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实现世界坐标的原理是: 世界坐标和UGUI的坐标分属两个坐标系,他们之间是无法进行转换的,需要通过屏幕坐标系来进行转换(因为屏幕坐标是固定的),所以:
1、先将游戏场景中的世界坐标通过游戏场景Camera转化为屏幕坐标PosA(Camera.main.WorldToScreenPoint(point))
2、再通过UICamera将该屏幕坐标PosA转换为UI本地坐标PosB(RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas, screenPoint, uiCamera, out localPoint))
UGUI之所以存在UICamera是因为UGUI的Canvas的RenderMode有三种模式,一般默认为Overlay(全覆盖),另一种为Camera。
当RenderMode为Overlay时,UI坐标系和屏幕坐标系是一样的,则不需要通过UICamera来转换,直接将第一步得到的屏幕坐标PosA赋值给Hud的localPosition就可以了。
一般游戏中要实现3D物体在在UI之上时,就不能用画布全覆盖模式,再创建一个Camera来单独渲染UI,RenderMode为Camera,Clear Flags为Depth Only,利用一二步骤获得UI坐标PosB
随便找个脚本挂着
- using UnityEngine;
- class HudTest: MonoBehaviour
- {
- public RectTransform hud; //Hud
- public RectTransform uiParent; //Hud所在的ui节点
- public Transform followTarget; //跟随的3D物体
- public Camera sceneCamera; //场景摄像机
- public Camera uiCamera; //ui摄像机
- public float distance = 10; //默认距离相机的距离,自己调
-
- void Update()
- {
- if (followTarget == null) return;
- Vector3 parentPos_3D = followTarget.position + new Vector3(0, 1, 0);
- World2UI(parentPos_3D, uiParent, hud);
- float newDistance = DistCameraByPos(followTarget.position);
- hud.localScale = Vector3.one * distance / newDistance;
- }
-
- //世界坐标转成UI中父节点的坐标, 并赋值位置
- public void World2UI(Vector3 cusWorldPos, RectTransform cusUiParent, RectTransform cusUiTarget)
- {
- //世界坐标转化为屏幕坐标
- Vector3 _screenPos = sceneCamera.WorldToScreenPoint(cusWorldPos);
- //只取屏幕坐标xy轴
- Vector2 _tempV2 = new Vector2(_screenPos.x, _screenPos.y);
- Vector2 _retPos;
- //屏幕坐标屏幕坐标xy轴转化为UI坐标
- RectTransformUtility.ScreenPointToLocalPointInRectangle(cusUiParent, _tempV2, uiCamera, out _retPos);
- //赋值坐标
- cusUiTarget.anchoredPosition = _retPos;
- }
-
- //跟摄像机的距离
- public float DistCameraByPos(Vector3 pos)
- {
- return Vector3.Distance(pos, sceneCamera.transform.position);
- }
- }
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