Unity 为NGUI增加体感输入方式
背景
NGUI在处理UI和输入方面确实做的不错,但是现在的问题是公司引入体感之后,是通过手的位置来实现按钮的点击操作,前提我不想改变原先设计好的NGUI界面和机制,怎么破?
NGUI的输入底层机制
NGUI对鼠标或者触摸的位置是通过Camera对NGUI层进行射线检测来获得,然后检测按钮事件、触摸屏Press事件来实现UI的操作,从事件机制上而言,NGUI虽然提供了几种事件机制,但底层还是通过Camera的SendMessage来通知被检测到的控件完成某个事件,OK ,看看代码。
NGUI UICamera中进行射线检测的片段 ,利用当前坐标位置转换到世界坐标系射线
static public bool Raycast (Vector3 inPos) { for (int i = 0; i < list.size; ++i) { UICamera cam = list.buffer[i]; // Skip inactive scripts if (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue; // Convert to view space currentCamera = cam.cachedCamera; Vector3 pos = currentCamera.ScreenToViewportPoint(inPos);
..
..
}
}
NGUI UICamera 中ProcessMouse()方法利用射线检测当前响应的按钮,并通过Notify()通知控件。
// No need to perform raycasts every frame if (isPressed || posChanged || mNextRaycast < RealTime.time) { mNextRaycast = RealTime.time + 0.02f; if (!Raycast(Input.mousePosition)) hoveredObject = fallThrough; if (hoveredObject == null) hoveredObject = genericEventHandler; for (int i = 0; i < 3; ++i) mMouse[i].current = hoveredObject; }
…
…
… // The button was released over a different object -- remove the highlight from the previous if ((justPressed || !isPressed) && mHover != null && highlightChanged) { currentScheme = ControlScheme.Mouse; if (mTooltip != null) ShowTooltip(false); Notify(mHover, "OnHover", false); mHover = null; }
NGUI UICamera中封装的通知方法,Camera通过逻辑判断发送不同类型,如在点击的时候发送 :Notify(currentTouch.pressed, "OnClick", null);,在按下时候发送:Notify(currentTouch.current, "OnHover", true);
static public void Notify (GameObject go, string funcName, object obj) { if (mNotifying) return; mNotifying = true; if (NGUITools.GetActive(go)) { go.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); if (genericEventHandler != null && genericEventHandler != go) { genericEventHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); } } mNotifying = false; }
NGUI 中 UIButton中Onclick处理OnClick ()与OnDragOver()事件,是对Notify(currentTouch.pressed, "OnClick", null)的响应,同时通过EventDelegate.Execute(onClick); 来实现委托。
/// <summary> /// Call the listener function. /// </summary> protected virtual void OnClick () { if (current == null && isEnabled) { current = this; EventDelegate.Execute(onClick); current = null; } }
OK, 说到底,NGUI底层还是通过SendMessage来实现,那增加一种输入方式怎么破?
解决方案:引入新的射线检测
好的方式是直接修改NGUI底层UICamera代码逻辑,增加一种体感输入,不过涉及到的太多,倒不如再UIROOT或者UICamera增加一个专门用于体感输入方法,把手的位置作为鼠标,增加一个对NGUI层的射线检测机制,对检测到的按钮发送SendMessage消息,当然发送的内容和NGUI中的一样,就可以保证不修改NGUI的UI脚本等等,实现体感输入。代码示例:
/// <summary> /// 作者:细雨淅淅,地址:http://www.cnblogs.com/zsb517/ /// 摄像机射线检测,对检测到的控件重新设置状态,但不影响鼠标状态 /// </summary> private void OnRayCollision() { if (UICamera == null || CursorGrp == null) { return; } Vector3 realPos = ScreentoWorldPoint(); Ray rayCamera = UICamera.ScreenPointToRay(realPos); RaycastHit hit; if (Physics.Raycast(rayCamera, out hit, 1000f, LayMaskCollis.value)) { if (hit.collider == null || hit.collider.gameObject == null) { return ; } if (curButton == null ) { // Debug.Log(hit.collider.name); curButton = hit.collider.gameObject.GetComponent<UIButton>(); if (curButton != null) { curButton.SetState(UIButtonColor.State.Hover,false); // curButton.SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver); } return; } else if (curButton != null) { if (curButton != hit.transform.gameObject.GetComponent<UIButton>()) { //Restore previous button ,and make new button to hover status //curButton.SendMessage("OnPress", false, SendMessageOptions.DontRequireReceiver); curButton.SetState(UIButtonColor.State.Normal, false); curButton = hit.transform.gameObject.GetComponent<UIButton>(); if (curButton) { curButton.SetState(UIButtonColor.State.Hover, false); //curButton.SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver); } return; } else { } } } else { if (curButton != null) { curButton.SetState(UIButtonColor.State.Hover, false); //curButton.SendMessage("OnPress", false, SendMessageOptions.DontRequireReceiver); //curButton.SendMessage("OnHover", false, SendMessageOptions.DontRequireReceiver); curButton = null; return; } } OnReset(); } private Vector3 ScreentoWorldPoint() { Vector3 wPos = Vector3.zero; if (IsMouseOrKinect) { wPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0); } else { if (NIHandInput.GetInstance() != null) { Vector2 pos = NIHandInput.GetInstance().ScreenPos; //体感输入中手的位置 wPos = new Vector3(pos.x, pos.y, 0); } } Debuger.Log(wPos); return wPos; }
结论
对于输入问题,Unity Input自身还提供了一种机制,不过没做太多研究,但是想把各种输入柔和在一起,确实是一件很纠结的事情,还要多考虑,不仅仅是代码问题,而是改变了整个游戏的体验。