先看一下效果
第一步
创建一个Shader脚本 赋值给材质球
Shader "UI/GuideMask"
{
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
}
}
}
第二步
写一个消息中心和单例
泛型单例
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 泛型单例
/// </summary>
/// <typeparam name="T"></typeparam>
public class Singleton<T> where T : class, new()
{
private static T instance;
private static Object @object = new Object();
public static T Instance
{
get
{
if (instance == null)
{
lock (@object)
{
instance = new T();
}
}
return instance;
}
}
}
消息中心
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/// <summary>
/// 消息中心
/// </summary>
public class MessageCenter : Singleton<MessageCenter>
{
private Dictionary<int, Action<object[]>> dic = new Dictionary<int, Action<object[]>>();
/// <summary>
/// 侦听消息
/// </summary>
/// <param name="id"></param>
/// <param name="action"></param>
public void AddListerner(int id, Action<object[]> action)
{
if (dic.ContainsKey(id))
{
dic[id] = dic[id] as Action<object[]> + action;
}
else
{
dic.Add(id, action);
}
}
/// <summary>
/// 消息广播
/// </summary>
/// <param name="id"></param>
/// <param name="vs"></param>
public void Brocast(int id, object[] vs)
{
if (dic.ContainsKey(id))
{
Action<object[]> action = dic[id] as Action<object[]>;
action?.Invoke(vs);
}
}
}
消息号
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Define
{
public const int ONE = 1;
}
写一个穿透事件的控制类
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
/// <summary>
/// 控制穿透
/// </summary>
public class EventPermeate : MonoBehaviour//, IPointerClickHandler,IPointerClickHandler,IPointerDownHandler
{
// 事件穿透对象
[HideInInspector]
public GameObject target;
监听按下
public void OnPointerDown(PointerEventData eventData)
{
PassEvent(eventData, ExecuteEvents.pointerDownHandler);
}
监听抬起
//public void OnPointerUp(PointerEventData eventData)
//{
// //PassEvent(eventData, ExecuteEvents.pointerUpHandler);
//}
监听点击
//public void OnPointerClick(PointerEventData eventData)
//{
// //PassEvent(eventData, ExecuteEvents.submitHandler);
// PassEvent(eventData, ExecuteEvents.pointerClickHandler);
//}
// 把事件透下去
public void PassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function)
where T : IEventSystemHandler
{
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(data, results); //获取射线所碰撞的所有物体
GameObject current = data.pointerCurrentRaycast.gameObject;
for (int i = 0; i < results.Count; i++)
{
if (target == results[i].gameObject)
{
// 如果是目标物体,则把事件透传下去,然后break
ExecuteEvents.Execute(results[i].gameObject, data, function);
MessageCenter.Instance.Brocast(Define.ONE, null);
break;
}
}
}
}
写一个Guide的镂空动画
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 新手引导动画
/// </summary>
[RequireComponent(typeof(EventPermeate))]
public class Guide : MonoBehaviour
{
public Image[] targets; //存储指导图片
private int index = 0; //下标
private Material material; //材质
private float diameter; // 直径
private float current = 0f; //当前
Vector3[] corners = new Vector3[4];
void Awake()
{
MaskGuide(targets[index]);
//target.GetComponent<EventPermeate>().OnPointerClick();
}
private void Start()
{
MessageCenter.Instance.AddListerner(Define.ONE, OnChangeGuid);
}
private void OnChangeGuid(object[] obj)
{
index++;
if(index< targets.Length)
{
MaskGuide(targets[index]);
}
}
/// <summary>
/// 镂空遮罩
/// </summary>
/// <param name="target"></param>
public void MaskGuide(Image target)
{
// 设置事件透传对象
gameObject.GetComponent<EventPermeate>().target = target.gameObject;
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; //速度
void Update()
{
float value = Mathf.SmoothDamp(current, diameter, ref yVelocity, 0.3f);
if (!Mathf.Approximately(value, current))
{
current = value;
material.SetFloat("_Silder", current);
}
}
/// <summary>
/// 测试
/// </summary>
void OnGUI()
{
if (GUILayout.Button("Test"))
{
index = 0;
MaskGuide(targets[index]);
}
}
Vector2 WordToCanvasPos(Canvas canvas, Vector3 world)
{
Vector2 position = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, world, canvas.GetComponent<Camera>(), out position);
return position;
}
}
第三步
UI界面的配置
1、创建一个Image命名为guide_mask然后添加Guide脚本
2、把Image的颜色设置为黑色,Alpha透明度拉半就OK
配置完成后 启动看效果就行了 (tips)左上角会有测试按钮
谢谢观看--