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Unity 关于Spine不规则响应区域解决方法

2016-11-08 09:30 399 查看
孙广东   2016.10.15 http://blog.csdn.net/u010019717
             起这个标题完全是为了区分于 《Unity 关于UGUI不规则图片响应区域解决方法》
 
         最近看到 《Unity 关于NGUI不规则图片响应区域解决方法》    之所以要记录这个也是多自己之前项目的一个总结, 看看那里不好, 该怎么解决!。  我们卡牌游戏就是 UGUI + spine
 


 
 
推荐  雨凇的(看一下评论)  UGUI研究院之不规则按钮的响应区域(十四)
 来自 <http://www.xuanyusong.com/archives/3492>
           非常巧妙 使用  Polygon Collider2D 作为区域编辑和判断, 但是不能跟随图片的分辨率变化!  这是硬伤!
    而且代码可以简化使用  Collider2D.OverlapPoint    判断点在没在多边形碰撞体中
 
推荐  秦元培 的总结(多边形碰撞器<还是  雨凇  的> 和  精灵像素检测  <出处 http://m.manew.com/forum.php?mod=viewthread&tid=45046&highlight=uGUI%2B%E4%B8%8D%E8%A7%84%E5%88%99&mobile=2 >)
Unity3D游戏开发之在uGUI中使用不规则精灵制作按钮
 来自 <http://blog.csdn.net/qinyuanpei/article/details/51868638>
         首先指出雨凇的代码实现问题(判断一个点在没在多边形内的算法 http://geomalgorithms.com/a03-_inclusion.html )。     同时也说明了 Image.eventAlphaThreshold  的 意义用处!
 
 
 
 开始正题吧
扩展  UGUI组件呗!
               1、自己设置多边形组件(判断一个点是否在一个多边形内)。  2、就是镂空精灵(透明度)。  首先为什么要有第一种需求, 我们游戏当时使用的是Spine动画, 不是精灵, 所以当时用的 2d碰撞体。 如果用镂空精灵作为检测区域的话,就会增加游戏无用的资源, 因为不参与显示(显示的是spine动画)。所以就有了需求1.               对于2、镂空精灵, 就是 秦元培  他们网上所说的方式!也是需要Sprite资源的!
 
        主要是根据IsRaycastLocationValid这个方法的返回值来进行判断的,而这个方法用到的基本原理则是判断指定点对应像素的RGBA数值中的Alpha是否大于某个指定临界值。
 
     而且
        public override boolIsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
        {
            //当透明度>=1.0时,表示点击在可响应区域返回true
            if (m_EventAlphaThreshold >= 1)
                return true;
 
            //当没有指定精灵时为什么要返回true?
            Debug.Log("射线检测");
            Sprite sprite = overrideSprite;           if (sprite == null)      //  注意这个,如果要想像素检测这个不能为空!, 编辑器一定要赋值一个内容               return true;
 




1、自己设置多边形组件
   参考 我之前的博客: 《Unity游戏选/创建角色界面中职业能力图六角形》     来自 <http://blog.csdn.net/u010019717/article/details/52279010>
中的   脚本  UIPolygon.cs
 
 
我的想法是错的,  我没有办法得到    最终显示的渲染状态(颜色表)。     也就没办法脱离  贴图  做判断!, 唉~
 
还好想到了           Mesh能得到顶点数,  能得到三角形,判断在没在多边形内, 所有三角形内就可以了!!!!!!!!     哈哈~

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Assertions.Must;
using UnityEngine.UI.Extensions;

namespace SGD
{
/// <summary>
/// 描述:
/// author: sunguangdong
/// </summary>
[AddComponentMenu("SGD/PolygonButtonWithPixel")]
public class PolygonButtonWithPixel : UIPrimitiveBase, IPointerClickHandler
{
public bool fill = true;
public float thickness = 5;
[Range(3, 360)]
public int sides = 3;
[Range(0, 360)]
public float rotation = 0;
[Range(0, 1)]
public float[] VerticesDistances = new float[3];
private float size = 0;

/// /////////////////       针对 多边形响应区域检测  start
public bool _isShowUI;

public UnityEvent _ClickEvent = new UnityEvent();

public void Start()
{
useLegacyMeshGeneration = false;
}

public void OnPointerClick(PointerEventData eventData)
{
Debug.LogError("点击到精灵");
_ClickEvent.Invoke();
}

///// <summary>
///// 只参与 点击响应, 不参与绘制   todo 但是在编辑器下也看不到了?????
///// </summary>
///// <param name="toFill"></param>
//protected override void OnPopulateMesh(VertexHelper toFill)
//{
//    toFill.Clear();
//}

