上次 我们告诉编辑器制作,如何将图像加载到现场,如今 我们要告诉下。怎么样 制造UIButton以及UIimage交换。
阿土。
进入专题。
首先,我们要明白 unity机制。button属性等。
首先 我们先说下 unity的机制:
unity中检測点击事件,使用NGUI的可能知道,NGUI使用的就是SendMessage的方式来进行事件的传递。
没错,这也是 unity最为简便的方式。
(要注意一个问题哦,这个方式 假设 你要使用 大于 万次循环的话 会有延迟的哦,一般也不会同一时候发送万条事件的)。
我们知道了 事件的传送的方式,那么我们就開始制作这个规则。首先 要使用SendMessage的话我们要拿到gameobject的对象才干使用。
所以我们要想办法拿到点击的那个物体。怎么坐那,原理事实上非常easy,就是射线。
我们都知道,unity的射线是用来探測使用的 正好。我们全部能够看到的物体都是存在camera以下,那么我们就能够使用,从camera上发射射线,来达到检測物体的作用,物体要有碰撞体哦。
先贴部分代码等这个章节完了我会贴完整的代码
Ray cameraRay;RaycastHit hit;Vector3 touchPos,pressOffSet;public static GameObject touchObj = null;public static VKCamera shareVkCamera;
void Update () {#if UNITY_EDITORif(Input.GetMouseButtonDown(0)){onPressDown(Input.mousePosition); }else if(Input.GetMouseButtonUp(0)){onPressUp(Input.mousePosition);}else if(Input.GetMouseButton(0)){onDrag(Input.mousePosition);}#endif#if UNITY_IPHONE || UNITY_ANDROIDTouch touch;if(Input.touchCount==1){touch = Input.GetTouch (0);switch(touch.phase){case TouchPhase.Began:onPressDown(touch.position);break;case TouchPhase.Moved:onPressUp(touch.position);break;case TouchPhase.Ended:case TouchPhase.Canceled:onDrag(touch.position);break;}}#elseif(Input.GetMouseButtonDown(0)){onPressDown(Input.mousePosition); }else if(Input.GetMouseButtonUp(0)){onPressUp(Input.mousePosition);}else if(Input.GetMouseButton(0)){onDrag(Input.mousePosition);}#endif}
public void onPressDown(Vector2 vec){touchPos = vec;for(int i=0 ; i<Camera.allCameras.Length;i++){cameraRay = Camera.allCameras[i].ScreenPointToRay(touchPos);if(Physics.Raycast(cameraRay,out hit,9999,Camera.allCameras[i].cullingMask) && touchObj == null){touchObj = hit.transform.gameObject;if(touchObj!=null && touchObj.GetComponent<VKButton>()){touchPos = Camera.allCameras[i].ScreenToWorldPoint(touchPos);pressOffSet =touchObj.transform.position-touchPos;VKButton button = touchObj.GetComponent<VKButton>();if(!iSNull(button.pressEventName) && button.eventObj!=null)button.eventObj.SendMessage(button.pressEventName,button);if(button.pressButtonTex!=null){button.renderer.sharedMaterial.mainTexture = button.pressButtonTex;}if(button.isDrag && !iSNull(button.dragStartEventName)){button.eventObj.SendMessage(button.dragStartEventName,vec);}if(button.isAni){button.SendMessage("onPressAni");}}}}}
public void onPressUp(Vector2 vec){if(touchObj!=null){VKButton button = touchObj.GetComponent<VKButton>();if(button!=null){if(button.buttonTex!=null){touchObj.renderer.sharedMaterial.mainTexture = touchObj.GetComponent<VKButton>().buttonTex;}if(!iSNull(button.clickEventName) && button.eventObj!=null){button.eventObj.SendMessage(button.clickEventName,button);}if(button.isDrag && !iSNull(button.dragEndEventName)){button.SendMessage(button.dragEndEventName,vec);}if(button.isAni){button.SendMessage("onClickAni");}}touchObj = null;}}
public void onDrag(Vector2 vec){if(touchObj!=null){VKButton button = touchObj.GetComponent<VKButton>();if(button!=null && button.isDrag){for(int i= 0;i<Camera.allCameras.Length;i++){Vector2 worldVec = Camera.allCameras[i].ScreenToWorldPoint(vec);touchObj.transform.position = new Vector3(worldVec.x+pressOffSet.x,worldVec.y+pressOffSet.y,touchObj.transform.position.z);if(!iSNull(button.dragEventName))button.eventObj.SendMessage(button.dragEventName,worldVec);}}}}
bool iSNull(string eventName){bool buttonIsNull = false;if(eventName== null || eventName.Equals("null")){buttonIsNull =true;}return buttonIsNull;}
这些是camera的部分,另一点这个 我们没有贴我的适配方案 摄像机的适配方案。这里统配是1420*800的设计方案。由于这里我预计还要改下,发现这个摄像机适配方案,超出了unity的物理引擎的范围。不建议。只是能够參考。
