小編給大家分享一下UnityUI或3D場景如何實(shí)現(xiàn)跟隨手機(jī)陀螺儀的晃動(dòng)效果,相信大部分人都還不怎么了解,因此分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后大有收獲,下面讓我們一起去了解一下吧!
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當(dāng)游戲顯示3d場景及其UI的時(shí)候。玩家左右晃動(dòng)手機(jī)的時(shí)候,UI界面會隨之左右偏移。上下晃動(dòng)的時(shí)候,3D場景會隨之上下偏移。手機(jī)停止晃動(dòng)的時(shí)候,如若偏移的UI或場景,停頓一會后自動(dòng)恢復(fù)到初始默認(rèn)位置。
分析
首先本文功能應(yīng)對的是橫屏游戲(豎屏游戲的話也差不多一樣,大家自己拓展下),假設(shè)當(dāng)我們拿起手機(jī)玩游戲,手機(jī)會有四個(gè)部位,分別為左手拿的左手邊和右手拿的右邊,以及屏幕內(nèi)容的上方和下方(下文中會用左手邊,右手邊,上方,下方來描述)。每個(gè)部位的傾斜都會造成UI或場景的偏移效果
我們可以先用一個(gè)枚舉來定義這四個(gè)部位的傾斜情況
public enum EGyroType{ NoRotate,//不旋轉(zhuǎn) ToUp,//手機(jī)下方向上傾斜 ToDown,//手機(jī)下方向下傾斜 ToLeft,//左手邊向下傾斜 ToRight,//右手邊向下傾斜}
接著我們可以使用Unity的陀螺儀接口Input.gyro的一些屬性,來判斷當(dāng)前手機(jī)的傾斜狀態(tài),Gyroscope有如下屬性:
我用到enabled和gravity兩個(gè)屬性,enabled用于打開或者關(guān)閉陀螺儀功能,而gravity返回的是一個(gè)Vector3變量,具體情況對應(yīng)的返回值,通過打印Log在android手機(jī)上顯示如下(橫屏游戲,紀(jì)錄了某種情況下的某個(gè)不特定的角度的gravity值):
當(dāng)手機(jī)橫著屏幕朝上水平放置在桌上的時(shí)候,返回值為:(0.0, 0.0, -1.0)
上下傾斜:
當(dāng)手機(jī)下方向上傾斜時(shí),某個(gè)角度(轉(zhuǎn)角小于90度)的返回值為:(0.0, 0.4, -0.9),角度再大的話屏幕的內(nèi)容會翻轉(zhuǎn)過來。
當(dāng)手機(jī)下方向下傾斜時(shí),某個(gè)角度(轉(zhuǎn)角小于90度)的返回值為:(0.0, -0.5, -0.9),轉(zhuǎn)角為90度時(shí):(0.0, -1.0, 0.0),轉(zhuǎn)角在90度到180度中時(shí):(0.0, -0.8, 0.6),180度時(shí)即屏幕正朝下為:(0.0, 0.0, 1.0),若角度再大一點(diǎn)為:(0.0, 0.3, 0.9),直至屏幕內(nèi)容翻轉(zhuǎn)過來。
我們可以發(fā)現(xiàn)
1.當(dāng) z < 0 , y > 0:當(dāng)y的值變大則為ToUp,變小則為ToDown
2.當(dāng) z < 0 , y < 0:當(dāng)y的值變大則為ToUp,變小則為ToDown
3.當(dāng) z >0 , y < 0:當(dāng)y的值變大則為ToDown,變小則為ToUp
4.當(dāng) z >0 , y >0:當(dāng)y的值變大則為ToDown,變小則為ToUp
5.當(dāng) z <0 變?yōu)?z >0,則為ToDown,反之則為ToUp
前四條總結(jié)下來就是,當(dāng) z < 0,y的值變大則為ToUp,變小則為ToDown。當(dāng) z >0,y的值變大則為ToDown,變小則為ToUp
左右傾斜:
當(dāng)手機(jī)左手邊向下傾斜時(shí),某個(gè)角度(轉(zhuǎn)角小于90度)的返回值為:(-0.2, 0.0, -1.0),轉(zhuǎn)角為90度時(shí):(-1.0, 0.0, 0.0),轉(zhuǎn)角在90度到180度中時(shí):(-0.6, 0.0, 0.8)
當(dāng)手機(jī)右手邊向下傾斜時(shí),某個(gè)角度(轉(zhuǎn)角小于90度)的返回值為:(0.6, 0.0, -0.8),轉(zhuǎn)角為90度時(shí):(1.0, 0.0, 0.0),轉(zhuǎn)角在90度到180度中時(shí):(0.8, 0.0, 0.5)
可以總結(jié)出
1.當(dāng) z < 0 , x < 0:當(dāng)x的值變小則為ToLeft,變大則為ToRight
2.當(dāng) z >0 , x < 0:當(dāng)x的值變大則為ToLeft,變小則為ToRight
3.當(dāng) z <0 , x >0:當(dāng)x的值變大則為ToRight,變小則為ToLeft
4.當(dāng) z >0 , x >0:當(dāng)x的值變小則為ToRight,變大則為ToLeft
即,當(dāng) z < 0,x的值變小則為ToLeft,變大則為ToRight。當(dāng) z >0,x的值變大則為ToLeft,變小則為ToRight
5.當(dāng) z < 0 變?yōu)閦 >0,若 x < 0 則為ToLeft,否則則為ToRight
6.當(dāng) z >0 變?yōu)閦 <0,若 x < 0 則為ToRight,否則則為ToLeft
