新手引導最好和業務邏輯拆開,也就是做新手引導的程序員不能去影響到下面做系統的人。
1.開發一個新手引導編輯器,讓策劃配出每個引導的點擊區域。
2.在Shader中扣一個洞。(圓形或者矩形)用來做顯示的點擊區域。
3.新手引導的進度需要與服務器進行同步,爲了不影響到下面的業務邏輯,在最頂層將UI事件攔截後,滲透點擊事件並且與服務器同步進度。滲透事件可以參考我之前的文章,Unity3D研究院之將UI的點擊事件滲透下去(九十)
http://www.xuanyusong.com/archives/4241
Drag搖桿的事件,需要把Begin Draging End都要滲透下去。按鈕、列表中的Cell元素的點擊事件需要特殊注意一下,因爲要點擊在Cell上,而不是最前面的UI上。
4.新手引導的出現條件,大部分都是打開某個UI並且擁有控制焦點,可能還有 等級/接任務/交任務/進場景 。可以將這些關鍵點作爲事件拋出,在新手引導模塊中處理即可。
5.強制引導需要注意,很有可能把玩家卡死。比如引導玩家進副本,請求進副本的消息,和請求新手引導進度的消息是兩個不同的,那麼就有一定概率出現一個發送成功,另一個發送不成功,如果此時又觸發掉線,重進遊戲估計就肯定就卡死了。 所以保險起見強制引導最好也可以讓玩家跳過。(比如點擊空白區域超過5次)
6.最後在分享一個UI的效果,周圍是灰色蒙版,然後四周向點擊區域聚合的動畫。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 新手引導動畫
/// </summary>
public class Guide : MonoBehaviour {
public Image target;
private Vector4 center;
private Material material;
private float diameter; // 直徑
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的基礎上改了,原理就是扣一個洞,修改每個點的顏色。 –add–是修改的代碼。如果unity版本升級shader變化,把–add–中的代碼加上即可。
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
}
}
}
如下圖所示,腳本掛在bg上,target就是點擊區域的Image。
Play遊戲就能看到動畫效果。如下圖所示,我們項目是有UI攝像機的,所以canvas和camera需要注意一下,有UI攝像機和沒UI攝像機算區域是不同的。
OK ,這個方法我已經在項目中使用, 如果有什麼想法或者建議歡迎在下面給我留言。
測試版本unity5.5.2
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轉載請註明: 雨鬆MOMO 2017年06月08日 於 雨鬆MOMO程序研究院 發表