public void initVKCamere(){gameObject.name = "VKCamere";this.camera.orthographic = true;this.camera.backgroundColor = Color.black;this.camera.nearClipPlane = 0;this.camera.farClipPlane = 9999;this.camera.orthographic =true;this.camera.orthographicSize = getCameraSize ();this.transform.position = new Vector3(0,0,-1000);this.transform.rotation = Quaternion.Euler(Vector3.zero);this.transform.localScale = Vector3.one;Application.targetFrameRate=60;if(GetComponent<AudioListener>()){//DestroyImmediate(GetComponent<AudioListener>());}}int getCameraSize(){int size = 384;bool isLandscape=(Camera.main.pixelWidth>Camera.main.pixelHeight);float rad = Camera.main.pixelWidth/Camera.main.pixelHeight;bool isIPad= (Mathf.Abs(rad-1.3333f)<0.001f) || (Mathf.Abs(rad-0.75f)<0.001f);if(isIPad){if(isLandscape){size=400;}else{size=533;}}else{if(isLandscape){size=400;}else{//iPhone 5if(Camera.main.pixelHeight/Camera.main.pixelWidth>1.6){size=710;}else{size=600;}}}return size;}
camera的编辑器类
using UnityEditor;
using UnityEngine;
using System.Collections;[CustomEditor(typeof(VKCamera))]
public class VKCameraEditor : Editor {public override void OnInspectorGUI (){base.OnInspectorGUI();VKCamera vkCamere = (VKCamera)target;if(GUILayout.Button("ReSetCamera")){vkCamere.initVKCamere();}EditorUtility.SetDirty(vkCamere);EditorUtility.UnloadUnusedAssets();}}
好以下我们来讲述下,button的一些东西,事实上就非常easy了。
仅仅是在编辑器方面可能会有些麻烦。
说白了 就是button就来处理 摄像机发来的东西。
尽管非常easy的一句话。但我们写得东西还是有非常多的。
依旧,button还是继承前面的view
using UnityEngine;
using System.Collections;
using Holoville.HOTween;//[RequireComponent(typeof(BoxCollider))]
public class VKButton : VKView {[HideInInspector] public Material buttonDefultMat;[HideInInspector] public Mesh buttonDefultMesh;[HideInInspector] public Texture buttonTex,pressButtonTex;[HideInInspector] public string pressEventName = null;[HideInInspector] public string clickEventName = null;[HideInInspector] public string dragStartEventName = null;[HideInInspector] public string dragEventName = null;[HideInInspector] public string dragEndEventName = null;[HideInInspector] public GameObject eventObj = null;[HideInInspector] public string eventScript = null;[HideInInspector] public bool isDrag = false;[HideInInspector] public float scale = 1;[HideInInspector] public string info= null;[HideInInspector] public string[] animatorType = new string[]{"null","bigger","smaller","moveLeft","moveRight"};[HideInInspector] public int currentAnimator = 0;[HideInInspector] public bool isAni = false;void Start () {buttonDefultMat = new Material(Shader.Find("VK/VKButtonShader"));gameObject.GetComponent<MeshRenderer> ().material = buttonDefultMat;buttonDefultMesh = new Mesh ();gameObject.GetComponent<MeshFilter> ().mesh = buttonDefultMesh;if(GetComponent<BoxCollider>()== null)gameObject.AddComponent<BoxCollider>();updateButton();}public float setScale{set{scale = value; }get{return scale;}}public void updateButton(){if(buttonTex!=null){if(buttonDefultMat!=null)buttonDefultMat.mainTexture = buttonTex;if(buttonDefultMesh!=null)buttonDefultMesh.vertices = InitBase.initVertice(buttonTex.width *scale,buttonTex.height*scale,ancPointx,ancPointy);if(this!=null&&gameObject.GetComponent<BoxCollider>()!=null){gameObject.GetComponent<BoxCollider>().size = new Vector3(buttonTex.width*scale,buttonTex.height*scale,0);}}else{if(buttonDefultMat!=null)buttonDefultMat.mainTexture = null;if(buttonDefultMesh!=null)buttonDefultMesh.vertices = InitBase.initVertice(width*scale,height*scale,ancPointx,ancPointy);gameObject.GetComponent<BoxCollider>().size = new Vector3(width,height,0);}if(buttonDefultMesh!= null){buttonDefultMesh.triangles = InitBase.initTri ();buttonDefultMesh.normals = InitBase.initNormal();buttonDefultMesh.uv = InitBase.initUV();}}Vector3 pressScale= Vector3.zero;Vector3 pressPos = Vector3.zero;Tweener tw = null;void onPressAni(){if(tw!