今天开始用Unity3D做一下水果忍者的游戏,Keep study very day!
效果图:
实现步骤:
1.贴图的创建
,
这里的Pixel Inset中X,Y,Width,Height是贴图的位置以及宽高属性,是只读的,可恨的只读,不然我就可以在后台代码更改贴图的宽高来自适应分辨率了,就是因为这不可修改,让我苦恼的没办法做分辨率的自适应,如果我是在OnGUI方法来时时绘制GUITexture,但我又觉得太耗资源,我写不了那样的代码。我具有强迫症,那种性能不好的代码不忍下手!!!
关于锚点问题:这里的X,Y是以图片的左下角为基准点,由于我之前是搞cocos2dx,对精灵的锚点等属性熟悉,但后来搞懂Unity里面图片的“锚点”默认是左下角的(0,0)点,并且貌似不可修改,cocos2dx默认是中心点(0.5,0.5),所以这里的X,Y就都设置为0,图片的左下角就跟屏幕的左下角对其,然后宽高设置为屏幕的分辨率,我的手机分辨率是800*480,所以我就设置了这么大。
2.声音的添加
创建一个空物体,点击菜单栏GameObject->Create Empty,命名为audio,然后给他添加一个Audio Source组件,Component->Add->Audio Source,然后设置AudioClip为背景声音,并且设置Loop循环播放和Play On Awake程序启动时自动播放。
关于脚本控制声音的开关,下面介绍。
3.手动“绘制”按钮
其他的菜单按钮,我们在GUI里面“绘制”,GUI方法是每帧都调用的方法,用于在屏幕上绘制东西,之所以说GUI效率没有NGUI好就是因为它每帧都不停的绘制,NGUI可能对这方面做了优化。所以现在界面的制作普遍都是倾向于用NGUI,并且后者对自适应做的非常好。
NGUI的自适应非常简单:
这里我还延续了之前cocos2dx的思想,先获取屏幕的宽高,然后计算按钮绘制的位置,这样就能适应不同的分辨率。
这里我就直接贴代码了,代码比较简单,通俗易懂!
using UnityEngine; using System.Collections; public class start : MonoBehaviour { public GUISkin mySkin; private bool isSound1Button = false; private bool isSound2Button = true; private AudioSource sound; private float screenwitdh; private float screenheight; public GUITexture background; public GUITexture title; void Awake() { // screenwitdh = Screen.width; // screenheight = Screen.height; //想改变背景的分辨率 // background.guiTexture.pixelInset.x = 0; // background.guiTexture.pixelInset.y = 0; // background.guiTexture.pixelInset.width = screenwitdh; // background.guiTexture.pixelInset.height = screenheight; } // Use this for initialization void Start () { sound = gameObject.GetComponent<AudioSource>(); } void OnGUI() { screenwitdh = Screen.width; screenheight = Screen.height; GUI.skin = mySkin; //这里的GUI坐标是以左上角为原点跟GUITexture的坐标不同,GUITexture属性中是OpenGL坐标是从左下方开始为原点 if (GUI.Button(new Rect(screenwitdh/2-110, screenheight -280, 220, 66), "", GUI.skin.GetStyle("playbutton"))) { Application.LoadLevel(1); } if(GUI.Button (new Rect(screenwitdh/2-160,screenheight -200,320,66),"",GUI.skin.GetStyle("MoreButton"))) { Application.OpenURL("http://blog.csdn.net/dingxiaowei2013"); } if(GUI.Button(new Rect(screenwitdh/2-100,screenheight -120,200,66),"",GUI.skin.GetStyle("CreditButton"))) { Application.OpenURL("http://blog.csdn.net/dingxiaowei2013"); } if(isSound1Button) { if(GUI.Button(new Rect(45,screenheight-45,20,31),"",GUI.skin.GetStyle("Sound1Button"))) { sound.Play(); isSound1Button = false; isSound2Button = true; } } if(isSound2Button) { if(GUI.Button(new Rect(45,screenheight-45,37,31),"",GUI.skin.GetStyle("Sound2Button"))) { sound.Stop(); isSound1Button = true; isSound2Button = false; } } } }
不早了,早点去睡觉,后续的后面继续补上!
