Unity实现虚拟键盘
作者:小小小小羽丶
这篇文章主要为大家详细介绍了Unity实现虚拟键盘,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了Unity实现虚拟键盘的具体代码,供大家参考,具体内容如下
这是一个网上找的插件,自己改了点东西,方便使用在项目中。暂时不适用中文输入,中文输入可能得调出系统输入法,项目不需要就没去研究了,大伙有兴趣可以研究研究。
包含两个类,一个是虚拟键盘类,还一个是文本框输入类。下面直接上代码:
using UnityEngine; using System.Collections.Generic; /* * On Screen Keyboard * By Richard Taylor, Holopoint Interactive Pty. Ltd. * * FEATURES: * - Fully configurable layout * - Fully skinnable * - Key select and press audio * - Configurable caps functionality * - Configurable key repeat settings * - Works with both joystick/gamepad and mouse/touchscreen input * - Simple integration * - Tested using Xbox 360 controller and iPad */ /* * Time list: * June于2020.04.17改 * */ public enum ShiftState { Off, Shift, CapsLock } public class OnScreenKeyboard : MonoBehaviour { // INSPECTOR VISIBLE PROPERTIES ------------------------------------------- // Skinning public GUIStyle boardStyle; public GUIStyle keyStyle; public Texture2D selectionImage; // Board and button sizes public Rect screenRect = new Rect(0, 0, 0, 0); public Vector2 stdKeySize = new Vector2(32, 32); public Vector2 lgeKeySize = new Vector2(64, 32); // Key audio public AudioClip keySelectSound = null; public AudioClip keyPressSound = null; // Shift settings public bool shiftStateSwitchEnabled = true; public ShiftState shiftStateDefault = ShiftState.Off; // Joystick settings public bool joystickEnabled = true; public string joyPressButton = "Fire1"; public string joyCapsButton = "Fire2"; // Our keys. By default we'll include a simplified QWERTY keyboard handy // for name entry, but this can literally be anything you want. Either the // two arrays must be of matching length, or lowerKeys must be of size 0. public string[] upperKeys = { "Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P", "<<", "<row>", "A", "S", "D", "F", "G", "H", "J", "K", "L", "Done", "<row>", "Z", "X", "C", "V", "B", "N", "M", "Caps", "Space" }; public string[] lowerKeys = { "q", "w", "e", "r", "t", "y", "u", "i", "o", "p", "<<", "<row>", "a", "s", "d", "f", "g", "h", "j", "k", "l", "Done", "<row>", "z", "x", "c", "v", "b", "n", "m", "Caps", "Space" }; // The size must match the number of rows, or be 0 public float[] rowIndents = { 0.0f, 0.2f, 0.5f }; // Delays for repeated events public float initialRepeatDelay = 0.8f; public float continuedRepeatDelay = 0.2f; public float moveRepeatDelay = 0.3f; // INTERNAL DATA MEMBERS -------------------------------------------------- private string keyPressed = ""; private int pSelectedButton; private GUIStyle pressedStyle = null; private float keyRepeatTimer = 0; private bool keyDownPrevFrame = false; private bool keyReleased = false; private bool lastKeyWasShift = false; private float moveTimer = 0; private ShiftState shiftState; private bool[] keySizes; private Rect[] keyRects; private int[] rowMarkers; private int selectedButton; private AudioSource keySelectSource = null; private AudioSource keyPressSource = null; // Change this if it's conflicting with your own GUI's windows private int windowId = 0; /// <summary> /// 新增属性,控制虚拟键盘在屏幕中的位置 /// </summary> [Header("June_Add_Attribute_Control_keyBoardTF---------------------------------------")] public float _keyBoardTF_X; public float _keyBoardTF_Y; // INITIALISATION --------------------------------------------------------- void Awake() { // Check that our key array sizes match if (upperKeys.Length != lowerKeys.Length && !