=null && !tw.isComplete){return;}pressScale = transform.localScale;pressPos = transform.position;switch(currentAnimator){case 1:tw = VKAnimator.scaleBy(gameObject,0.3f,Vector3.one*0.2f,VkAniDuration.AnimationCurve,null);break;case 2:tw = VKAnimator.scaleBy(gameObject,0.3f,Vector3.one*-0.2f,VkAniDuration.AnimationCurve,null);break;case 3:tw = VKAnimator.moveBy(gameObject,0.3f,new Vector3(-10f,0,0),false,VkAniDuration.AnimationCurve,null);break;case 4:tw = VKAnimator.moveBy(gameObject,0.3f,new Vector3(10f,0,0),false,VkAniDuration.AnimationCurve,null);break;}}void onClickAni(){if(currentAnimator == 1 || currentAnimator==2){VKAnimator.scaleTo(gameObject,0.3f,pressScale,VkAniDuration.AnimationCurve,null);} else if(currentAnimator == 3 || currentAnimator==4){VKAnimator.moveTo(gameObject,0.3f,pressPos,false,VkAniDuration.AnimationCurve,null);}}public void switchImageView(){VKImageView imgView = gameObject.AddComponent<VKImageView> ();imgView.imgViewTex = buttonTex;imgView.highLightedTex = pressButtonTex;imgView.ancPointx = ancPointx;imgView.ancPointy = ancPointy;imgView.scale = scale;imgView.updateImageView ();if(GetComponent<BoxCollider>()){DestroyImmediate(GetComponent<BoxCollider>());}DestroyImmediate (GetComponent<VKButton>());}}
这里有个 动画效果 我是自己使用的hotween整合的一些东西,假设你想用自己的能够自己去做。hotween插件 我就不用发布了,能够去官网进行下载,各大论坛也有下载资源。
using UnityEngine;
using System.Collections;
using Holoville.HOTween;public enum VkAniDuration{AnimationCurve = EaseType.AnimationCurve,EaseInBack=EaseType.EaseInBack,EaseInBounce=EaseType.EaseInBounce,EaseInCirc=EaseType.EaseInCirc,EaseInCubic=EaseType.EaseInCubic,EaseInElastic=EaseType.EaseInElastic,EaseInExpo=EaseType.EaseInExpo,EaseInOutBack=EaseType.EaseInOutBack,EaseInOutBounce=EaseType.EaseInOutBounce,EaseInOutCirc=EaseType.EaseInOutCirc,EaseInOutCubic=EaseType.EaseInOutCubic,EaseInOutElastic=EaseType.EaseInOutElastic,EaseInOutExpo=EaseType.EaseInOutExpo,EaseInOutQuad=EaseType.EaseInOutQuad,EaseInOutQuart=EaseType.EaseInOutQuart,EaseInOutQuint=EaseType.EaseInOutQuint,EaseInOutSine=EaseType.EaseInOutSine,EaseInQuad=EaseType.EaseInQuad,EaseInQuart=EaseType.EaseInQuart,EaseInQuint=EaseType.EaseInQuint,EaseInSine=EaseType.EaseInSine,EaseOutBack=EaseType.EaseOutBack,EaseOutBounce=EaseType.EaseOutBounce,EaseOutCirc=EaseType.EaseOutCirc,EaseOutCubic=EaseType.EaseOutCubic,EaseOutElastic=EaseType.EaseOutElastic,EaseOutExpo=EaseType.EaseOutExpo,EaseOutQuad=EaseType.EaseOutQuad,EaseOutQuart=EaseType.EaseOutQuart,EaseOutQuint=EaseType.EaseOutQuint,EaseOutSine=EaseType.EaseOutSine,Linear=EaseType.Linear
};public class VKAnimator {// public static Tweener moveTo(GameObject obj,float time,Vector3 target,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve){
// Tweener tw = null;
// if(isLocal)
// tw = startVkAnimote(obj,time,"localPosition",target,vkDurType,null);
//
// else
// tw = startVkAnimote(obj,time,"position",target,vkDurType,null);
// return tw;
// }public static Tweener moveTo(GameObject obj,float time,Vector3 target,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;if(isLocal)tw =startVkAnimote(obj,time,"localPosition",target,vkDurType,completeObj);elsetw = startVkAnimote(obj,time,"position",target,vkDurType,completeObj);return tw;}public static Tweener moveBy(GameObject obj,float time,Vector3 offset,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;if(isLocal){Vector3 tLocalPos = obj.transform.localPosition + offset;tw = startVkAnimote(obj,time,"localPosition",tLocalPos,vkDurType,completeObj);}else{Vector3 tPos = obj.transform.position + offset;tw = startVkAnimote(obj,time,"position",tPos,vkDurType,completeObj);}return tw;}public static Tweener scaleTo(GameObject