egret3d的GUI目前還沒有,在做3d游戲的時候沒有UI可用,只能使用egret2d的EUI組件庫,egret3d與egret2d混合開發,canvas3d的大小與位置與canvas2d並沒有重合,導致適配ui時總是錯位。在做手機屏幕適配的時候必須解決這種問題,我的解決方法是兩個屬性相同。
我的解決方案為修改源碼,在egret2d適配屏幕的時候加入自定義接口,通過事件的方式通知適配canvas3d的大小和位置。
先看下效果如何
轉屏適配⬇️
增加Diy接口
打開 egret engine
,跳轉到引擎的根目錄下,進入src->egret->diy->RMCanvas2DView.ts
,diy->RMCanvas2DView.ts
為自己創建的文件,目的是為了從引擎底部調出接口。
module RM {
export class RMCanvas2DView {
public static canvasW:number = 0;
public static canvasH:number = 0;
public static canvasX:number = 0;
public static canvasY:number = 0;
public static canvasR:string = 'rotate(0deg)';
public static eventDispatcher:egret.EventDispatcher = new egret.EventDispatcher();
public constructor() {
}
}
}
修改WebPlayer.ts源碼
在WebPlayer.updateScreenSize
函數的最后加上代碼:
/**
* @private
* 更新播放器視口尺寸
*/
public updateScreenSize():void {
......
this.player.updateStageSize(stageWidth, stageHeight);//不要在這個方法后面修改屬性
//函數的最下面加上以下代碼
RM.RMCanvas2DView.canvasW = displayWidth;
RM.RMCanvas2DView.canvasH = displayHeight;
RM.RMCanvas2DView.canvasX = +canvas.style.left.split('px')[0];
RM.RMCanvas2DView.canvasY = +canvas.style.top.split('px')[0];
RM.RMCanvas2DView.canvasR = canvas.style.transform;
RM.RMCanvas2DView.eventDispatcher.dispatchEvent(egret.Event.create(
egret.Event,egret.Event.RESIZE));
}
編譯引擎
通過egret create
命令創建的項目,在項目的根目錄下執行一次 egret make
命令,編譯完成后,在項目中看看是否有RMCanvas2DView
類,如果沒有,請重新看下步驟,重試以下。
監聽屏幕適配變化
然后在游戲啟動時加入事件監聽器回調函數
class WorldCanvas {
private _canvas3d:egret3d.Egret3DCanvas;
private _view3d:egret3d.View3D;
public constructor() {
this.initCanvas();
this.initHtmlCanvas();
}
private initCanvas():void {
this._canvas3d = new egret3d.Egret3DCanvas();
this._canvas3d.width = GameConfig.STAGE_W;
this._canvas3d.height = GameConfig.STAGE_H;
this._canvas3d.x = this._canvas3d.y = 0;
this._view3d = new egret3d.View3D( 0, 0, GameConfig.STAGE_W, GameConfig.STAGE_H );
this._view3d.backColor = 0x00000000;
this._canvas3d.addView3D( this._view3d );
this.onResize();
RM.RMCanvas2DView.eventDispatcher.addEventListener( egret.Event.RESIZE, this.onResize, this );
}
private initHtmlCanvas():void
{
var canvas = document.getElementById( "egret3D" );
if ( canvas ) {
canvas.style[ 'position' ] = 'absolute';
canvas.style[ 'cursor' ] = 'inherit';
canvas.style[ 'bottom' ] = '0px';
canvas.style[ 'right' ] = '0px';
canvas.style[ 'transform-origin' ] = '0% 0% 0px';
}
}
public onResize( $e? ):void {
this._canvas3d.x = RM.RMCanvas2DView.canvasX;
this._canvas3d.y = RM.RMCanvas2DView.canvasY;
var canvas = document.getElementById( "egret3D" );
if ( canvas ) {
canvas.style[ 'transform' ] = RM.RMCanvas2DView.canvasR;
canvas.style['width'] = RM.RMCanvas2DView.canvasW+'px';
canvas.style['height'] = RM.RMCanvas2DView.canvasH+'px';
}
}
}
這樣就把2D引擎適配的結果傳遞給3D了。旋轉縮放都沒有問題了,可以使用2D下的所有適配模式。
有問題請聯系哦!目前我以這種模式已做了2個egret3d項目嘍~不過目前並沒有上線運營。