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:
代码语言:javascript复制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
代码语言:javascript复制 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");
}
}
代码语言:javascript复制//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
代码语言:javascript复制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
代码语言:javascript复制// 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
代码语言:javascript复制// 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
代码语言:javascript复制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。
代码语言:javascript复制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
代码语言:javascript复制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
代码语言:javascript复制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;
// 在
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
代码语言:javascript复制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
代码语言:javascript复制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;
// 在
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
代码语言:javascript复制//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
代码语言:javascript复制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
代码语言:javascript复制 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
代码语言:javascript复制 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
代码语言:javascript复制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>());
//}
}
代码语言:javascript复制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;
// 在
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);
}
}
代码语言:javascript复制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()
{
}
}
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