詳細講解篇幅可能有點長,直接上圖和資源(實現的具體步驟往下看)
GIF圖看起來有點卡頓, 實際上運行是流暢的。
碼雲:https://gitee.com/NCAA_admin/Alert.git
具體實現步驟
1.創建一個背景圖片Background並設置相應屬性值
2.設置Canvas的屬性和Game窗口的比例
3.創建一個彈窗的遮罩蒙版 名爲Alert的Image,參數設置如下
4.在Alert下創建一個彈出的信息框 名爲Message的Image,各參數設置如下
5.在Message下創建一個文本對象 Text,參數設置如下
6.接在也在Alert下創建兩個按鈕 Confirm和Cancel
7.其中兩個按鈕的Text參數分別如下
8.創建一個Shader的蒙版,在Assets下創建Shaders文件夾,在Shaders文件夾下創建名爲Blur的Shader腳本
10.Shader腳本,內容如下(關於Shader的實現原理和步驟,有時間再做一個專題的解析)
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Blur"
{
// 屬性
Properties
{
// 定義 1-255 範圍的半徑 默認 1
_Radius("Radius", Range(1, 255)) = 1
}
Category
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
SubShader
{
GrabPass
{
Tags{ "LightMode" = "Always" }
}
Pass
{
Tags{ "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Radius;
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
for (float range = 0.1f; range <= _Radius; range += 0.1f)
{
sum += GRABXYPIXEL(range, range);
sum += GRABXYPIXEL(range, -range);
sum += GRABXYPIXEL(-range, range);
sum += GRABXYPIXEL(-range, -range);
measurments += 4;
}
return sum / measurments;
}
ENDCG
}
GrabPass
{
Tags{ "LightMode" = "Always" }
}
Pass
{
Tags{ "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Radius;
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
float radius = 1.41421356237 * _Radius;
#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
for (float range = 1.41421356237f; range <= radius * 1.41; range += 1.41421356237f)
{
sum += GRABXYPIXEL(range, 0);
sum += GRABXYPIXEL(-range, 0);
sum += GRABXYPIXEL(0, range);
sum += GRABXYPIXEL(0, -range);
measurments += 4;
}
return sum / measurments;
}
ENDCG
}
}
}
}
11.在Assets下創建一個名Materials文件夾,在Materials文件夾下創建名爲MaskBlur的Material材質
12.在Alert下指定MaskBlur材質,並設置材質的模糊值爲5
13.爲了使交互效果具有動畫的過度感,在編輯器頂部的菜單欄中 Windows>Asset Store 下打開資源商店
14.搜索DoTween關鍵詞,並進入下載
15.下載完成後點擊導入即可
16.在Assets下創建Scripts文件夾,在Scripts下創建Alert.cs腳本
17.Alert.cs腳本內容
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
using UnityEngine.EventSystems;
//顯示Alert會話
public class Alert : MonoBehaviour
{
public static Alert Instance;
private void Awake()
{
Instance = this;
}
[Tooltip("會話對象")] public RectTransform m_alert;
//獲取ui blur(alert)初始大小
private Vector2 _uiBlurSize;
//獲取ui blur(alert)初始scale
private Vector2 _uiBlurScale;
//透明遮罩層
private RectTransform _transparentMask;
//透明遮罩層的初始顏色值值
private Color _transparentMaskColor;
//獲取confirm
private RectTransform _confirm;
//獲取confirm初始大小
private Vector2 _confirmSize;
//獲取confirm初始scale
private Vector2 _confirmScale;
//獲取text對象
private Text _text;
//獲取text的大小
private Vector2 _textSize;
//獲取text scale
private Vector2 _textScale;
void Start()
{
//判斷並且賦值
if (!m_alert)
{
m_alert = transform.GetComponent<RectTransform>();
}
//獲取uiblur(alert)初始大小
_uiBlurSize = m_alert.rect.size;
_uiBlurScale = m_alert.localScale;
//獲取透明遮罩層
_transparentMask = m_alert.GetChild(0).GetComponent<RectTransform>();
//透明遮罩層的顏色
_transparentMaskColor = _transparentMask.GetComponent<Image>().color;
//獲取confirm
_confirm = m_alert.GetChild(1).GetComponent<RectTransform>();
//獲取confirm初始大小
_confirmSize = _confirm.rect.size;
_confirmScale = _confirm.localScale;
//獲取text對象
_text = _confirm.GetChild(0).GetComponent<Text>();
//獲取text的大小
_textSize = _text.GetComponent<RectTransform>().rect.size;
_textScale = _text.rectTransform.localScale;
//確定取消按鈕
_Confirm();
_Cancel();
//初始設置隱藏
if (m_hideOnStart)
_SetHideImmediate();
}
/// <summary>
/// 無動畫立即隱藏
/// </summary>
public void _SetHideImmediate()
{
//設置隱藏
m_alert.gameObject.SetActive(false);
_confirm.gameObject.SetActive(false);
_text.gameObject.SetActive(false);
_transparentMask.gameObject.SetActive(false);
//寬高設置0
m_alert.DOScale(Vector3.zero, 0);
_confirm.DOScale(Vector3.zero, 0);
//設置遮罩層alpha = 0
