Authors
- Authors
- Name
- Astar
- @bilibili
- 续接“如何使用unity制作萌萌的live2d桌宠”,进一步优化桌宠,使之可以自适应电脑屏幕,并且增加一些交互
目录
转自本人CSDN,该方法适用于win10
本文在之前的博客"如何使用unity制作萌萌的live2d桌宠"的基础上对项目继续改进,解决了屏幕自适应和交互的问题。
先来看看效果:
准备工作
准备工作和环境配置在上一篇博客已介绍,这里不再赘述。但还要提一点的是项目仍在 unity2018.4.24.f1(很重要) 的环境下开发(unity2019无法正常工作,其他版本未测试),操作系统为Windows。
使用unity显示live2d人物
上篇博客介绍过,这里简单说一下流程:
- 下载Live2D_SDK_Unity_2.1.04_2_jp,将里面的文件拷贝到unity的目录,然后导入Live2DFrameworkNeeds包
- 将live2d素材放入unity目录中的Resources文件夹
- 新建一个空对象用于显示人物,取名为haru(名字随意)
- 为空对象添加Mesh Filter、MeshCllider、L App Model Proxy、My Game Controller和Audio Source,相关参数参考上篇博客。
运行程序应该有下面的效果
全屏+背景透明+点击穿透+置顶
导出程序的时候必须使背景透明,否则就谈不上桌宠了。这里直接给出背景透明+点击穿透的代码,将此代码拖动到一个空对象上,然后把相机的Clear Flags设为Solid Color,并把背景颜色调成黑色。(代码基于这篇博客修改)
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class TablePetBackSample : MonoBehaviour
{
public string strProduct;//项目名称
private int currentX;
private int currentY;
#region Win函数常量
private struct MARGINS
{
public int cxLeftWidth;
public int cxRightWidth;
public int cyTopHeight;
public int cyBottomHeight;
}
[DllImport("user32.dll")]
private static extern IntPtr GetActiveWindow();
[DllImport("user32.dll")]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll")]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
[DllImport("user32.dll")]
static extern int GetWindowLong(IntPtr hWnd, int nIndex);
[DllImport("user32.dll")]
static extern int SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, int uFlags);
[DllImport("user32.dll")]
static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, int bAlpha, int dwFlags);
[DllImport("Dwmapi.dll")]
static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);
[DllImport("user32.dll")]
private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);
//private const int WS_POPUP = 0x800000;
private const int GWL_EXSTYLE = -20;
private const int GWL_STYLE = -16;
private const int WS_EX_LAYERED = 0x00080000;
private const int WS_BORDER = 0x00800000;
private const int WS_CAPTION = 0x00C00000;
private const int SWP_SHOWWINDOW = 0x0040;
private const int LWA_COLORKEY = 0x00000001;
private const int LWA_ALPHA = 0x00000002;
private const int WS_EX_TRANSPARENT = 0x20;
#endregion
IntPtr hwnd;
void Awake()
{
#if UNITY_EDITOR
print("unity内运行程序");
#else
hwnd = FindWindow(null, strProduct);
int intExTemp = GetWindowLong(hwnd, GWL_EXSTYLE);
SetWindowLong(hwnd, GWL_EXSTYLE, intExTemp | WS_EX_TRANSPARENT | WS_EX_LAYERED);
SetWindowLong(hwnd, GWL_STYLE, GetWindowLong(hwnd, GWL_STYLE) & ~WS_BORDER & ~WS_CAPTION);
currentX = 0;
currentY = 0;
SetWindowPos(hwnd, -1, currentX, currentY, Screen.currentResolution.width, Screen.currentResolution.height, SWP_SHOWWINDOW);
var margins = new MARGINS() { cxLeftWidth = -1 };
DwmExtendFrameIntoClientArea(hwnd, ref margins);
#endif
}
}
相机参数:
注意代码中strProduct一定要与Inspector种的Product Name一致,否则会出现奇怪的Bug(很重要,可能会影响unity导出的同名程序使用)。 效果如下: 可以看到背景是透明的,而且不妨碍鼠标网页的交互。
