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

unity--实现新手引导功能

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。

 unity--实现新手引导功能unity--实现新手引导功能

 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)

unity--实现新手引导功能unity--实现新手引导功能

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

unity--实现新手引导功能

 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

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;
    // 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

//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;
    // 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);
    }
}
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
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