obj,float time,Vector3 scale,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;tw = startVkAnimote(obj,time,"localScale",scale,vkDurType,completeObj);return tw;}public static Tweener scaleBy(GameObject obj,float time,Vector3 offsetScale,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;Vector3 targetScale = obj.transform.localScale+offsetScale;tw = startVkAnimote(obj,time,"localScale",targetScale,vkDurType,completeObj);return tw;}public static Tweener routeTo(GameObject obj,float time,Vector3 routeEulerTarget,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;tw = startVkAnimote(obj,time,"localEulerAngles",routeEulerTarget,vkDurType,completeObj);return tw;}public static Tweener routeBy(GameObject obj,float time,Vector3 routeEulerOffset,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;Vector3 target = obj.transform.localEulerAngles+ routeEulerOffset;tw = startVkAnimote(obj,time,"localEulerAngles",target,vkDurType,completeObj);return tw;}//localEulerAnglesprivate static Tweener startVkAnimote(GameObject obj,float time,string key,object target,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){Tweener tw = null;TweenParms twp = new TweenParms();twp.Prop(key,target);twp.Ease((EaseType)vkDurType);if(completeObj!=null){twp.OnComplete(completeObj.sendTargetObj,completeObj.methodName,completeObj.sendobj,SendMessageOptions.DontRequireReceiver);}tw = HOTween.To(obj.transform,time,twp);return tw;}
}
using UnityEngine;
using System.Collections;public class VKAniComplete{public GameObject sendTargetObj = null;public string methodName = null;public object sendobj = null;public VKAniComplete(GameObject sendTargetObj,string methodName,object sendobj){this.sendTargetObj = sendTargetObj;this.methodName = methodName;this.sendobj = sendobj;}
}
以下就是button的编辑器方面了。
ok,这里可能有点麻烦。
只是还是能够解决的。
首先我们要获取脚本里面的方法怎么获取那。依据c#的MSDN的描写叙述我们能够看到。就是下面方法。这就是 为什么 NGUI 仅仅能找到public属性的方法。
using UnityEngine;
using System.Collections;
using System.Reflection;public class GetPublic : MonoBehaviour {static public MethodInfo[] GetObjectMethods(string selectedObjClass){if(selectedObjClass==null)return null;MethodInfo[] methodInfos=null;if(System.Type.GetType(selectedObjClass)==null){return methodInfos;}methodInfos = System.Type.GetType(selectedObjClass).GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly);return methodInfos;}}
这里就是button编辑器的一些属性的传递,和界面的改动哈。
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Reflection;[CustomEditor(typeof(VKButton))]
public class VKButtonEditor : Editor {public override void OnInspectorGUI (){int pressEventNum= 0;int selectScriptNum = 0;int clickEventNum = 0;int dragStartEveNum = 0;int dragEveNum = 0;int dragEndEveNum = 0;VKButton button = (VKButton)target;button.buttonTex = EditorGUILayout.ObjectField ("Texture",button.buttonTex,typeof(Texture),true)as Texture;button.pressButtonTex = EditorGUILayout.ObjectField ("PressButtonTex",button.pressButtonTex,typeof(Texture),true)as Texture;button.eventObj = EditorGUILayout.ObjectField("eventObj",button.eventObj,typeof(GameObject),true) as GameObject;button.info = EditorGUILayout.TextField("info",button.info);button.ancPointx = EditorGUILayout.Slider("AnchorX",button.ancPointx,0.0f,1.0f);button.ancPointy = EditorGUILayout.Slider("AnchorY",button.ancPointy,0.0f,1.0f);if(button.buttonTex == null){button.width=EditorGUILayout.IntField("Width",button.width);button.height=EditorGUILayout.IntField("Height",button.height);}GUILayout.BeginHorizontal();if(GUILayout.Button("2X")){button.setScale = 0.5f;}if(GUILayout.Button("1X")){button.setScale = 1f;}if(GUILayout.Button("1.5X")){button.setScale = 0.75f;}GUILayout.EndHorizontal();GUILayout.BeginHorizontal();if(GUILayout.Button("ChangeName")){if(button.buttonTex!