UGUI 之 制作敌人不在摄像机视口的UI方向提示(或检测物体在不在摄像机渲染范围内)(四)
2016-06-30 15:02
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这篇文章用来处理物体在不在视口范围内的问题,也就是在不在摄像机渲染的视椎体范围内,并且用一个方向的图片在UI上来进行提示(腾讯的全民突击就有用到)
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一、源代码
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<pre name="code" class="csharp">/// <summary>
/// 时间:2014-4-14
/// 作者:GWL
/// 描述:对不在视野内的敌人导航提示
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyDirectTip : MonoBehaviour {
public GameObject enemyDirectUI;
float moveSpeed = 5;
// Update is called once per frame
void Update () {
//输入控制测试
if (Input.GetKey (KeyCode.A))
transform.Translate (Vector3.left * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.D))
transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.W))
transform.Translate (Vector3.up * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.S))
transform.Translate (Vector3.down * Time.deltaTime * moveSpeed);
CheckUpInSight ();
}
/// <summary>
/// 逻辑思路:利用窗口坐标系(或视口坐标系)来及时检测敌人是否在摄像机的渲染范围内
/// unity窗口坐标系
///(0,1)| y
/// |
/// |
/// |
/// | x
/// (0,0)-------------- (1,0)
/// </summary>
void CheckUpInSight(){
Vector3 viewVec = Camera.main.WorldToViewportPoint (transform.position);
if (viewVec.x < 1 && viewVec.x > 0 && viewVec.y < 1 && viewVec.y > 0) {
enemyDirectUI.SetActive (false);
} else {
enemyDirectUI.SetActive (true);
Vector3 newViewVec = new Vector3 ();
newViewVec.y = viewVec.y;
if(viewVec.x > 1){
newViewVec.x = 0.95f;
enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,0));
}
if(viewVec.x < 0){
newViewVec.x = 0.05f;
enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,180));
}
enemyDirectUI.transform.position = Camera.main.ViewportToScreenPoint(newViewVec);
}
}
}
二、截图
1、在视野范围内
2、超出视野范围,在左边
3、超出视野范围在屏幕右边
plain copy
print?
这篇文章用来处理物体在不在视口范围内的问题,也就是在不在摄像机渲染的视椎体范围内,并且用一个方向的图片在UI上来进行提示(腾讯的全民突击就有用到)
[csharp] view
plain copy
print?
一、源代码
[csharp] view
plain copy
print?
<pre name="code" class="csharp">/// <summary>
/// 时间:2014-4-14
/// 作者:GWL
/// 描述:对不在视野内的敌人导航提示
/// </summary>
using UnityEngine;
using System.Collections;
public class EnemyDirectTip : MonoBehaviour {
public GameObject enemyDirectUI;
float moveSpeed = 5;
// Update is called once per frame
void Update () {
//输入控制测试
if (Input.GetKey (KeyCode.A))
transform.Translate (Vector3.left * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.D))
transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.W))
transform.Translate (Vector3.up * Time.deltaTime * moveSpeed);
if (Input.GetKey (KeyCode.S))
transform.Translate (Vector3.down * Time.deltaTime * moveSpeed);
CheckUpInSight ();
}
/// <summary>
/// 逻辑思路:利用窗口坐标系(或视口坐标系)来及时检测敌人是否在摄像机的渲染范围内
/// unity窗口坐标系
///(0,1)| y
/// |
/// |
/// |
/// | x
/// (0,0)-------------- (1,0)
/// </summary>
void CheckUpInSight(){
Vector3 viewVec = Camera.main.WorldToViewportPoint (transform.position);
if (viewVec.x < 1 && viewVec.x > 0 && viewVec.y < 1 && viewVec.y > 0) {
enemyDirectUI.SetActive (false);
} else {
enemyDirectUI.SetActive (true);
Vector3 newViewVec = new Vector3 ();
newViewVec.y = viewVec.y;
if(viewVec.x > 1){
newViewVec.x = 0.95f;
enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,0));
}
if(viewVec.x < 0){
newViewVec.x = 0.05f;
enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,180));
}
enemyDirectUI.transform.position = Camera.main.ViewportToScreenPoint(newViewVec);
}
}
}
二、截图
1、在视野范围内
2、超出视野范围,在左边
3、超出视野范围在屏幕右边
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