引导遮罩的一种实现方式

来源:https://github.com/asyncrun/GuideMask

using UnityEngine;
using UnityEngine.UI;

/*
    引导遮罩
    -- 打开后只有指定地方可以点击,且指定地方完全透明

    targetArea:
        指定区域

    offset:
        偏差值
*/
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
public class GuideMask : MaskableGraphic, ICanvasRaycastFilter
{
    public RectTransform targetArea;
    public Vector2 offset = Vector2.zero;


    /// <summary>
    /// 是否屏蔽某个位置的射线事件
    /// false   -- 代表不屏蔽
    /// true    -- 代表屏蔽
    /// </summary>
    public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
    {
        return !RectTransformUtility.RectangleContainsScreenPoint(targetArea, sp, eventCamera);
    }

    protected override void OnPopulateMesh(VertexHelper vh)
    {
        if (targetArea != null)
        {
            vh.Clear();
            var maskRect = rectTransform.rect;
            var targetRect = GetRect(targetArea);
            targetRect.x -= offset.x;
            targetRect.y -= offset.y;
            targetRect.width += offset.x * 2;
            targetRect.height += offset.y * 2;
            Rect rect1 = new Rect(maskRect.x, maskRect.y, targetRect.x - maskRect.x, maskRect.height);
            Rect rect2 = new Rect(targetRect.x + targetRect.width, maskRect.y, maskRect.width - (targetRect.x - maskRect.x) - targetRect.width, maskRect.height);
            Rect rect3 = new Rect(targetRect.x, maskRect.y, targetRect.width, targetRect.y - maskRect.y);
            Rect rect4 = new Rect(targetRect.x, targetRect.y + targetRect.height, targetRect.width, maskRect.height - (targetRect.y - maskRect.y) - targetRect.height);
            AddMask(vh, rect1);
            AddMask(vh, rect2);
            AddMask(vh, rect3);
            AddMask(vh, rect4);
        }
        else
        {
            base.OnPopulateMesh(vh);
        }
    }

    // 左下 左上 右上 右下
    // 0    1    2    3
    // 构成一个矩形(0 1 2)(2 3 0)
    private void AddMask(VertexHelper vh, Rect rect)
    {
        var currentVertCount = vh.currentVertCount;

        var leftBottom = new Vector2(rect.x, rect.y);
        var leftTop = new Vector2(rect.x, rect.y + rect.height);
        var rightTop = new Vector2(rect.x + rect.width, rect.y + rect.height);
        var rightBottom = new Vector2(rect.x + rect.width, rect.y);

        vh.AddVert(leftBottom, color, Vector2.zero);
        vh.AddVert(leftTop, color, Vector2.zero);
        vh.AddVert(rightTop, color, Vector2.zero);
        vh.AddVert(rightBottom, color, Vector2.zero);

        vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
        vh.AddTriangle(currentVertCount + 2, currentVertCount + 3, currentVertCount);
    }

    /// <summary>
    /// 获取一个RectTransform相对于中心点的Rect
    /// </summary>
    private Rect GetRect(RectTransform rectTransform)
    {
        Rect rect = rectTransform.rect;
        rect.x = rect.x + rectTransform.position.x - Screen.width / 2;
        rect.y = rect.y + rectTransform.position.y - Screen.height / 2;
        return rect;
    }

    private void LateUpdate()
    {
        SetAllDirty();
    }
}
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