3 Commits
Author SHA1 Message Date
cneicy 846d9c8a69 fix(tutorial): preserve click targets across UI transitions
Publish UPM package / publish (push) Successful in 2s
2026-08-30 20:46:57 +08:00
cneicy 2f9b0ff512 chore(editor): remove duplicate tutorial menus
Publish UPM package / publish (push) Successful in 2s
2026-08-26 12:48:32 +08:00
cneicy fbba140fd6 fix(tutorial): declare JsonUtility module
Publish UPM package / publish (push) Successful in 3s
2026-08-26 11:03:32 +08:00
10 changed files with 140 additions and 51 deletions
+10 -1
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@@ -1,6 +1,11 @@
# Changelog
## Unreleased
## 0.1.3
- 修复 `ClickTarget` 在目标按钮点击后立即打开、关闭或替换 UI 时误判未命中的问题;现在按下时确认原目标,松开时按按下时的目标区域完成步骤。
- 支持在场景中显式绑定教程 Canvas、遮罩和提示框,并可关闭运行时 UI 生成。
## 0.1.2
- 修复 `ClickTarget` 对 UI 目标过早在按下阶段完成的问题,改为等待指针释放并确认 EventSystem 射线真实命中目标后再过步。
- 修复隐藏中的 `Path` 目标仍被教程当作可用目标的问题;现在 inactive 目标会继续等待,不会把提示框提前挂到尚未显示的控件上。
@@ -8,6 +13,10 @@
- 修复教程结束或 `maskShape=None` 步骤下遮罩仍继续绘制/拦截的问题;现在无高亮时蒙版会完全隐藏。
- 修复 `ShrinkTutorialSample` 在前一次演示完成后下次 Play 不再显示教程的问题;样例现在会在启动时清掉自身教程进度再重新播放。
## 0.1.1
- 声明 `JsonUtility` 所需的 Unity JSON Serialize 模块,使包可在最小消费者项目中独立解析与编译。
## 0.1.0
- 初始版本。
@@ -104,12 +104,6 @@ namespace ShrinkTutorial.Editor
Debug.Log("[ShrinkTutorial] Sample scene created: Assets/Scenes/ShrinkTutorialSample.unity");
}
[MenuItem("ShrinkSDK/Tutorial/Create Sample Scene")]
public static void BuildSampleSceneAlias()
{
BuildSampleScene();
}
private static ShrinkTutorialSettings EnsureSettings()
{
var settings = AssetDatabase.LoadAssetAtPath<ShrinkTutorialSettings>(SettingsPath);
-12
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@@ -22,12 +22,6 @@ namespace ShrinkTutorial.Editor
window.Show();
}
[MenuItem("ShrinkSDK/Tutorial/Editor")]
public static void ShowWindowAlias()
{
ShowWindow();
}
[MenuItem("ShrinkSDK/引导/重置教程进度")]
public static void ResetProgress()
{
@@ -37,12 +31,6 @@ namespace ShrinkTutorial.Editor
Debug.Log("[ShrinkTutorial] 已重置教程进度。");
}
[MenuItem("ShrinkSDK/Tutorial/Reset Progress")]
public static void ResetProgressAlias()
{
ResetProgress();
}
private void OnEnable()
{
TryAssignDefaultDatabase();
+5
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@@ -67,6 +67,11 @@ Assets/Modules/ShrinkTutorial/
ShrinkTutorialManager.Instance.StartTutorial("tut.inventory.open");
```
如果项目要求所有 UI 预先存在于场景,可在 `ShrinkTutorialManager` 上显式绑定
`Canvas Override``Mask Override``Dialog Override`,并关闭
`Allow Runtime Ui Fallback``ShrinkTutorialDialog` 的内容文本、箭头与跳过按钮也要
在场景中序列化绑定;该模式不会在运行时创建教程 UI。
也可以给入口物体挂 `ShrinkTutorialTrigger`,在 `OnEnable` 首次可见时自动触发。
### 4. 动态对象锚点
+1 -1
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@@ -3,7 +3,7 @@ using UnityEngine;
namespace ShrinkTutorial
{
[CreateAssetMenu(fileName = "ShrinkTutorialData", menuName = "ShrinkTutorial/Tutorial Data")]
[CreateAssetMenu(fileName = "ShrinkTutorialData", menuName = "ShrinkSDK/引导/教程数据")]
public class ShrinkTutorialData : ScriptableObject
{
public string tutorialId = string.Empty;
+1 -1
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@@ -3,7 +3,7 @@ using UnityEngine;
namespace ShrinkTutorial
{
[CreateAssetMenu(fileName = "ShrinkTutorialDatabase", menuName = "ShrinkTutorial/Tutorial Database")]
[CreateAssetMenu(fileName = "ShrinkTutorialDatabase", menuName = "ShrinkSDK/引导/教程数据库")]
public class ShrinkTutorialDatabase : ScriptableObject
{
[SerializeField] private List<ShrinkTutorialData> tutorials = new();
+97 -23
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@@ -15,6 +15,12 @@ namespace ShrinkTutorial
[SerializeField] private ShrinkTutorialSettings settingsOverride;
[Header("Explicit scene UI")]
[SerializeField] private Canvas canvasOverride;
[SerializeField] private ShrinkTutorialMask maskOverride;
[SerializeField] private ShrinkTutorialDialog dialogOverride;
[SerializeField] private bool allowRuntimeUiFallback = true;
private readonly List<string> _pendingTutorialIds = new();