=null){button.name = button.buttonTex.name;}}if(GUILayout.Button("Switch ImageView")){button.switchImageView();}GUILayout.EndHorizontal();if(button.eventObj!=null){MonoBehaviour[] monoScriptArry =new MonoBehaviour[button.eventObj.GetComponents<MonoBehaviour>().Length+1];// button.eventObj.GetComponents<MonoBehaviour>();for(int i=0;i<monoScriptArry.Length;i++){if(i<monoScriptArry.Length-1)monoScriptArry [i] = button.eventObj.GetComponents<MonoBehaviour>()[i];if(i == monoScriptArry.Length-1){monoScriptArry [i] = null;}}if(monoScriptArry !=null&& monoScriptArry.Length>0){string [] scriptName = new string[monoScriptArry.Length];for(int i=0;i<scriptName.Length;i++){if(monoScriptArry[i]!=null){scriptName[i] = monoScriptArry[i].GetType().ToString();if(scriptName[i].Equals("VKCamera")){scriptName[i] = "null";}}else{scriptName[i] = "null";}if(scriptName[i].Equals(button.eventScript)){selectScriptNum = i;}}selectScriptNum = EditorGUILayout.Popup("EventScript",selectScriptNum,scriptName);button.eventScript = scriptName[selectScriptNum];MethodInfo[] publicMethodArry;if(button.eventScript == null || button.eventScript.Equals("null")){publicMethodArry = new MethodInfo[1];}else{publicMethodArry = new MethodInfo[GetPublic.GetObjectMethods(button.eventScript).Length+1];}for(int i = 0;i<publicMethodArry.Length;i++){if(i<publicMethodArry.Length-1){publicMethodArry[i] =GetPublic.GetObjectMethods(button.eventScript)[i];}else{publicMethodArry[i] = null;}} if(publicMethodArry!=null && publicMethodArry.Length>0){string[] methodArry = new string[publicMethodArry.Length];for(int i=0;i<methodArry.Length;i++){if(publicMethodArry[i]!=null){methodArry[i] = publicMethodArry[i].Name;}else{methodArry[i] ="null";}if(button.pressEventName !=null && button.pressEventName.Equals(methodArry[i])){pressEventNum = i;}if(button.clickEventName != null && button.clickEventName.Equals(methodArry[i])){clickEventNum = i;}if(button.isDrag){if(button.dragStartEventName != null && button.dragStartEventName.Equals(methodArry[i])){dragStartEveNum = i;}if(button.dragEventName != null && button.dragEventName.Equals(methodArry[i])){dragEveNum = i;}if(button.dragEndEventName != null && button.dragEndEventName.Equals(methodArry[i])){dragEndEveNum = i;}}}pressEventNum = EditorGUILayout.Popup("PressEvent",pressEventNum,methodArry);clickEventNum = EditorGUILayout.Popup("ClickEvent",clickEventNum,methodArry);button.pressEventName = methodArry[pressEventNum];button.clickEventName = methodArry[clickEventNum];button.isAni = EditorGUILayout.Toggle ("ISAimator",button.isAni);if(button.isAni){button.currentAnimator = EditorGUILayout.Popup("ButtonAnimator",button.currentAnimator,button.animatorType);}button.isDrag = EditorGUILayout.Toggle ("ISDrag",button.isDrag);if(button.isDrag){
// EditorGUILayout.LabelField("---------------------------------------------");dragStartEveNum = EditorGUILayout.Popup("DragStartEvent",dragStartEveNum,methodArry);dragEveNum = EditorGUILayout.Popup("DragEvent",dragEveNum,methodArry);dragEndEveNum = EditorGUILayout.Popup("DragEndEvent",dragEndEveNum,methodArry);button.dragStartEventName = methodArry[dragStartEveNum];button.dragEventName = methodArry[dragEveNum];button.dragEndEventName =methodArry[dragEndEveNum];}}else{pressEventNum = EditorGUILayout.Popup("PressEvent",pressEventNum,new string[]{"null"});clickEventNum = EditorGUILayout.Popup("ClickEvent",clickEventNum,new string[]{"null"});}}}else{button.isAni =false;button.isDrag =false;}button.updateButton ();if(button!=null){EditorUtility.SetDirty(button);}EditorUtility.UnloadUnusedAssets();}
}
我在这里扩展一些功能。像移动啊。什么。。其实还可以添加一些功能 。这里只是学习。
有兴趣的东西可以添加你自己。