[unity3d]水果忍者-界面搭建

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=================

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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


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