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[置顶] Unity 关于Spine不规则响应区域解决方法

2016-11-08

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!)