然后我們可以根據(jù)這些性質(zhì)推斷出手機(jī)的當(dāng)前狀態(tài),然后去執(zhí)行我們想要執(zhí)行的操作。
根據(jù)需求,無論是移動(dòng)物體,還是轉(zhuǎn)動(dòng)攝像機(jī)來達(dá)到偏移的效果,都會有一個(gè)較大偏移值,偏移速度,不轉(zhuǎn)動(dòng)的時(shí)候等待的一個(gè)間隔時(shí)間,這幾個(gè)參數(shù)需要設(shè)置。
具體實(shí)現(xiàn)
首先我們寫一個(gè)腳本GyroManager,掛載在場景的一個(gè)GameObject上(也可以處理成為單例,在別處調(diào)用里面的Start,Update方法),用來每幀檢測當(dāng)前的手機(jī)狀態(tài),并調(diào)用對應(yīng)狀態(tài)的注冊事件。
using System;using UnityEngine; public enum EGyroType{ NoRotate,//不旋轉(zhuǎn) ToUp,//手機(jī)下方向上傾斜 ToDown,//手機(jī)下方向下傾斜 ToLeft,//左手邊向下傾斜 ToRight,//右手邊向下傾斜} public class GyroManager : MonoBehaviour{ Gyroscope mGyro;//陀螺儀 Vector2 mCurrentLandscapeGyroValue, mCurrentPortraitGyroValue;//當(dāng)前的水平垂直的gravity值 Vector2 mLastLandscapeGyroValue, mLastPortraitGyroValue;//上一次的水平垂直的gravity值 public EGyroType LandscapeEGyroType, PortraitEGyroType;//手機(jī)的水平垂直狀態(tài) float mPrecision = 0.015f;//精度,若前后兩次gravity值在精度內(nèi),則認(rèn)為當(dāng)前沒有旋轉(zhuǎn) public int LandscapeGyroDifference, PortraitGyroDifference;//模擬的一個(gè)旋轉(zhuǎn)速度,gravity值差異越大,則該值越大 bool mIsEnable;//是否開啟陀螺儀 private void Start() { mGyro = Input.gyro; SetGyroEnable(true); } //每種狀態(tài)下需要執(zhí)行的事件 public Action LandscapeTransToDefault; public Action<int> LandscapeTransToAdd; public Action<int> LandscapeTransToReduce; public Action PortraitTransToDefault; public Action<int> PortraitTransToAdd; public Action<int> PortraitTransToReduce; public void ResetLandscape() { LandscapeEGyroType = EGyroType.NoRotate; SetLandScapeValue(); mLastLandscapeGyroValue = mCurrentLandscapeGyroValue; LandscapeGyroDifference = 0; } public void ResetPortrait() { PortraitEGyroType = EGyroType.NoRotate; SetPortraitValue(); mLastPortraitGyroValue = Vector2.zero; PortraitGyroDifference = 0; } void Update() { if (mIsEnable) { GetEGyroType(); //根據(jù)解析出來的手機(jī)狀態(tài),執(zhí)行對應(yīng)事件 if (LandscapeEGyroType == EGyroType.ToLeft) { LandscapeTransToReduce?.Invoke(LandscapeGyroDifference); } else if (LandscapeEGyroType == EGyroType.ToRight) { LandscapeTransToAdd?.Invoke(LandscapeGyroDifference); } else { LandscapeTransToDefault?.Invoke(); } if (PortraitEGyroType == EGyroType.ToDown) { PortraitTransToReduce?.Invoke(PortraitGyroDifference); } else if (PortraitEGyroType == EGyroType.ToUp) { PortraitTransToAdd?.Invoke(PortraitGyroDifference); } else { PortraitTransToDefault?.Invoke(); } } } //開啟或關(guān)閉陀螺儀 public void SetGyroEnable(bool isEnable) { if (mIsEnable != isEnable) { mIsEnable = isEnable; ResetLandscape(); ResetPortrait(); mGyro.enabled = isEnable; } } //解析當(dāng)前手機(jī)狀態(tài) public void GetEGyroType() { SetLandScapeValue(); //Landscape if (IsEquals(mCurrentLandscapeGyroValue.x, mLastLandscapeGyroValue.x, true)) { LandscapeEGyroType = EGyroType.NoRotate; LandscapeGyroDifference = 0; } else { LandscapeGyroDifference = (int)(Mathf.Abs(mCurrentLandscapeGyroValue.x - mLastLandscapeGyroValue.x) * 60); if (mCurrentLandscapeGyroValue.y < 0 && mLastLandscapeGyroValue.y < 0) { //當(dāng) z < 0,x的值變小則為ToLeft,變大則為ToRight if (mCurrentLandscapeGyroValue.x < mLastLandscapeGyroValue.x) { LandscapeEGyroType = EGyroType.ToLeft; } else { LandscapeEGyroType = EGyroType.ToRight; } } else if (mCurrentLandscapeGyroValue.y > 0 && mLastLandscapeGyroValue.y > 0) { //當(dāng) z > 0,x的值變大則為ToLeft,變小則為ToRight if (mCurrentLandscapeGyroValue.x < mLastLandscapeGyroValue.x) { LandscapeEGyroType = EGyroType.ToRight; } else { LandscapeEGyroType = EGyroType.ToLeft; } } else { if (mCurrentLandscapeGyroValue.y < mLastLandscapeGyroValue.y) { //當(dāng) z < 0 變?yōu)?z > 0,若 x < 0 則為ToLeft,否則則為ToRight if (mCurrentLandscapeGyroValue.x > 0) { LandscapeEGyroType = EGyroType.ToLeft; } else { LandscapeEGyroType = EGyroType.ToRight; } } else { //當(dāng) z > 0 變?yōu)?z<0,若 x< 0 則為ToRight,否則則為ToLeft if (mCurrentLandscapeGyroValue.x < 0) { LandscapeEGyroType = EGyroType.ToLeft; } else { LandscapeEGyroType = EGyroType.ToRight; } } } } mLastLandscapeGyroValue = mCurrentLandscapeGyroValue; SetPortraitValue(); //Portrait if (IsEquals(mCurrentPortraitGyroValue.x, mLastPortraitGyroValue.x, false)) { PortraitEGyroType = EGyroType.NoRotate; PortraitGyroDifference = 0; } else { PortraitGyroDifference = (int)(Mathf.Abs(mCurrentPortraitGyroValue.x - mLastPortraitGyroValue.x) * 60); if (mCurrentPortraitGyroValue.y < 0 && mLastPortraitGyroValue.y < 0) { //當(dāng) z< 0,y的值變大則為ToUp,變小則為ToDown if (mCurrentPortraitGyroValue.x < mLastPortraitGyroValue.x) { PortraitEGyroType = EGyroType.ToDown; } else { PortraitEGyroType = EGyroType.ToUp; } } else if (mCurrentPortraitGyroValue.y > 0 && mLastPortraitGyroValue.y > 0) { //當(dāng) z > 0,y的值變大則為ToDown,變小則為ToUp if (mCurrentPortraitGyroValue.x < mLastPortraitGyroValue.x) { PortraitEGyroType = EGyroType.ToUp; } else { PortraitEGyroType = EGyroType.ToDown; } } else { //當(dāng) z<0 變?yōu)?z > 0,則為ToDown,反之則為ToUp if (mCurrentPortraitGyroValue.y < mLastPortraitGyroValue.y) { //>0 變 <0 