/// <summary>
/// 自定义 多边形响应区域(根据Mesh内的顶点 和 三角形弄的)
/// </summary>
/// <param name="screenPoint"></param>
/// <param name="eventCamera"></param>
/// <returns></returns>
public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
Vector2 local;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);

try
{
return InPolygon(new Vector3(local.x, local.y, 0));
}
catch (UnityException e)
{
Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
return true;
}
}

/// <summary>
///  判断一个点  在没在多边形内!
/// </summary>
/// <param name="_target"></param>
/// <returns></returns>
protected bool InPolygon(Vector3 _target)
{
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
float degrees = 360f / sides;
int vertices = sides + 1;
if (VerticesDistances.Length != vertices)
{
VerticesDistances = new float[vertices];
for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
}
// last vertex is also the first!
VerticesDistances[vertices - 1] = VerticesDistances[0];
for (int i = 0; i < vertices; i++)
{
float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
float rad = Mathf.Deg2Rad * (i * degrees + rotation);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
}
prevX = pos1;
prevY = pos2;

if (InTrigon(_target, pos0, pos1, pos2))
{
return true;
}

}

return false;
}

/// <summary>
///  判断一个点  在没在三角形内!
/// </summary>
/// <param name="_target"></param>
/// <param name="_center"></param>
/// <param name="_left"></param>
/// <param name="_right"></param>
/// <returns></returns>
public static bool InTrigon(Vector3 _target, Vector3 _center, Vector3 _left, Vector3 _right)
{
Debug.Log(_target.ToString() + _center.ToString() + _left.ToString() + _right.ToString());

Vector3 Ctl = _left - _center;
Vector3 Ctr = _right - _center;
Vector3 Ctt = _target - _center;
Vector3 Ltr = _right - _left;
Vector3 Ltc = _right - _center;
Vector3 Ltt = _left - _target;
Vector3 Rtl = _left - _right;
Vector3 Rtc = _center - _right;
Vector3 Rtt = _target - _right;
if (
Vector3.Dot(Vector3.Cross(Ctl, Ctr).normalized, Vector3.Cross(Ctl, Ctt).normalized) == 1 &&
Vector3.Dot(Vector3.Cross(Ltr, Ltc).normalized, Vector3.Cross(Ltr, Ltt).normalized) == 1 &&
Vector3.Dot(Vector3.Cross(Rtc, Rtl).normalized, Vector3.Cross(Rtc, Rtt).normalized) == 1
)
return true;
else
return false;
}

///  /////////////////////       针对 多边形响应区域检测  end

public void DrawPolygon(int _sides)
{
sides = _sides;
VerticesDistances = new float[_sides + 1];
for (int i = 0; i < _sides; i++) VerticesDistances[i] = 1; ;
rotation = 0;
}
public void DrawPolygon(int _sides, float[] _VerticesDistances)
{
sides = _sides;
VerticesDistances = _VerticesDistances;
rotation = 0;
}
public void DrawPolygon(int _sides, float[] _VerticesDistances, float _rotation)
{
sides = _sides;
VerticesDistances = _VerticesDistances;
rotation = _rotation;
}
void Update()
{
size = rectTransform.rect.width;
if (rectTransform.rect.width > rectTransform.rect.height)
size = rectTransform.rect.height;
else
size = rectTransform.rect.width;
thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
}

protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();

if (_isShowUI)
{
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
float degrees = 360f / sides;
int vertices = sides + 1;
if (VerticesDistances.Length != vertices)
{
VerticesDistances = new float[vertices];
for (int i = 0; i < vertices - 1; i++) VerticesDistances[i] = 1;
}
// last vertex is also the first!
VerticesDistances[vertices - 1] = VerticesDistances[0];
for (int i = 0; i < vertices; i++)
{
float outer = -rectTransform.pivot.x * size * VerticesDistances[i];
float inner = -rectTransform.pivot.x * size * VerticesDistances[i] + thickness;
float rad = Mathf.Deg2Rad * (i * degrees + rotation);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
uv0 = new Vector2(0, 1);
uv1 = new Vector2(1, 1);
uv2 = new Vector2(1, 0);
uv3 = new Vector2(0, 0);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
pos3 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
pos3 = prevY;
}
prevX = pos1;
prevY = pos2;
vh.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
}
}

}
}
}

using System;

namespace UnityEngine.UI.Extensions
{
public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
{

[SerializeField]
private Sprite m_Sprite;
public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) SetAllDirty(); } }