_transparentMask.GetComponent<Image>().DOFade(0, 0);
}
/// <summary>
/// 開始時爲隱藏狀態
/// </summary>
[Tooltip("開始時爲隱藏狀態")]
public bool m_hideOnStart = true;
/// <summary>
/// 隱藏
/// </summary>
public void _SetHide()
{
//設置隱藏
_text.gameObject.SetActive(false);
//寬高設置0
m_alert.DOScale(Vector2.zero, _SetShow_duration)
.onComplete = () =>
{
m_alert.gameObject.SetActive(false);
};
_confirm.DOScale(Vector2.zero, _SetShow_duration)
.onComplete = () =>
{
_confirm.gameObject.SetActive(false);
};
//隱藏透明遮罩層
_transparentMask.GetComponent<Image>().DOFade(0, _SetShow_duration)
.onComplete = () =>
{
_transparentMask.gameObject.SetActive(false);
};
}
/// <summary>
/// 顯示
/// </summary>
public void _SetShow()
{
//設置顯示
m_alert.gameObject.SetActive(true);
_confirm.gameObject.SetActive(true);
_transparentMask.gameObject.SetActive(true);
//寬高設置成初始大小+5%再回到原來的大小
m_alert.DOScale(_uiBlurScale + _uiBlurScale * 0.05f, _SetShow_duration)
.onComplete = () =>
{
//完成後回到初始大小 時間爲原來的1/5
m_alert.DOScale(_uiBlurScale, _SetShow_duration / 5f);
};
_confirm.DOScale(_confirmScale + _confirmScale * 0.05f, _SetShow_duration)
.onComplete = () =>
{
//完成後回到初始大小 時間爲原來的1/5
_confirm.DOScale(_confirmScale, _SetShow_duration / 5f);
//並且顯示text
_text.gameObject.SetActive(true);
};
//顯示透明遮罩層
_transparentMask.GetComponent<Image>().DOFade(_transparentMaskColor.a, _SetShow_duration);
}
/// <summary>
/// 顯示動畫時間
/// </summary>
private float _SetShow_duration = 0.3f;
/// <summary>
/// 按鈕的hover效果
/// </summary>
/// <param name="button">按鈕</param>
public void _OnHover(Transform button)
{
if (!m_inited)
{
m_inited = true;
//獲取初始大小
m_initialScale = transform.GetComponent<RectTransform>().localScale.x;
}
if (!button.GetComponent<EventTrigger>()) button.gameObject.AddComponent<EventTrigger>();
EventTrigger trigger = button.GetComponent<EventTrigger>();
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerEnter;
entry.callback = new EventTrigger.TriggerEvent();
entry.callback.AddListener(delegate (BaseEventData baseEvent) {
button.GetComponent<RectTransform>().DOScale(m_localScale, 0.3f);
});
trigger.triggers.Add(entry);
EventTrigger.Entry entry2 = new EventTrigger.Entry();
entry2.eventID = EventTriggerType.PointerExit;
entry2.callback = new EventTrigger.TriggerEvent();
entry2.callback.AddListener(delegate (BaseEventData baseEvent) {
button.GetComponent<RectTransform>().DOScale(m_initialScale, 0.3f);
});
trigger.triggers.Add(entry2);
}
/// <summary>
/// 變大尺度默認1
/// </summary>
[Tooltip("變大尺度默認1.2f")]
public float m_localScale = 1.2f;
/// <summary>
/// 初始的大小
/// </summary>
private float m_initialScale;
/// <summary>
/// 是否被初始化
/// </summary>
private bool m_inited = false;
/// <summary>
/// 確定
/// </summary>
public void _Confirm()
{
_OnHover(m_confirm);
m_confirm.GetComponent<Button>().onClick.AddListener(delegate {
_SetHide();
});
}
/// <summary>
/// 確定按鈕
/// </summary>
[Tooltip("確定按鈕")]
public Transform m_confirm;
/// <summary>
/// 取消按鈕
/// </summary>
public void _Cancel()
{
_OnHover(m_cancel);
m_cancel.GetComponent<Button>().onClick.AddListener(delegate {
_SetHide();
});
}
[Tooltip("取消按鈕")]
public Transform m_cancel;
}
18.將Alert.cs腳本拖拽到Alert對象上,並分別將Confirm和Cancel對象拖拽到Alert對應的組件上
19.再在Assets>Scripts文件夾下新建鍵盤事件的腳本 KeyEvent.cs
20.KeyEvent.cs腳本內容
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyEvent : MonoBehaviour
{
/// <summary>
/// 獲取Alert組件
/// </summary>
private Alert alert;
void Start()
{
//實例化組件
alert = Alert.Instance;
}
void Update()
{
//鍵盤事件
_KeyDown();
}
/// <summary>
/// 按下鍵盤執行
/// </summary>
public void _KeyDown()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
alert._SetShow();
}
}
}
21.在Hierarchy下新建一個腳本管理器的空物體Script,並將KeyEvent.cs腳本附在其上
22.爲了讓Hierarchy下的組件的層次更加明顯,分別新建了三個空物體,具體如下
23.最後運行遊戲,按下Esc鍵彈出信息框