UGUI研究院之新手引导事件上下分离

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新手引导最好和业务逻辑拆开,也就是做新手引导的程序员不能去影响到下面做系统的人。

1.开发一个新手引导编辑器,让策划配出每个引导的点击区域。

2.在Shader中扣一个洞。(圆形或者矩形)用来做显示的点击区域。

3.新手引导的进度需要与服务器进行同步,为了不影响到下面的业务逻辑,在最顶层将UI事件拦截后,渗透点击事件并且与服务器同步进度。渗透事件可以参考我之前的文章,Unity3D研究院之将UI的点击事件渗透下去(九十)
http://www.xuanyusong.com/archives/4241

Drag摇杆的事件,需要把Begin Draging End都要渗透下去。按钮、列表中的Cell元素的点击事件需要特殊注意一下,因为要点击在Cell上,而不是最前面的UI上。

4.新手引导的出现条件,大部分都是打开某个UI并且拥有控制焦点,可能还有 等级/接任务/交任务/进场景 。可以将这些关键点作为事件抛出,在新手引导模块中处理即可。

5.强制引导需要注意,很有可能把玩家卡死。比如引导玩家进副本,请求进副本的消息,和请求新手引导进度的消息是两个不同的,那么就有一定概率出现一个发送成功,另一个发送不成功,如果此时又触发掉线,重进游戏估计就肯定就卡死了。 所以保险起见强制引导最好也可以让玩家跳过。(比如点击空白区域超过5次)

6.最后在分享一个UI的效果,周围是灰色蒙版,然后四周向点击区域聚合的动画。

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;/// <summary>/// 新手引导动画/// </summary>public class Guide : MonoBehaviour {    public Image target;    private Vector4 center;    private Material material;    private float diameter; // 直径    private float current =0f;    Vector3[] corners = new Vector3[4];     void Awake ()     {        Canvas canvas = GameObject.Find ("Canvas").GetComponent<Canvas> ();        target.rectTransform.GetWorldCorners (corners);        diameter = Vector2.Distance (WordToCanvasPos(canvas,corners [0]), WordToCanvasPos(canvas,corners [2])) / 2f;        float x =corners [0].x + ((corners [3].x - corners [0].x) / 2f);        float y =corners [0].y + ((corners [1].y - corners [0].y) / 2f);        Vector3 center = new Vector3 (x, y, 0f);        Vector2 position = Vector2.zero;        RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, center, canvas.GetComponent<Camera>(), out position);        center = new Vector4 (position.x,position.y,0f,0f);        material = GetComponent<Image>().material;        material.SetVector ("_Center", center);        (canvas.transform as RectTransform).GetWorldCorners (corners);        for (int i = 0; i < corners.Length; i++) {            current = Mathf.Max(Vector3.Distance (WordToCanvasPos(canvas,corners [i]), center),current);        }        material.SetFloat ("_Silder", current);    }    float yVelocity = 0f;    void Update () {        float value = Mathf.SmoothDamp(current, diameter, ref yVelocity, 0.3f);        if (!Mathf.Approximately (value, current)) {            current = value;            material.SetFloat ("_Silder", current);        }    }    void OnGUI(){        if(GUILayout.Button("Test")){            Awake ();        }    }    Vector2 WordToCanvasPos(Canvas canvas,Vector3 world){        Vector2 position = Vector2.zero;        RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, world, canvas.GetComponent<Camera>(), out position);        return position;    }}

shader是在UI-Default的基础上改了,原理就是扣一个洞,修改每个点的颜色。 –add–是修改的代码。如果unity版本升级shader变化,把–add–中的代码加上即可。

Shader "UI/Default_Mask"{    Properties    {        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}        _Color ("Tint", Color) = (1,1,1,1)        _StencilComp ("Stencil Comparison", Float) = 8        _Stencil ("Stencil ID", Float) = 0        _StencilOp ("Stencil Operation", Float) = 0        _StencilWriteMask ("Stencil Write Mask", Float) = 255        _StencilReadMask ("Stencil Read Mask", Float) = 255        _ColorMask ("Color Mask", Float) = 15        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0    //-------------------add----------------------      _Center("Center", vector) = (0, 0, 0, 0)      _Silder ("_Silder", Range (0,1000)) = 1000 // sliders    //-------------------add----------------------    }    SubShader    {        Tags        {             "Queue"="Transparent"             "IgnoreProjector"="True"             "RenderType"="Transparent"             "PreviewType"="Plane"            "CanUseSpriteAtlas"="True"        }        Stencil        {            Ref [_Stencil]            Comp [_StencilComp]            Pass [_StencilOp]             ReadMask [_StencilReadMask]            WriteMask [_StencilWriteMask]        }        Cull Off        Lighting Off        ZWrite Off        ZTest [unity_GUIZTestMode]        Blend SrcAlpha OneMinusSrcAlpha        ColorMask [_ColorMask]        Pass        {            Name "Default"        CGPROGRAM            #pragma vertex vert            #pragma fragment frag            #pragma target 2.0            #include "UnityCG.cginc"            #include "UnityUI.cginc"            #pragma multi_compile __ UNITY_UI_ALPHACLIP            struct appdata_t            {                float4 vertex   : POSITION;                float4 color    : COLOR;                float2 texcoord : TEXCOORD0;                UNITY_VERTEX_INPUT_INSTANCE_ID            };            struct v2f            {                float4 vertex   : SV_POSITION;                fixed4 color    : COLOR;                float2 texcoord  : TEXCOORD0;                float4 worldPosition : TEXCOORD1;                UNITY_VERTEX_OUTPUT_STEREO            };            fixed4 _Color;            fixed4 _TextureSampleAdd;            float4 _ClipRect;            //-------------------add----------------------            float _Silder;            float2 _Center;            //-------------------add----------------------            v2f vert(appdata_t IN)            {                v2f OUT;                UNITY_SETUP_INSTANCE_ID(IN);                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);                OUT.worldPosition = IN.vertex;                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);                OUT.texcoord = IN.texcoord;                OUT.color = IN.color * _Color;                return OUT;            }            sampler2D _MainTex;            fixed4 frag(v2f IN) : SV_Target            {                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);                #ifdef UNITY_UI_ALPHACLIP                clip (color.a - 0.001);                #endif                //-------------------add----------------------                color.a*=(distance(IN.worldPosition.xy,_Center.xy) > _Silder);                color.rgb*= color.a;                //-------------------add----------------------                return color;            }        ENDCG        }    }}

如下图所示,脚本挂在bg上,target就是点击区域的Image。

这里写图片描述

Play游戏就能看到动画效果。如下图所示,我们项目是有UI摄像机的,所以canvas和camera需要注意一下,有UI摄像机和没UI摄像机算区域是不同的。

OK ,这个方法我已经在项目中使用, 如果有什么想法或者建议欢迎在下面给我留言。

测试版本unity5.5.2

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