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【Unity】UI跟随物体GameObject

【Unity】UI跟随物体GameObject

作者: 真诚的狗子 | 来源:发表于2023-03-01 21:08 被阅读0次

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class FollowingUI : MonoBehaviour

{

    public Canvas canvas;

    public GameObject target;

    private Camera uiCamera;

    void Start()

    {

        if(canvas == null || target ==null)

        {

            Debug.LogError("FollowingUI: No canvas!");

            return;

        }

        if (canvas.renderMode == RenderMode.ScreenSpaceCamera

            || canvas.renderMode == RenderMode.WorldSpace)

        {

            uiCamera = canvas.worldCamera;

        }

        else if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)

        {

            uiCamera = null;

        }

    }

    // Update is called once per frame

    void Update()

    {

        if (canvas == null || target == null)

        {

            Debug.LogError("FollowingUI: No params!");

            return;

        }

        Vector3 uiPoint = WorldPointToUIPoint(target);

        transform.position = uiPoint;

    }

    private Vector3 WorldPointToUIPoint(GameObject gameObject)

    {

        //world to screen

        Vector2 screenPoint = WorldPointToScreenPoint(gameObject.transform.position);

        //screen to ui

        // 将屏幕坐标转换为 UI transform.position

        RectTransform rt = this.gameObject.GetComponent<RectTransform>();

        Vector3 uiPoint = ScreenPointToUIPoint(rt, screenPoint);

        return uiPoint;

    }

    /// <summary>

    /// 世界坐标转换为屏幕坐标

    /// </summary>

    /// <param name="worldPoint">屏幕坐标</param>

    /// <returns></returns>

    public Vector2 WorldPointToScreenPoint(Vector3 worldPoint)

    {

        // Camera.main 世界摄像机

        Vector2 screenPoint = Camera.main.WorldToScreenPoint(worldPoint);

        return screenPoint;

    }

    /// <summary>

    /// 屏幕坐标转换为世界坐标

    /// </summary>

    /// <param name="screenPoint">屏幕坐标</param>

    /// <param name="planeZ">距离摄像机 Z 平面的距离</param>

    /// <returns></returns>

    public static Vector3 ScreenPointToWorldPoint(Vector2 screenPoint, float planeZ)

    {

        // Camera.main 世界摄像机

        Vector3 position = new Vector3(screenPoint.x, screenPoint.y, planeZ);

        Vector3 worldPoint = Camera.main.ScreenToWorldPoint(position);

        return worldPoint;

    }

    // RectTransformUtility.WorldToScreenPoint

    // RectTransformUtility.ScreenPointToWorldPointInRectangle

    // RectTransformUtility.ScreenPointToLocalPointInRectangle

    // 上面三个坐标转换的方法使用 Camera 的地方

    // 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 传递参数 canvas.worldCamera

    // 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 传递参数 null

    // UI 坐标转换为屏幕坐标

    public Vector2 UIPointToScreenPoint(Vector3 worldPoint)

    {

        // RectTransform:target

        // worldPoint = target.position;

        Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, worldPoint);

        return screenPoint;

    }

    // 屏幕坐标转换为 UGUI 坐标

    public Vector3 ScreenPointToUIPoint(RectTransform rt, Vector2 screenPoint)

    {

        Vector3 globalMousePos;

        // 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 uiCamera 不能为空

        // 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 uiCamera 可以为空

        RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, screenPoint, uiCamera, out globalMousePos);

        // 转换后的 globalMousePos 使用下面方法赋值

        // target 为需要使用的 UI RectTransform

        // rt 可以是 target.GetComponent<RectTransform>(), 也可以是 target.parent.GetComponent<RectTransform>()

        // target.transform.position = globalMousePos;

        return globalMousePos;

    }

    // 屏幕坐标转换为 UGUI RectTransform 的 anchoredPosition

    public Vector2 ScreenPointToUILocalPoint(RectTransform parentRT, Vector2 screenPoint)

    {

        Vector2 localPos;

        RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT, screenPoint, uiCamera, out localPos);

        // 转换后的 localPos 使用下面方法赋值

        // target 为需要使用的 UI RectTransform

        // parentRT 是 target.parent.GetComponent<RectTransform>()

        // 最后赋值 target.anchoredPosition = localPos;

        return localPos;

    }

}

https://blog.csdn.net/LIQIANGEASTSUN/article/details/124413387

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