==================== 迂者 丁小未 CSDN博客专栏=================
MyBlog:http://blog.csdn.net/dingxiaowei2013 MyQQ:1213250243
Unity QQ群:858550 cocos2dx QQ群:280818155
====================== 相互学习,共同进步 ===================
转载请注明出处:http://blog.csdn.net/dingxiaowei2013/article/details/18376397
欢迎关注我的微博:http://weibo.com/u/2590571922
需要工程文件的请留言!
今天将昨天的版本做了一些自适应的修改:
GUITexture的屏幕自适应:
screenwitdh = Screen.currentResolution.width; screenheight = Screen.currentResolution.height; //改变背景的分辨率 background.transform.position = Vector3.zero; background.transform.localScale = Vector3.zero; background.guiTexture.pixelInset = new Rect(0, 0, screenwitdh, screenheight); print("height" + screenheight); print("width" + screenwitdh);
经过反复的编译apk,安装到手机,经过十几次的反复终于尝试出稍微完美的自适应,下面是完美的代码:
using UnityEngine; using System.Collections; public class start : MonoBehaviour { public GUISkin mySkin; private bool isSound1Button = false; private bool isSound2Button = true; private AudioSource sound; private float screenwitdh; private float screenheight; public GUITexture background; public GUITexture title; void Awake() { screenwitdh = Screen.currentResolution.width; screenheight = Screen.currentResolution.height; //改变背景的分辨率 background.transform.position = Vector3.zero; background.transform.localScale = Vector3.zero; background.guiTexture.pixelInset = new Rect(0, 0, screenwitdh, screenheight); //title.transform.position = Vector3.zero; //title.transform.localScale = Vector3.zero; //坐标是以左下角为原点开始的,锚点也是左下角 float width = 400; float height = 200; title.guiTexture.pixelInset = new Rect(screenwitdh/2-width/2, screenheight-30-height, width, height); print("height" + screenheight); print("width:" + screenwitdh); } // Use this for initialization void Start () { sound = gameObject.GetComponent<AudioSource>(); } void OnGUI() { //screenwitdh = Screen.width; //screenheight = Screen.height; GUI.Label((new Rect(10, 10, 100, 20)), "作者:丁小未"); GUI.Label((new Rect(10, 30, 100, 20)), "height:"+screenheight.ToString()); GUI.Label((new Rect(10, 50, 100, 20)), "widht:"+screenwitdh.ToString()); GUI.skin = mySkin; //这里的GUI坐标是以左上角为原点跟GUITexture的坐标不同,GUITexture属性中是OpenGL坐标是从左下方开始为原点 if (GUI.Button(new Rect(screenwitdh/2-110, screenheight -250, 220, 66), "", GUI.skin.GetStyle("playbutton"))) { Application.LoadLevel(1); } if(GUI.Button (new Rect(screenwitdh/2-160,screenheight -185,320,66),"",GUI.skin.GetStyle("MoreButton"))) { Application.OpenURL("http://blog.csdn.net/dingxiaowei2013"); } if(GUI.Button(new Rect(screenwitdh/2-100,screenheight -120,200,66),"",GUI.skin.GetStyle("CreditButton"))) { Application.OpenURL("http://blog.csdn.net/dingxiaowei2013"); } if(isSound1Button) { if(GUI.Button(new Rect(60,screenheight-60,30,41),"",GUI.skin.GetStyle("Sound1Button"))) { sound.Play(); isSound1Button = false; isSound2Button = true; } } if(isSound2Button) { if(GUI.Button(new Rect(60,screenheight-60,45,41),"",GUI.skin.GetStyle("Sound2Button"))) { sound.Stop(); isSound1Button = true; isSound2Button = false; } } } }
效果图
本文转蓬莱仙羽51CTO博客,原文链接:http://blog.51cto.com/dingxiaowei/1366143
,如需转载请自行联系原作者