PortraitEGyroType = EGyroType.ToUp; } else { PortraitEGyroType = EGyroType.ToDown; } } } mLastPortraitGyroValue = mCurrentPortraitGyroValue; } //讀取gravity值 public void SetLandScapeValue() { mCurrentLandscapeGyroValue.x = mGyro.gravity.x; mCurrentLandscapeGyroValue.y = mGyro.gravity.z; } public void SetPortraitValue() { mCurrentPortraitGyroValue.x = mGyro.gravity.y; mCurrentPortraitGyroValue.y = mGyro.gravity.z; } //前后兩次是否相等 bool IsEquals(float a, float b, bool isLandscape) { if ((isLandscape && LandscapeEGyroType == EGyroType.NoRotate) || (!isLandscape && PortraitEGyroType == EGyroType.NoRotate)) { if (Mathf.Abs(a - b) < 0.025f) { return true; } } if (Mathf.Abs(a - b) < mPrecision) { return true; } return false; }}
接著我們寫個(gè)腳本GyroBase用于掛載在需要根據(jù)手機(jī)狀態(tài)偏移的組件上,用于設(shè)置偏移的參數(shù),以及對應(yīng)狀態(tài)下計(jì)算偏移的量
using System;using UnityEngine; public class GyroBase{ public float MaxValue;//較大偏移值 public float DefaultValue;//初始位置 float mCurrentValue;//當(dāng)前偏移量 public float Speed;//速度 public float DuringTime;//等待間隔 float mCurrentDuringTime;//當(dāng)前時(shí)間間隔 public Action<float> ValueChanged;//偏移事件 public GyroManager mManager; float mBackSpeed;//回彈速度(一個(gè)減速過程) float BackSpeed { get { if (mBackSpeed > mMinSpeed) { mBackSpeed = Mathf.Max(mBackSpeed - Speed * mDeltaTime, mMinSpeed); } return mBackSpeed; } } float mMinSpeed;//最小速度 float mDeltaTime;//Time.deltaTime bool mIsLandScape;//檢測手機(jī)水平轉(zhuǎn)動(dòng)還是垂直轉(zhuǎn)動(dòng) bool mIsResetBackProperty = false; //初始化賦值 public void Init(float maxValue, float defaultValue, float speed, float duringTime, bool isLandscape, Action<float> action) { MaxValue = maxValue; DefaultValue = defaultValue; Speed = speed; DuringTime = duringTime; mMinSpeed = Speed * 0.2f; mCurrentValue = DefaultValue; mIsLandScape = isLandscape; if (mIsLandScape) { mManager.LandscapeTransToDefault += TransToDefault; mManager.LandscapeTransToAdd += TransToAdd; mManager.LandscapeTransToReduce += TransToReduce; } else { mManager.PortraitTransToDefault += TransToDefault; mManager.PortraitTransToAdd += TransToAdd; mManager.PortraitTransToReduce += TransToReduce; } ValueChanged = action; } //事件清除 public void Clear() { if (mIsLandScape) { mManager.LandscapeTransToDefault -= TransToDefault; mManager.LandscapeTransToAdd -= TransToAdd; mManager.LandscapeTransToReduce -= TransToReduce; } else { mManager.PortraitTransToDefault -= TransToDefault; mManager.PortraitTransToAdd -= TransToAdd; mManager.PortraitTransToReduce -= TransToReduce; } } //重設(shè)回彈參數(shù) void ResetBackProperty() { if (!mIsResetBackProperty) { mIsResetBackProperty = true; mBackSpeed = Speed * 0.8f; mCurrentDuringTime = 0; } } //手機(jī)沒轉(zhuǎn)動(dòng)的時(shí)候,超過間隔時(shí)間則減速回彈至默認(rèn)位置 void TransToDefault() { mIsResetBackProperty = false; mDeltaTime = Time.deltaTime; mCurrentDuringTime += mDeltaTime; if (mCurrentDuringTime > 1) { ValueToDefault(); ValueChanged?.Invoke(mCurrentValue); } } //偏移增加 void TransToAdd(int difference) { ResetBackProperty(); ValueAddSpeed(difference); ValueChanged?.Invoke(mCurrentValue); } //偏移減小 void TransToReduce(int difference) { ResetBackProperty(); ValueReduceSpeed(difference); ValueChanged?.Invoke(mCurrentValue); } void ValueToDefault() { if (mCurrentValue > DefaultValue) { mCurrentValue = Mathf.Max(mCurrentValue - BackSpeed * mDeltaTime, DefaultValue); } else if (mCurrentValue < DefaultValue) { mCurrentValue = Mathf.Min(mCurrentValue + BackSpeed * mDeltaTime, DefaultValue); } } void ValueAddSpeed(int difference) { if (mCurrentValue < DefaultValue + MaxValue) { mCurrentValue = Mathf.Min(mCurrentValue + Speed * mDeltaTime * difference, DefaultValue + MaxValue); } } void ValueReduceSpeed(int difference) { if (mCurrentValue > DefaultValue - MaxValue) { mCurrentValue = Mathf.Max(mCurrentValue - Speed * mDeltaTime * difference, DefaultValue - MaxValue); } }}
使用
例如,我們3D場景會隨手機(jī)的垂直轉(zhuǎn)動(dòng)而上下偏移,我們可以通過旋轉(zhuǎn)攝像機(jī)的x軸來實(shí)現(xiàn),我們只需寫個(gè)簡單的腳本掛載在攝像機(jī)上即可
public class CameraGyro : MonoBehaviour{ public GyroManager mManager; Transform mTransform; Vector3 mCameraAngle; GyroBase mGyroBase; void Start() { mTransform = transform; mCameraAngle = Vector3.zero; mGyroBase = new GyroBase(); mGyroBase.mManager = mManager; mGyroBase.Init(5, 0, 5, 1, false, Change); } void Change(float value) { mCameraAngle.x = value; mTransform.localEulerAngles = mCameraAngle; }}
因?yàn)樽约汗こ痰腢I場景并不是所有UI都會隨手機(jī)水平翻轉(zhuǎn)而轉(zhuǎn)動(dòng),所以就不能直接通過攝像頭來解決,而需要移動(dòng)需要偏移的UI部分,所以我們可以寫個(gè)組件只掛載在需要偏移的UI部分上
public class UIGyro : MonoBehaviour{ public GyroManager mManager; void Start() { GyroBase mGyroBase = new GyroBase(); mGyroBase.mManager = mManager; mGyroBase.Init(80, transform.localPosition.x, 80, 1, true, Change); } void Change(float value) { transform.localPosition = new Vector3(value, transform.localPosition.y); }}
這樣就大致實(shí)現(xiàn)了需要的效果了。
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