private readonly HashSet<string> _completedTutorials = new();
private readonly HashSet<string> _skippedTutorials = new();
@@ -32,6 +38,11 @@ namespace ShrinkTutorial
private bool _skipRequested;
private bool _stepCompleted;
private bool _stepCompletionQueued;
private bool _clickTargetArmed;
private Rect _clickTargetArmedRect;
private ShrinkTutorialMaskShape _clickTargetArmedShape;
private int _clickTargetArmedFrame;
private bool _clickTargetArmedWithTouch;
private float _stepAutoTimer;
private string _receivedCustomEvent = string.Empty;
@@ -202,6 +213,7 @@ namespace ShrinkTutorial
_skipRequested = false;
_stepCompleted = false;
_stepCompletionQueued = false;
_clickTargetArmed = false;
_stepAutoTimer = tutorial.steps[stepIndex].autoDelay;
_receivedCustomEvent = string.Empty;
@@ -298,16 +310,7 @@ namespace ShrinkTutorial
}
break;
case ShrinkTutorialCompleteCondition.ClickTarget:
if (targetTransform &&
ShrinkTutorialTargetUtility.TryBuildScreenRect(targetTransform, out var targetRect) &&
WasPrimaryPointerReleased(targetRect, step.maskShape, out var screenPosition) &&
WasPointerReleaseRoutedToTarget(targetTransform, screenPosition))
{
LogDebug(
$"ClickTarget candidate accepted, tutorial={_currentTutorial?.tutorialId}, step={_currentStepIndex}, " +
$"pointer={screenPosition}, target={GetTransformPath(targetTransform)}");
QueueStepCompletion();
}
TickClickTargetCompletion(step, targetTransform);
break;
case ShrinkTutorialCompleteCondition.CustomEvent:
case ShrinkTutorialCompleteCondition.DragToTarget:
@@ -359,24 +362,76 @@ namespace ShrinkTutorial
return pressed && !_dialog.ContainsScreenPoint(screenPosition);
}
private bool WasPrimaryPointerReleased(Rect targetRect, ShrinkTutorialMaskShape maskShape, out Vector2 screenPosition)
private void TickClickTargetCompletion(ShrinkTutorialStep step, Transform targetTransform)
{
if (!TryGetPointerUpPosition(out screenPosition))
return false;
if (_dialog.ContainsScreenPoint(screenPosition))
if (!_clickTargetArmed &&
targetTransform &&
ShrinkTutorialTargetUtility.TryBuildScreenRect(targetTransform, out var targetRect) &&
TryGetPointerDownPosition(out var pointerDownPosition))
{
LogDebug($"Pointer release ignored because it hit dialog, pointer={screenPosition}");
return false;
if (_dialog.ContainsScreenPoint(pointerDownPosition))
{
LogDebug($"Pointer down ignored because it hit dialog, pointer={pointerDownPosition}");
}
else if (!IsPointInsideTarget(targetRect, step.maskShape, pointerDownPosition))
{
LogDebug($"Pointer down outside target, pointer={pointerDownPosition}, rect={targetRect}");
}
else if (WasPointerRoutedToTarget(targetTransform, pointerDownPosition))
{
_clickTargetArmed = true;
_clickTargetArmedRect = targetRect;
_clickTargetArmedShape = step.maskShape;
_clickTargetArmedFrame = Time.frameCount;
_clickTargetArmedWithTouch = Input.touchCount > 0;
LogDebug(
$"ClickTarget armed, tutorial={_currentTutorial?.tutorialId}, step={_currentStepIndex}, " +
$"pointer={pointerDownPosition}, target={GetTransformPath(targetTransform)}");
}
}
var insideTarget = maskShape == ShrinkTutorialMaskShape.Circle
if (!_clickTargetArmed)
return;
if (!TryGetPointerUpPosition(out var pointerUpPosition))
{
if (_clickTargetArmedWithTouch ||
Time.frameCount <= _clickTargetArmedFrame ||
Input.GetMouseButton(0))
{
return;
}
pointerUpPosition = Input.mousePosition;
}
var armedRect = _clickTargetArmedRect;
var armedShape = _clickTargetArmedShape;
_clickTargetArmed = false;
if (_dialog.ContainsScreenPoint(pointerUpPosition))
{
LogDebug($"Pointer release ignored because it hit dialog, pointer={pointerUpPosition}");
return;
}
if (!IsPointInsideTarget(armedRect, armedShape, pointerUpPosition))
{
LogDebug($"Pointer release outside armed target, pointer={pointerUpPosition}, rect={armedRect}");
return;
}
LogDebug(
$"ClickTarget candidate accepted, tutorial={_currentTutorial?.tutorialId}, step={_currentStepIndex}, " +
