UGUI血条跟随
定义常量
public class Content { //当前UI分辨率 public const float UI_Width = 1366f; public const float UI_Height = 768f; //手机屏幕大小的二分之一 public static float screen_width_half = Screen.width / 2; public static float screen_height_half = Screen.height / 2; //手机屏幕与UI的比率 public static float screen_width_ratio = UI_Width / Screen.width; public static float screen_height_ratio = UI_Height / Screen.height; }
血条跟随代码实现
using UnityEngine; public class UI_Follow : MonoBehaviour { public Camera m_camera; public Transform m_target; public RectTransform m_ui; private Vector3 position_sp; private void Awake() { if (m_camera == null) { m_camera = Camera.main; } if (m_ui == null && transform is RectTransform) { m_ui = (RectTransform)transform; } } private void LateUpdate() { if (m_target != null) { position_sp = m_camera.WorldToScreenPoint(m_target.position); Format_Position(ref position_sp); m_ui.localPosition = position_sp; } } private void Format_Position(ref Vector3 pos) { pos.x -= Content.screen_width_half; pos.y -= Content.screen_height_half; pos.x *= Content.screen_width_ratio; pos.y *= Content.screen_height_ratio; } }
UGUI canvas.renderMode需设置为overlay,或camera但camera.projection需改为正交模式【在透视模式下会发生偏移】
实现拖动3D物体
using UnityEngine; public class DragObject : MonoBehaviour { private Transform m_target; private Vector3 pos_target; private Vector3 pos_mouse; private Vector3 pos_temp; private void Update() { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (hit.transform.CompareTag("Untagged")) { m_target = hit.transform; pos_target = Camera.main.WorldToScreenPoint(m_target.position); } } } if (Input.GetMouseButton(0)) { if (m_target != null) { pos_mouse = Input.mousePosition; pos_mouse.z = pos_target.z; pos_temp = Camera.main.ScreenToWorldPoint(pos_mouse); m_target.position = pos_temp; } } if (Input.GetMouseButtonUp(0)) { if (m_target != null) { m_target = null; } } } }