(lowerKeys.Length == 0 && !shiftStateSwitchEnabled)) { print("Error: OnScreenKeyboard needs the same number of upper and lower case keys, or there must be no lower keys and caps switch must be disabled"); Destroy(this); } // Check for row markers and count row lengths List<int> rowMarkersTemp = new List<int>(); for (int i = 0; i < upperKeys.Length; i++) if (upperKeys[i] == "<row>") rowMarkersTemp.Add(i); rowMarkers = rowMarkersTemp.ToArray(); // Check row indents if (rowIndents.Length < rowMarkers.Length + 1) { float[] rowIndentsTemp = new float[rowMarkers.Length + 1]; for (int i = 0; i < rowIndentsTemp.Length; i++) { if (i < rowIndents.Length) rowIndentsTemp[i] = rowIndents[i]; else rowIndentsTemp[i] = 0; } } // Check button sizes - anything that's not a single character is a "large" key keySizes = new bool[upperKeys.Length]; for (int i = 0; i < upperKeys.Length; i++) keySizes[i] = upperKeys[i].Length > 1; // Populate the array of key rectangles keyRects = new Rect[upperKeys.Length]; int currentRow = 0; float xPos = (rowIndents.Length > 0 ? rowIndents[currentRow] : 0) + stdKeySize.x*0.33f; float yPos = stdKeySize.y*1.33f*currentRow + stdKeySize.y*0.33f; for (int i = 0; i < upperKeys.Length; i++) { // On the start of a new line, position the new key accordingly if (IsRowMarker(i)) { if (i != 0) currentRow++; xPos = (rowIndents.Length > 0 ? rowIndents[currentRow] : 0) + stdKeySize.x * 0.33f; yPos = stdKeySize.y*1.33f*currentRow + stdKeySize.y * 0.33f; } else { // Draw the key, and set keyPressed accordingly keyRects[i] = new Rect(screenRect.x + xPos, screenRect.y + yPos, keySizes[i] ? lgeKeySize.x : stdKeySize.x, keySizes[i] ? lgeKeySize.y : stdKeySize.y); // Move over to the next key's position on this line xPos += keySizes[i] ? lgeKeySize.x + stdKeySize.x*0.33f : stdKeySize.x*1.33f; } } // Put ourselves in a default screen position if we haven't been explicitly placed yet if (screenRect.x == 0 && screenRect.y == 0 && screenRect.width == 0 && screenRect.height == 0) { // Figure out how big we need to be float maxWidth = 0; float maxHeight = 0; for (int i = 0; i < keyRects.Length; i++) { if (keyRects[i].xMax > maxWidth) maxWidth = keyRects[i].xMax; if (keyRects[i].yMax > maxHeight) maxHeight = keyRects[i].yMax; } maxWidth += stdKeySize.x*0.33f; maxHeight += stdKeySize.y*0.33f; screenRect = new Rect(_keyBoardTF_X, _keyBoardTF_Y, maxWidth, maxHeight); } // If we've got audio, create sources so we can play it if (keySelectSound != null) { keySelectSource = gameObject.AddComponent<AudioSource>() as AudioSource; keySelectSource.spatialBlend = 0; keySelectSource.clip = keySelectSound; } if (keyPressSound != null) { keyPressSource = gameObject.AddComponent<AudioSource>() as AudioSource; keyPressSource.spatialBlend = 0; keyPressSource.clip = keyPressSound; } // Set the initial shift state if (shiftStateSwitchEnabled) SetShiftState(shiftStateDefault); // Create a pressed button skin for joysticks pressedStyle = new GUIStyle(); pressedStyle.normal.background = keyStyle.active.background; pressedStyle.border = keyStyle.border; pressedStyle.normal.textColor = keyStyle.active.textColor; pressedStyle.alignment = keyStyle.alignment; //新增字体样式------->按钮按下的时候调用 pressedStyle.font = keyStyle.font; } // GAME LOOP -------------------------------------------------------------- void Update() { // Handle keys being released if (!keyDownPrevFrame) { keyRepeatTimer = 0; if (!keyReleased) KeyReleased(); } keyDownPrevFrame = false; // Check mouse input Vector3 guiMousePos = Input.mousePosition; guiMousePos.y = Screen.height - guiMousePos.y; for (int i = 0; i < keyRects.Length; i++) { Rect clickRect = keyRects[i]; clickRect.x += screenRect.x; clickRect.y += screenRect.y; // Check for the click ourself, because we want to do it differently to usual if (clickRect.Contains(guiMousePos)) { selectedButton = i; if (Input.GetMouseButtonDown(0)) KeyPressed(); else if (Input.GetMouseButton(0)) KeyHeld(); else if (Input.GetMouseButtonUp(0)) KeyReleased(); } } // If the joystick is in use, update accordingly if (joystickEnabled) CheckJoystickInput(); } private void CheckJoystickInput() { // KEY SELECTION float horiz = Input.GetAxis("Horizontal"); float vert = Input.GetAxis("Vertical"); moveTimer -= Time.deltaTime; if (moveTimer < 0) moveTimer = 0; bool hadInput = false; bool moved = false; if (horiz > 0.5f) { if (moveTimer <= 0) { SelectRight(); moved = true; } hadInput = true; } else if (horiz < -0.5f) { if (moveTimer <= 0) { SelectLeft(); moved = true; } hadInput = true; } if (vert < -0.5f) { if (moveTimer <= 0) { SelectDown(); moved = true; } hadInput = true; } else if (vert > 