$"pointer={pointerUpPosition}, target={GetTransformPath(targetTransform)}");
QueueStepCompletion();
}
private static bool IsPointInsideTarget(Rect targetRect, ShrinkTutorialMaskShape maskShape, Vector2 screenPosition)
{
return maskShape == ShrinkTutorialMaskShape.Circle
? IsPointInsideCircle(targetRect, screenPosition)
: targetRect.Contains(screenPosition);
if (!insideTarget)
LogDebug($"Pointer release outside target, pointer={screenPosition}, rect={targetRect}");
return insideTarget;
}
private static bool IsPointInsideCircle(Rect targetRect, Vector2 screenPosition)
@@ -430,7 +485,7 @@ namespace ShrinkTutorial
return false;
}
private bool WasPointerReleaseRoutedToTarget(Transform targetTransform, Vector2 screenPosition)
private bool WasPointerRoutedToTarget(Transform targetTransform, Vector2 screenPosition)
{
var eventSystem = EventSystem.current;
if (!eventSystem)
@@ -521,6 +576,7 @@ namespace ShrinkTutorial
_currentStepIndex = -1;
_runner = null;
_stepCompletionQueued = false;
_clickTargetArmed = false;
TryStartQueuedTutorial();
}
@@ -530,6 +586,24 @@ namespace ShrinkTutorial
if (_canvas && _mask && _dialog)
return;
if (canvasOverride && maskOverride && dialogOverride)
{
_canvas = canvasOverride;
_mask = maskOverride;
_dialog = dialogOverride;
if (!_dialog.BindExisting())
throw new InvalidOperationException("ShrinkTutorial explicit dialog bindings are incomplete.");
_dialog.Hide();
return;
}
if (!allowRuntimeUiFallback)
{
throw new InvalidOperationException(
"ShrinkTutorialManager requires explicit Canvas, Mask and Dialog bindings when runtime UI fallback is disabled.");
}
var settings = ResolveSettings();
var canvasObject = new GameObject("ShrinkTutorialCanvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler),
typeof(GraphicRaycaster));
+1 -1
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@@ -2,7 +2,7 @@ using UnityEngine;
namespace ShrinkTutorial
{
[CreateAssetMenu(fileName = "ShrinkTutorialSettings", menuName = "ShrinkTutorial/Settings")]
[CreateAssetMenu(fileName = "ShrinkTutorialSettings", menuName = "ShrinkSDK/引导/引导设置")]
public class ShrinkTutorialSettings : ScriptableObject
{
private static ShrinkTutorialSettings _instance;
+22 -4
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@@ -7,12 +7,30 @@ namespace ShrinkTutorial
{
public class ShrinkTutorialDialog : MonoBehaviour
{
private RectTransform _rectTransform;
private RectTransform _arrowRectTransform;
private TextMeshProUGUI _contentText;
private GameObject _skipButtonObject;
[Header("Explicit scene bindings")]
[SerializeField] private RectTransform _rectTransform;
[SerializeField] private RectTransform _arrowRectTransform;
[SerializeField] private TextMeshProUGUI _contentText;
[SerializeField] private GameObject _skipButtonObject;
private Action _skipAction;
/// <summary>
/// Uses UI objects that already exist in the scene. This path intentionally does not
/// create children or add listeners at runtime; scene-authored persistent callbacks
/// remain the source of truth.
/// </summary>
public bool BindExisting()
{
if (!_rectTransform)
_rectTransform = GetComponent<RectTransform>();
if (_rectTransform && _arrowRectTransform && _contentText)
return true;
Debug.LogError("[ShrinkTutorial] Explicit dialog bindings are incomplete.", this);
return false;
}
public void Initialize(Transform parent, Action skipAction)
{
_skipAction = skipAction;
+3 -2
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@@ -1,13 +1,14 @@
{
"name": "com.cneicy.shrink-tutorial",
"version": "0.1.0",
"version": "0.1.3",
"displayName": "ShrinkTutorial",
"description": "面向 Unity 的互动式新手引导系统,提供数据驱动教程、遮罩挖洞、动态锚点、步骤条件与运行时调度。",
"unity": "2022.3",
"dependencies": {
"com.unity.textmeshpro": "3.0.7",
"com.unity.ugui": "1.0.0",
"com.unity.modules.physics": "1.0.0"
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
},
"keywords": [
"tutorial",