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Unity3D使用GL實現(xiàn)圖案解鎖功能-創(chuàng)新互聯(lián)
聊天是時候看到有人問如何在Unity3D的UGUI中實現(xiàn)圖案解鎖的功能,然后便試了一下。剛開始想用LineRender來實現(xiàn),但又一想是要在UGUI中,然后就用了另外一種方法,即使用GL類來實現(xiàn)。
GL相關(guān)介紹及官方文檔
實現(xiàn)后在Android手機上跑的效果如下:
主要實現(xiàn)GraphicUnLockManager類。代碼如下:
using UnityEngine; using System.Collections.Generic; using System; using UnityEngine.EventSystems; using UnityEngine.UI; public class GraphicUnLockManager : MonoBehaviour { [Tooltip("含有Selectable及Image組件的UI對象,作為連接點。")] public List_lstPoints = new List (); [Tooltip("用于設置所畫線的顏色。(可使用“unlit/Color”Shader)")] public Material _matLineColor; [Tooltip("用于設置所畫線的高度。")] public int _nHalfHeight = 15; [Tooltip("用于設置選擇時Image的顏色。")] public Color _clrSelect = Color.red; [Tooltip("用于設置未選擇時Image的顏色。")] public Color _clrUnSelect = Color.white; [HideInInspector] public List _lstSelectPoints = new List ();//已選擇連接點 [HideInInspector] public List _lstPassword = new List ();//以輸入密碼 [HideInInspector] public Action onInputState;//true為開始輸入,false為結(jié)束輸入 private bool _isPressing = false;//是否按下 private Vector2 _vtPressPos;//按下點坐標 private float _fDistance;//距離 private float _fDegree;//夾角 private Matrix4x4 _matrixTrans;//變換矩陣 private Vector2[] _vertexPos = new Vector2[4];//頂點數(shù)組 private Vector2 _tempPos; void Awake() { InitEnterEvent();//初始化所有連接點的消息 ClearLines();//清空相關(guān)數(shù)據(jù) } void Update() { if (!IsPressed()) {//當未按下時清空是數(shù)據(jù) ClearLines(); } } bool IsPressed() { //觸摸 if (Input.touchCount > 0) { switch (Input.touches[0].phase) { case TouchPhase.Began: _isPressing = true; if (onInputState != null) { onInputState(true);//狀態(tài)改變 } break; case TouchPhase.Ended: case TouchPhase.Canceled: _isPressing = false; if (onInputState != null) { onInputState(false);//狀態(tài)改變 } break; } _vtPressPos = Input.touches[0].position; } else { //鼠標 if (Input.GetMouseButtonDown(0)) { _isPressing = true; if (onInputState != null) { onInputState(true);//狀態(tài)改變 } } if (Input.GetMouseButtonUp(0)) { _isPressing = false; if (onInputState != null) { onInputState(false);//狀態(tài)改變 } } _vtPressPos = Input.mousePosition; } return _isPressing; } void OnPostRender() { DrawLines();//畫所有線 } void OnGUI() { string msg = ""; msg += "是否正在輸入:" + IsPressed() + "\n"; msg += "密碼:"; for (int i = 0; i < _lstPassword.Count; i++) { msg += _lstPassword[i] + ","; } GUIStyle guiStyle = new GUIStyle(); guiStyle.normal.textColor = new Color(1, 1, 1); //設置字體顏色 guiStyle.fontSize = 75; //設置字體大小 GUILayout.Label(msg, guiStyle); } void InitEnterEvent() { //為每個點添加Enter事件 _lstPoints.ForEach((rtTrans) => { EventTrigger trigger = rtTrans.GetComponent (); if (trigger == null) { trigger = rtTrans.gameObject.AddComponent (); } //添加事件 EventTrigger.Entry entryEnter = new EventTrigger.Entry(); entryEnter.eventID = EventTriggerType.PointerEnter;//進入事件 EventTrigger.TriggerEvent evtEnter = new EventTrigger.TriggerEvent(); evtEnter.AddListener(OnSelectPoint); entryEnter.callback = evtEnter; trigger.triggers.Add(entryEnter); EventTrigger.Entry entryDown= new EventTrigger.Entry(); entryDown.eventID = EventTriggerType.PointerDown;//按下事件 EventTrigger.TriggerEvent evtDown = new EventTrigger.TriggerEvent(); evtDown.AddListener(OnSelectPoint); entryDown.callback = evtDown; trigger.triggers.Add(entryDown); }); } public void OnSelectPoint(BaseEventData obj) { //轉(zhuǎn)換數(shù)據(jù)類型 PointerEventData data = obj as PointerEventData; GameObject target = null; if (null != data.pointerEnter) { target = data.pointerEnter; } else if (null != data.pointerPress) { target = data.pointerPress; } AddSelectPoint(target);//添加選擇連接點 } void AddSelectPoint(GameObject obj) { if (IsPressed() && null != obj) { //將未連接的點添加到需要連接的點的列表中去 RectTransform rtTrans = obj.GetComponent (); if (null != rtTrans && !_lstSelectPoints.Contains(rtTrans)) { //添加到繪制列表 _lstSelectPoints.Add(rtTrans); //添加密碼序列 _lstPassword.Add(_lstPoints.IndexOf(rtTrans)); //改變顏色 rtTrans.GetComponent ().color = _clrSelect; } } } void ClearLines() { //清空選擇及密碼列表 _lstSelectPoints.Clear(); _lstPassword.Clear(); //還原顏色 _lstPoints.ForEach((rtTrans) => { rtTrans.GetComponent ().color = _clrUnSelect; }); } void DrawLine(Vector2 vtStart, Vector2 vtEnd) { _tempPos = vtEnd - vtStart; _fDistance = Vector3.Distance(Vector3.zero, _tempPos);//距離 _fDegree = Vector3.Angle(_tempPos, Vector3.right);//與x軸正方向的夾角 //判斷旋轉(zhuǎn)方向,逆時針為正,順時針為付 if (_tempPos.y < 0) { _fDegree *= -1; } //設置變換矩陣 _matrixTrans.SetTRS(vtStart, Quaternion.Euler(0, 0, _fDegree), Vector3.one);//設置變換矩陣 //設置繪制頂點坐標 _vertexPos[0].x = 0; _vertexPos[0].y = -_nHalfHeight; _vertexPos[1].x = 0; _vertexPos[1].y = _nHalfHeight; _vertexPos[2].x = _fDistance; _vertexPos[2].y = _nHalfHeight; _vertexPos[3].x = _fDistance; _vertexPos[3].y = -_nHalfHeight; //繪制 GL.PushMatrix(); GL.LoadPixelMatrix();//使(0,0,0)為左下角,(Screen.width,Screen.height,0)為右上角 GL.MultMatrix(_matrixTrans); GL.Begin(GL.QUADS);//繪制四邊形 for (int n = 0; n < 4; n++) { GL.Vertex(_vertexPos[n]); } GL.End(); GL.PopMatrix(); } void DrawLines() { //設置線的材質(zhì) _matLineColor.SetPass(0); //連接已選擇的點 for (int nIndex = 0; nIndex < _lstSelectPoints.Count - 1; nIndex++) { DrawLine(_lstSelectPoints[nIndex].position, _lstSelectPoints[nIndex + 1].position); } //連接到Press點 if (IsPressed() && _lstSelectPoints.Count > 0) { DrawLine(_vtPressPos, _lstSelectPoints[_lstSelectPoints.Count - 1].position); } } }
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文章題目:Unity3D使用GL實現(xiàn)圖案解鎖功能-創(chuàng)新互聯(lián)
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