屏幕自适应
桌宠不能挡在中间影响我们正常使用电脑,我们需要让她处于右下角的位置并适应屏幕分辨率。首先我们需要把相机的Projection调整为Orthographic, 然后编写可以根据屏幕分辨率动态的调整桌宠的大小和位置的代码。代码如下,把代码拖到有live2d组件的对象上(即haru上)就可。
using UnityEngine;
public class RolePositionControl : MonoBehaviour
{
float rolewidth = 520;
float roleheight = 520;
private GameObject MainCamera;
// Start is called before the first frame update
void Start()
{
MainCamera = GameObject.Find("Main Camera");
}
// Update is called once per frame
void Update()
{
//保持角色的大小和位置
float frustumHeight = MainCamera.GetComponent<Camera>().orthographicSize * 2;
float frustumWidth = frustumHeight * MainCamera.GetComponent<Camera>().aspect;
float rolewidth = GetComponent<MeshFilter>().mesh.bounds.size.x;
float roleheight = GetComponent<MeshFilter>().mesh.bounds.size.x;
transform.localPosition = new Vector3((frustumWidth - rolewidth) / 2, -(frustumHeight - roleheight) / 2, transform.localPosition.z);
}
}
效果如下:
交互
现在我们的桌宠只能看不能摸,也不会发出声音,下面我们来编写一些交互的代码。本人不熟悉unity的live2d编程,所以直接参照live2d框架中My Game Controller进行简单的改写。代码如下,为了不影响原来的包可以新建一个自己的My Game Controller组件(此处我命名为GameControl_X ),然后替换替换haru上的My Game Controller。
为何要改写My Game Controller? 原先的My Game Controller通过Input.GetMouseButton等接口获取鼠标状态,这样的方法在本项目中是无效的,前面的点击穿透功能会使程序无法检测到鼠标按下。所以这里需要使用windows接口来监测鼠标是否按下。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Runtime.InteropServices;
public class GameControl_X: MonoBehaviour
{
private static LAppLive2DManager instance;
private float lastX = -1;
private float lastY = -1;
private GameObject MainCamera;
//Windows接口
[DllImport("user32.dll")]
public static extern short GetAsyncKeyState(int vKey);
private const int VK_LBUTTON = 0x01; //鼠标左键
private const int VK_RBUTTON = 0x02; //鼠标右键
//动画辅助key
string AniKey = "Begin";
// Start is called before the first frame update
void Awake()
{
MainCamera = GameObject.Find("Main Camera");
if (MainCamera != null)
{
if (MainCamera.GetComponent<Camera>().orthographic)
{
LAppLive2DManager.Instance.SetTouchMode2D(true);
}
else
{
Debug.Log("\"Main Camera\" Projection : Perspective");
LAppLive2DManager.Instance.SetTouchMode2D(false);
}
}
}
// Update is called once per frame
void Update()
{
if (GetAsyncKeyState(VK_LBUTTON) != 0)
{
if (AniKey == "Begin")
{
lastX = Input.mousePosition.x;
lastY = Input.mousePosition.y;
LAppLive2DManager.Instance.TouchesBegan(Input.mousePosition);
AniKey = "Ani";
}
else
{
if (lastX == Input.mousePosition.x && lastY == Input.mousePosition.y)
{
return;
}
lastX = Input.mousePosition.x;
lastY = Input.mousePosition.y;
LAppLive2DManager.Instance.TouchesMoved(Input.mousePosition);
AniKey = "Begin";
}
}
else
{
if (AniKey == "Ani")
{
lastX = -1;
lastY = -1;
LAppLive2DManager.Instance.TouchesEnded(Input.mousePosition);
AniKey = "Begin";
}
}
}
}
效果如下,鼠标按下后haru会看向鼠标的位置,也可以做点击、摸头等交互。
到此大功告成,懂live2d的同学还可以将haru替换成自己喜欢的萌物。