Unity功能开发 新手引导

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-- 

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