0.5f) { if (moveTimer <= 0) { SelectUp(); moved = true; } hadInput = true; } if (!hadInput) moveTimer = 0; if (moved) { moveTimer += moveRepeatDelay; if (keySelectSource != null) keySelectSource.Play(); } selectedButton = Mathf.Clamp(selectedButton, 0, upperKeys.Length - 1); // CAPITALS if (shiftStateSwitchEnabled && (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetButtonDown(joyCapsButton))) shiftState = (shiftState == ShiftState.CapsLock ? ShiftState.Off : ShiftState.CapsLock); // TYPING if (Input.GetButtonDown(joyPressButton)) KeyPressed(); else if (Input.GetButton(joyPressButton)) KeyHeld(); } // Called on the first frame where a new key is pressed private void KeyPressed() { keyPressed = (shiftState != ShiftState.Off) ? upperKeys[selectedButton] : lowerKeys[selectedButton]; pSelectedButton = selectedButton; keyRepeatTimer = initialRepeatDelay; keyDownPrevFrame = true; keyReleased = false; lastKeyWasShift = false; if (keyPressSource != null) keyPressSource.Play(); } // Called for every frame AFTER the first while a key is being held private void KeyHeld() { // If the key being pressed has changed, revert to an initial press if (selectedButton != pSelectedButton) { KeyReleased(); KeyPressed(); return; } // Check if we're ready to report another press yet keyRepeatTimer -= Time.deltaTime; if (keyRepeatTimer < 0) { keyPressed = (shiftState != ShiftState.Off) ? upperKeys[selectedButton] : lowerKeys[selectedButton]; keyRepeatTimer += continuedRepeatDelay; if (keyPressSource != null) keyPressSource.Play(); } keyDownPrevFrame = true; keyReleased = false; } // Called the frame after a key is released private void KeyReleased() { keyDownPrevFrame = false; keyReleased = true; if (shiftState == ShiftState.Shift && !lastKeyWasShift) SetShiftState(ShiftState.Off); } // Selects the key to the left of the currently selected key private void SelectLeft() { selectedButton--; // If we've hit the start of a row, wrap to the end of it instead if (IsRowMarker(selectedButton) || selectedButton < 0) { selectedButton++; while (!IsRowMarker(selectedButton+1) && selectedButton+1 < upperKeys.Length) selectedButton++; } } // Selects the key to the right of the currently selected key private void SelectRight() { selectedButton++; // If we've hit the end of a row, wrap to the start of it instead if (IsRowMarker(selectedButton) || selectedButton >= upperKeys.Length) { selectedButton--; while (!IsRowMarker(selectedButton-1) && selectedButton-1 >= 0) selectedButton--; } } // Selects the key above the currently selected key private void SelectUp() { // Find the center of the currently selected button float selCenter = keyRects[selectedButton].x + keyRects[selectedButton].width/2; // Find the start of the next button; int tgtButton = selectedButton; while (!IsRowMarker(tgtButton) && tgtButton >= 0) tgtButton--; if (IsRowMarker(tgtButton)) tgtButton--; if (tgtButton < 0) tgtButton = upperKeys.Length-1; // Find the button with the closest center on that line float nDist = float.MaxValue; while (!IsRowMarker(tgtButton) && tgtButton >= 0) { float tgtCenter = keyRects[tgtButton].x + keyRects[tgtButton].width/2; float tDist = Mathf.Abs(tgtCenter - selCenter); if (tDist < nDist) { nDist = tDist; } else { selectedButton = tgtButton+1; return; } tgtButton--; } selectedButton = tgtButton+1; } // Selects the key below the currently selected key private void SelectDown() { // Find the center of the currently selected button float selCenter = keyRects[selectedButton].x + keyRects[selectedButton].width/2; // Find the start of the next button; int tgtButton = selectedButton; while (!IsRowMarker(tgtButton) && tgtButton < upperKeys.Length) tgtButton++; if (IsRowMarker(tgtButton)) tgtButton++; if (tgtButton >= upperKeys.Length) tgtButton = 0; // Find the button with the closest center on that line float nDist = float.MaxValue; while (!IsRowMarker(tgtButton) && tgtButton < upperKeys.Length) { float tgtCenter = keyRects[tgtButton].x + keyRects[tgtButton].width/2; float tDist = Mathf.Abs(tgtCenter - selCenter); if (tDist < nDist) { nDist = tDist; } else { selectedButton = tgtButton-1; return; } tgtButton++; } selectedButton = tgtButton-1; } // Returns the row number of a specified button private int ButtonRow(int buttonIndex) { for (int i = 0; i < rowMarkers.Length; i++) if (buttonIndex < rowMarkers[i]) return i; return rowMarkers.Length; } // GUI FUNCTIONALITY ------------------------------------------------------ void OnGUI() { GUI.Window(windowId, screenRect, WindowFunc, "", boardStyle); } private void WindowFunc(int id) { for (int i = 0; i < upperKeys.Length; i++) { if (!IsRowMarker(i)) { // Draw a glow behind the selected button if (i == selectedButton) GUI.DrawTexture(new Rect(keyRects[i].x-5, keyRects[i].y-5, keyRects[i].width+10, keyRects[i].height+10), selectionImage); // Draw the key // Note that we don't do click detection here, we do it in update GUI.Button(keyRects[i], (shiftState != ShiftState.Off) ? upperKeys[i] : lowerKeys[i], (joystickEnabled && selectedButton == i && Input.GetButton(joyPressButton) ? pressedStyle : keyStyle)); } } } // Returns true if they item at a specified index is a row end marker private bool IsRowMarker(int currentKeyIndex) { for (int i = 0; i < rowMarkers.Length; i++) if (rowMarkers[i] == currentKeyIndex) return true; return false; } // CONTROL INTERFACE ------------------------------------------------------ // Returns the latest key to be pressed, or null if no new key was pressed // since last time you checked. This means that you can only grab a single // keypress once, as it's cleared once you've read it. It also means that // if you let the user press multiple keys between checks only the most // recent one will be picked up each time. public string GetKeyPressed() { if (keyPressed == null) keyPressed = ""; string key = keyPressed; keyPressed = ""; return key; } // Toggle the caps state from elsewhere public void SetShiftState(ShiftState newShiftState) { if (!shiftStateSwitchEnabled) return; shiftState = newShiftState; if (shiftState == ShiftState.Shift) lastKeyWasShift = true; } public ShiftState GetShiftState() { return shiftState; } }
using UnityEngine; using UnityEngine.UI; /// <summary> /// 这是虚拟键盘插件脚本,June于2020.4.16改 /// </summary> public class OnScreenKeyboardExample : MonoBehaviour { public OnScreenKeyboard osk; /// <summary> /// 输入文字 /// </summary> private string _inputString; /// <summary> /// 输入文本框 /// </summary> public InputField _inputField; //每次激活清空文本框内容 private void OnEnable() { _inputString = ""; } void Update () { // You can use input from the OSK just by asking for the most recent // pressed key, which will be returned to you as a string, or null if // no key has been pressed since you last checked. Note that if more // than one key has been pressed you will only be given the most recent. string keyPressed = osk.GetKeyPressed(); if (keyPressed != "") { // Take different action depending on what key was pressed if (keyPressed == "Backspace" || keyPressed == "<<") { // Remove a character if (_inputString.Length > 0) _inputString = _inputString.Substring(0, _inputString.Length-1); } else if (keyPressed == "Space") { // Add a space _inputString += " "; } else if (keyPressed == "Enter" || keyPressed == "Done") { // Change screens, or do whatever you want to // do when your user has finished typing :-) } else if (keyPressed == "Caps") { // Toggle the capslock state yourself osk.SetShiftState(osk.GetShiftState() == ShiftState.CapsLock ? ShiftState.Off : ShiftState.CapsLock); } else if (keyPressed == "Shift") { // Toggle shift state ourselves osk.SetShiftState(osk.GetShiftState() == ShiftState.Shift ? ShiftState.Off : ShiftState.Shift); } else { //限制输入 if (_inputField.text.Length >= _inputField.characterLimit) return; // Add a letter to the existing string _inputString += keyPressed; } //将文字赋值给文本框中的文本属性 _inputField.text = _inputString; } } }
在场景中新建个空物体,用来放虚拟键盘脚本,再新建个输入文本框,脚本可以挂在画布上或者新建个空物体都行。把输入文本框赋上去就可以了。运行效果是这样的
当然,你想要各种风格之类的,换底图之类的,以及按键数量,都可以自行设置。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。