在游戏开发中经常会做新手引导功能,这是我目前在的公司一款手游产品
引导功能会遇到以下几个问题
1:圆形,矩形遮罩
2:事件穿透
3:业务需求(强引导/弱引导)
现在市面上的手游引导可分为强引导,弱引导
我根据策划需求制作的是弱引导 ,在策划配置的触发情况下出现引导,也就是说1引导和2引导之前没有强关联性,便于玩家自由操作
先看下游戏效果图如下
上面两张是具体的效果图,下面是遮罩shader根据目标GameObject大小切割成圆形/矩形
在本项目中UI层使用的是xlua 后面代码基本以lua 展示
第一点:圆形/矩形shader遮罩
Shader “UIMask/GuideRoundAndRectangleMask”
{
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
_Center("Center", vector) = (0, 0, 0, 0)
_Radius("Radius", Range(0,2000)) = 1000
_MaskType("Mask Type",Float) = 0 // 0 圆 1 矩形
_Rectangle("Rectangle",Vector) = (0,0,0,0)
}
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;
float _Radius;
float2 _Center;
float _MaskType;
float4 _Rectangle;
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;
if (_MaskType == 0) {
if (distance(IN.worldPosition.xy, _Center.xy) <= _Radius)
{
color.a = 0;
}
}
else {
//UnityGet2DClipping这个函数实现了判断2D空间中的一点是否在一个矩形区域中
if (UnityGet2DClipping(IN.worldPosition.xy, _Rectangle))
{
color.a = 0;
}
}
return color;
}
ENDCG
}
}
}
在shader 中标注的很清楚,我们对圆形遮罩定义圆心和半径,根据 (distance(IN.worldPosition.xy, _Center.xy) <= _Radius) 计算 区域是否透明
这里提供lua 调用C#代码设置shader数据代码
/// <summary>
/// 设置圆形点击遮罩
/// </summary>
/// <param name="targetGo"></param>
/// <param name="maskCenterGo"></param>
/// <param name="circleValue"></param>
public void SetCircleGuideMask(GameObject targetGo,GameObject maskCenterGo,float circleValue,float x=0f,float y=0f)
{
// 设置事件透传对象
gameObject.GetComponent<EventPermeate>().target = targetGo.gameObject;
//设置聚焦pos
Vector3 newV3 = GetScreenPoint(maskCenterGo);
var center = new Vector4(newV3.x+x, newV3.y+y, newV3.z, 0f);
material.SetFloat("_MaskType", 0f);
material.SetVector("_Center", center);
// 设置半径
material.SetFloat("_Radius", circleValue);
}
targetGo 是点击业务界面的按钮对象,maskCenterGo 是显示圆形遮罩中心点对象,circleValue 是圆半径,x,y 屏幕中心点偏移,GetScreenPoint(go)是获取go在屏幕坐标
private Vector3 GetScreenPoint(GameObject go)
{
var target = go.GetComponent<RectTransform>();
if (target == null) return Vector3.zero;
Canvas canvas = getUICanvas();
Vector3[] corners = new Vector3[4];
target.GetWorldCorners(corners);
var 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 Vector3(position.x, position.y, 0f);
return center;
}
C# 设置矩形遮罩
/// <summary>
/// 设置矩形点击遮罩
/// </summary>
/// <param name="targetGo"></param>
/// <param name="maskCenterGo"></param>
/// <param name="circleValue"></param>
public void SetRectangleGuideMask(GameObject targetGo, GameObject maskCenterGo)
{
// 设置事件透传对象
gameObject.GetComponent<EventPermeate>().target = targetGo.gameObject;
RectTransform rec = maskCenterGo.GetComponent<RectTransform>();
Vector3[] _corners = new Vector3[4];
rec.GetWorldCorners(_corners);
Canvas canvas = getUICanvas();
Vector2 pos1 = WordToCanvasPos(canvas,_corners[0]);//选取左下角
Vector2 pos2 = WordToCanvasPos(canvas,_corners[2]);//选取右上角
if(material==null)
{
material = GetComponent<Image>().material;
if (material == null)
{
Debug.LogError("GuideMask.cs material == null ");
return;
}
}
material.SetVector("_Rectangle", new Vector4(pos1.x, pos1.y, pos2.x, pos2.y));
material.SetFloat("_MaskType", 1f);
}
矩形相关参数我就不一一解释了 和圆形代码参数类似
第二点:事件穿透
这里策划提出的需求是不克隆拷贝引导玩家要点击的按钮,我的做法是将
GetComponent<EventPermeate>().target = targetGo.gameObject
进行事件穿透,只触发目标的点击事件,
EventPermeate.cs源码如下:
public class EventPermeate : MonoBehaviour,IPointerClickHandler,IPointerDownHandler, IPointerUpHandler
{
[HideInInspector]
public GameObject target;
public void OnPointerDown(PointerEventData eventData)
{
PassEvent(eventData, ExecuteEvents.pointerDownHandler);
}
public void OnPointerUp(PointerEventData eventData)
{
PassEvent(eventData, ExecuteEvents.pointerUpHandler);
}
public void OnPointerClick(PointerEventData eventData)
{
PassEvent(eventData, ExecuteEvents.submitHandler);
PassEvent(eventData, ExecuteEvents.pointerClickHandler);
}
public void PassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function)
where T : IEventSystemHandler
{
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(data, results);
GameObject current = data.pointerCurrentRaycast.gameObject;
for (int i = 0; i < results.Count; i++)
{
if (target == results[i].gameObject)
{
ExecuteEvents.Execute(results[i].gameObject, data, function);
break;
}
}
}
}
第三点:业务需求
策划定了两张表,cfg_noviceGuideBase,引导基础表,cfg_noviceGuideStep引导分步表
id :引导的主键ID,skip :该引导触发后延迟几秒显示跳过按钮 防止用户引导中卡死,condition:该引导触发条件,parameter:参数,priority:优先级,firstStep:引导触发后开始的第一步id 关联到-cfg_noviceGuideStep。
对于:引导分步表
我们的引导有断线重连的概念 – 玩家进行引导ID为1,步骤1002 时手机突然断网掉线/或没电关机、再次上线 ID为1的引导是否继续、从哪个步骤开始 由nextStep和key 决定
下面开始说明lua 代码相关
转载:https://blog.csdn.net/qq_19666459/article/details/106489759