception("材质未赋值");
            }
            circleGuide = transform.GetComponent<CircleGuide>();
            rectGuide = transform.GetComponent<RectGuide>();
        }
    
        public void Guide(Canvas canvas, RectTransform target, GuideType guideType)
        {
            //引导的时候,将传入的target赋值
            this.target = target;
            // TODO
            switch (guideType)
            {
                case GuideType.Rect:
                    mask.material = rectMat;
                    rectGuide.Guide(canvas, target);
                    break;
                case GuideType.Circle:
                    mask.material = circleMat;
                    circleGuide.Guide(canvas, target);
                    break;
    
            }
        }
        public void Guide(Canvas canvas, RectTransform target, GuideType guideType, float scale, float time)
        {
            //引导的时候,将传入的target赋值
            this.target = target;
            // TODO
            switch (guideType)
            {
                case GuideType.Rect:
                    mask.material = rectMat;
                    rectGuide.Guide(canvas, target, scale, time);
                    break;
                case GuideType.Circle:
                    mask.material = circleMat;
                    circleGuide.Guide(canvas, target, scale, time);
                    break;
    
            }
    
        }
    
    
    
        /// <summary>
        /// 
        /// </summary>
        /// <param name="sp">鼠标点的点(屏幕坐标),看看在不在镂空区域,在就把事件渗透,不在拦截</param>
        /// <param name="eventCamera"></param>
        /// <returns></returns>
        public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
        {
            if (target==null) { return true; }//点击不了
            // 看看鼠标点击在不在镂空区域
            return !RectTransformUtility.RectangleContainsScreenPoint(target, sp);
        }
    }
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class GuidePanel : MonoBehaviour
    {
        GuideController guideController;
        Canvas canvas;
    
        private void Awake()
        {
            canvas = GetComponentInParent<Canvas>();
        }
        // Start is called before the first frame update
        void Start()
        {
            guideController = GetComponent<GuideController>();
            //guideController.Guide(canvas, GameObject.Find("Button").GetComponent<RectTransform>(),GuideType.Rect);
            guideController.Guide(canvas, GameObject.Find("Button").GetComponent<RectTransform>(),GuideType.Rect,3,1.5f);
            Invoke("test", 2);
        }
    
        void test()
        {
            //guideController.Guide(canvas, GameObject.Find("Button_cir").GetComponent<RectTransform>(), GuideType.Circle);
            guideController.Guide(canvas, GameObject.Find("Button_cir").GetComponent<RectTransform>(), GuideType.Circle,3,1.0f);
        }
    
        // Update is called once per frame
        void Update()
        {
            
        }
    }

    链接:https://pan.baidu.com/s/1BzGGotE8imnp1nYo9T4pAQ
    提取码:uvf1
    复制这段内容后打开百度网盘手机App,操作更方便哦

  • 相关阅读:
    Delphi 农历算法
    Installing Custom Maps for L4D
    双网卡,上网走外网网卡,内网走内网网卡设置
    L4D的指令合集
    两个RGB的颜色半透明混色算法
    中国省级行政区划变动情况
    Win7编程:在按钮中加入管理员权限运行
    教你快速识别手机质量的好坏
    如何利用预编译指令来判断Delphi 的版本?
    在.NET中读写INI文件 ——兼谈正则表达式的应用
  • 原文地址:https://www.cnblogs.com/jiangzijiang/p/14512896.html
Copyright © 2011-2022 走看看