根据Shader动态生成遮罩
圆形遮罩镂空处理脚本:
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// <summary> /// 圆形遮罩镂空 /// </summary> public class CircleGuidance : MonoBehaviour { public static CircleGuidance instance; /// <summary> /// 高亮显示目标 /// </summary> public Image target; /// <summary> /// 区域范围缓存 /// </summary> private Vector3[] corners = new Vector3[4]; /// <summary> /// 镂空区域中心 /// </summary> private Vector4 center; /// <summary> /// 镂空区域半径 /// </summary> private float radius; /// <summary> /// 遮罩材质 /// </summary> private Material material; /// <summary> /// 当前高亮区域半径 /// </summary> private float currentRadius; /// <summary> /// 高亮区域缩放的动画时间 /// </summary> private float shrinkTime = 0.5f; /// <summary> /// 事件渗透组件 /// </summary> private GuidanceEventPenetrate eventPenetrate; private void Awake() { instance = this; } public void Init(Image target) { this.target = target; eventPenetrate = GetComponent<GuidanceEventPenetrate>(); if (eventPenetrate != null) { eventPenetrate.SetTargetImage(target); } Canvas canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); //获取高亮区域的四个顶点的世界坐标 target.rectTransform.GetWorldCorners(corners); //计算最终高亮显示区域的半径 radius = Vector2.Distance(WorldToCanvasPos(canvas, corners[0]), WorldToCanvasPos(canvas, corners[2])) / 2; //计算高亮显示区域的中心 float x = corners[0].x + ((corners[3].x - corners[0].x) / 2); float y = corners[0].y + ((corners[1].y - corners[0].y) / 2); Vector3 centerWorld = new Vector3(x, y, 0); Vector2 center = WorldToCanvasPos(canvas, centerWorld); //设置遮罩材质中的中心变量 Vector4 centerMat = new Vector4(center.x, center.y, 0, 0); material = GetComponent<Image>().material; material.SetVector("_Center", centerMat); //计算当前高亮显示区域的半径 RectTransform canRectTransform = canvas.transform as RectTransform; if (canRectTransform != null) { //获取画布区域的四个顶点 canRectTransform.GetWorldCorners(corners); //将画布顶点距离高亮区域中心最近的距离昨晚当前高亮区域半径的初始值 foreach (var corner in corners) { currentRadius = Mathf.Max(Vector3.Distance(WorldToCanvasPos(canvas, corner), corner), currentRadius); } } material.SetFloat("_Slider", currentRadius); } /// <summary> /// 收缩速度 /// </summary> private float shrinkVelocity = 0f; private void Update() { //从当前半径到目标半径差值显示收缩动画 float value = Mathf.SmoothDamp(currentRadius, radius, ref shrinkVelocity, shrinkTime); if (!Mathf.Approximately(value, currentRadius)) { currentRadius = value; material.SetFloat("_Slider", currentRadius); } } /// <summary> /// 世界坐标转换为画布坐标 /// </summary> /// <param name="canvas">画布</param> /// <param name="world">世界坐标</param> /// <returns></returns> private Vector2 WorldToCanvasPos(Canvas canvas, Vector3 world) { Vector2 position; RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, world, canvas.GetComponent<Camera>(), out position); return position; } }
矩形遮罩镂空处理脚本:
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// <summary> /// 矩形遮罩镂空 /// </summary> public class RectGuidance : MonoBehaviour { public static RectGuidance instance; /// <summary> /// 高亮显示目标 /// </summary> public Image target; /// <summary> /// 区域范围缓存 /// </summary> private Vector3[] corners = new Vector3[4]; /// <summary> /// 镂空区域中心 /// </summary> private Vector4 center; /// <summary> /// 最终的偏移x /// </summary> private float targetOffsetX = 0; /// <summary> /// 最终的偏移y /// </summary> private float targetOffsetY = 0; /// <summary> /// 遮罩材质 /// </summary> private Material material; /// <summary> /// 当前的偏移x /// </summary> private float currentOffsetX = 0f; /// <summary> /// 当前的偏移y /// </summary> private float currentOffsetY = 0f; /// <summary> /// 高亮区域缩放的动画时间 /// </summary> private float shrinkTime = 0.5f; /// <summary> /// 事件渗透组件 /// </summary> private GuidanceEventPenetrate eventPenetrate; private void Awake() { instance = this; } public void Init(Image target) { this.target = target; eventPenetrate = GetComponent<GuidanceEventPenetrate>(); if (eventPenetrate != null) { eventPenetrate.SetTargetImage(target); } Canvas canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); //获取高亮区域的四个顶点的世界坐标 