[NonSerialized]
private Sprite m_OverrideSprite;
public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }

// Not serialized until we support read-enabled sprites better.
internal float m_EventAlphaThreshold = 1;
public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }

/// <summary>
/// Image's texture comes from the UnityEngine.Image.
/// </summary>
public override Texture mainTexture
{
get
{
if (overrideSprite == null)
{
if (material != null && material.mainTexture != null)
{
return material.mainTexture;
}
return s_WhiteTexture;
}

return overrideSprite.texture;
}
}

public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if (sprite)
spritePixelsPerUnit = sprite.pixelsPerUnit;

float referencePixelsPerUnit = 100;
if (canvas)
referencePixelsPerUnit = canvas.referencePixelsPerUnit;

return spritePixelsPerUnit / referencePixelsPerUnit;
}
}

protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}

#region ILayoutElement Interface

public virtual void CalculateLayoutInputHorizontal() { }
public virtual void CalculateLayoutInputVertical() { }

public virtual float minWidth { get { return 0; } }

public virtual float preferredWidth
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.x / pixelsPerUnit;
}
}

public virtual float flexibleWidth { get { return -1; } }

public virtual float minHeight { get { return 0; } }

public virtual float preferredHeight
{
get
{
if (overrideSprite == null)
return 0;
return overrideSprite.rect.size.y / pixelsPerUnit;
}
}

public virtual float flexibleHeight { get { return -1; } }

public virtual int layoutPriority { get { return 0; } }

#endregion

#region ICanvasRaycastFilter Interface
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
if (m_EventAlphaThreshold >= 1)
return true;

Sprite sprite = overrideSprite;
if (sprite == null)
return true;

Vector2 local;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);

Rect rect = GetPixelAdjustedRect();

// Convert to have lower left corner as reference point.
local.x += rectTransform.pivot.x * rect.width;
local.y += rectTransform.pivot.y * rect.height;

local = MapCoordinate(local, rect);

// Normalize local coordinates.
Rect spriteRect = sprite.textureRect;
Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);

// Convert to texture space.
float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width;
float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height;

try
{
return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
}
catch (UnityException e)
{
Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
return true;
}
}

/// <summary>
/// Return image adjusted position
/// **Copied from Unity's Image component for now and simplified for UI Extensions primatives
/// </summary>
/// <param name="local"></param>
/// <param name="rect"></param>
/// <returns></returns>
private Vector2 MapCoordinate(Vector2 local, Rect rect)
{
Rect spriteRect = sprite.rect;
return new Vector2(local.x * spriteRect.width / rect.width, local.y * spriteRect.height / rect.height);
}

Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
{
for (int axis = 0; axis <= 1; axis++)
{
float combinedBorders = border[axis] + border[axis + 2];
if (rect.size[axis] < combinedBorders && combinedBorders != 0)
{
float borderScaleRatio = rect.size[axis] / combinedBorders;
border[axis] *= borderScaleRatio;
border[axis + 2] *= borderScaleRatio;
}
}
return border;
}

#endregion

}
}


           其中要说明的    1、  是否参与绘制 _isShowUI  (只是接受检测,涉及到填充率, 在编辑器下编辑完多边形测试OK,就设置为false) 。   2、算法不涉及到  镂空精灵的算法,所以可以设置Sprite属性。

2、镂空精灵
          镂空就是  透明的区域不接受检测,不透明区域接受检测。  透明不透明的指标自己定吧!



using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.Assertions.Must;

namespace SGD
{
/// <summary>
/// 描述:
/// author: sunguangdong
/// </summary>
[AddComponentMenu("SGD/UnregularButtonWithPixel ")]
[RequireComponent(typeof(Image))]
public class UnregularButtonWithPixel : MonoBehaviour, IPointerClickHandler
{
/// <summary>
/// Image组件
/// </summary>
private Image _image;

/// <summary>
/// 透明度临界值
/// </summary>
[Range(0.0f, 0.5f)]
public float _Alpha;

// 编辑器脚本 start
void Reset()
{
_image = transform.GetComponent<Image>();
}

public void OnValidate()
{
MustExtensions.MustBeFalse(!_image , "UnregularButtonWithPixel 脚本的 Inspector 面板的赋值 不全!");
}

// 编辑器脚本 end

public void Start()
{
//获取Image组件
_image = transform.GetComponent<Image>();
//设定透明度临界值
_image.eventAlphaThreshold = _Alpha;
}

public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("点击到精灵");
}
}
}

             Canvas 下的空对象上  添加这个组件  测试



提醒,  检测的开关还有  (这两种方式  都会受到  下面的开关影响!)



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