target.rectTransform.GetWorldCorners(corners); //计算高亮显示区域在画布中的范围 targetOffsetX = Vector2.Distance(WorldToCanvasPos(canvas, corners[0]), WorldToCanvasPos(canvas, corners[3])) / 2f; targetOffsetY = Vector2.Distance(WorldToCanvasPos(canvas, corners[0]), WorldToCanvasPos(canvas, corners[1])) / 2f; //计算高亮显示区域的中心 float x = corners[0].x + ((corners[3].x - corners[0].x) / 2); float y = corners[0].y + ((corners[1].y - corners[0].y) / 2); Vector3 centerWorld = new Vector3(x, y, 0); Vector2 center = WorldToCanvasPos(canvas, centerWorld); //设置遮罩材质中的中心变量 Vector4 centerMat = new Vector4(center.x, center.y, 0, 0); material = GetComponent<Image>().material; material.SetVector("_Center", centerMat); //计算当前高亮显示区域的半径 RectTransform canRectTransform = canvas.transform as RectTransform; if (canRectTransform != null) { //获取画布区域的四个顶点 canRectTransform.GetWorldCorners(corners); //计算偏移初始值 for (int i = 0; i < corners.Length; i++) { if (i % 2 == 0) { currentOffsetX = Mathf.Max(Vector3.Distance(WorldToCanvasPos(canvas, corners[i]), center), currentOffsetX); } else { currentOffsetY = Mathf.Max(Vector3.Distance(WorldToCanvasPos(canvas, corners[i]), center), currentOffsetY); } } } //设置遮罩材质中当前偏移的变量 material.SetFloat("_SliderX", currentOffsetX); material.SetFloat("_SliderY", currentOffsetY); } /// <summary> /// 收缩速度 /// </summary> private float shrinkVelocityX = 0f; private float shrinkVelocityY = 0f; private void Update() { //从当前偏移量到目标偏移量差值显示收缩动画 float valueX = Mathf.SmoothDamp(currentOffsetX, targetOffsetX, ref shrinkVelocityX, shrinkTime); float valueY = Mathf.SmoothDamp(currentOffsetY, targetOffsetY, ref shrinkVelocityY, shrinkTime); if (!Mathf.Approximately(valueX, currentOffsetX)) { currentOffsetX = valueX; material.SetFloat("_SliderX", currentOffsetX); } if (!Mathf.Approximately(valueY, currentOffsetY)) { currentOffsetY = valueY; material.SetFloat("_SliderY", currentOffsetY); } } /// <summary> /// 世界坐标转换为画布坐标 /// </summary> /// <param name="canvas">画布</param> /// <param name="world">世界坐标</param> /// <returns></returns> private Vector2 WorldToCanvasPos(Canvas canvas, Vector3 world) { Vector2 position; RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, world, canvas.GetComponent<Camera>(), out position); return position; } }
新手引导管理脚本,通过此脚本管理遮罩跟引导步骤,动态添加按钮点击事件等:
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// <summary> /// 新手引导管理 /// </summary> public class GuideManagers : MonoBehaviour { /// <summary> /// 引导步骤数组(如:第一步-》第二步。。。。) /// </summary> public List<GuideUIList> guideList = new List<GuideUIList>(); /// <summary> /// 当前数组索引 /// </summary> private int currentIndex = 0; /// <summary> /// 是否完成所有的新手引导 /// </summary> private bool isFinish = false; /// <summary> /// 遮罩对象 /// </summary> private GameObject maskPrefabs; /// <summary> /// /// </summary> public void Next() { if (isFinish || currentIndex > guideList.Count) { return; } //注销上一步按钮点击事件 if (currentIndex != 0 && guideList[currentIndex - 1].go.GetComponent<EventTriggerListener>() != null) { EventTriggerListener.GetListener(guideList[currentIndex - 1].go).onClick -= null; } if (maskPrefabs == null) { maskPrefabs = Instantiate(Resources.Load<GameObject>("RectGuidance_Panel"), this.transform); } //初始化遮罩 maskPrefabs.GetComponent<RectGuidance>().Init(guideList[currentIndex].go.GetComponent<Image>()); ; currentIndex++; //给当前按钮添加点击事件 if (currentIndex < guideList.Count) { EventTriggerListener.GetListener(guideList[currentIndex - 1].go).onClick += (go) => { Next(); }; } //最后一个按钮点击事件处理 else if (currentIndex == guideList.Count) { EventTriggerListener.GetListener(guideList[currentIndex - 1].go).onClick += (go) => { maskPrefabs.gameObject.SetActive(false); //注销最后一个按钮的点击事件 EventTriggerListener.GetListener(guideList[currentIndex - 1].go).onClick -= null; }; isFinish = true; } } } /// <summary> /// 引导ui数组 /// </summary> [Serializable] public class GuideUIList { /// <summary> /// 引导步骤对象 /// </summary> public GameObject go; public GuideUIList(GameObject go) { this.go = go; } }