Unity离屏目标指示器-如何显示带有特定标签的对象的出路?

时间:2018-10-12 12:04:17

标签: unity3d indicator off-screen

UNITY 2D C#

大家好。 我有一个脚本,该脚本允许箭头显示该点在哪里。

我的问题:

1)我希望箭头显示指向具有特定标签或名称的点的方式。

如何做到?

因为现在,显示了到达(-50,0)点的方法。

有人可以帮我转换脚本吗?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CodeMonkey.Utils;


public class Window_QuestPointer : MonoBehaviour {

[SerializeField] private Camera uiCamera;



private Vector3 targetPosition;
private RectTransform pointerRectTransform;

private void Awake ()
{
    targetPosition = new Vector3 (-50, 0);
    pointerRectTransform = transform.Find ("Pointer").GetComponent<RectTransform> ();
}
private void Update (){
    Vector3 toPosition = targetPosition;
    Vector3 fromPosition = Camera.main.transform.position;
    fromPosition.z = 0f;
    Vector3 dir = (toPosition - fromPosition).normalized;
    float angle = UtilsClass.GetAngleFromVectorFloat(dir);
    pointerRectTransform.localEulerAngles = new Vector3 (0, 0, angle);

    float borderSize = 40f;

    Vector3 targetPositionScreenPoint = Camera.main.WorldToScreenPoint (targetPosition);
    bool isOffscreen = targetPositionScreenPoint.x <= borderSize || targetPositionScreenPoint.x >= Screen.width - borderSize || targetPositionScreenPoint.y <= borderSize || targetPositionScreenPoint.y >= Screen.height - borderSize;
    Debug.Log (isOffscreen + " " + targetPositionScreenPoint);

    if(isOffscreen){
        Vector3 cappedTargetScreenPosition = targetPositionScreenPoint;
        cappedTargetScreenPosition.x = Mathf.Clamp (cappedTargetScreenPosition.x, borderSize, Screen.width - borderSize);
        cappedTargetScreenPosition.y = Mathf.Clamp (cappedTargetScreenPosition.y, borderSize, Screen.height - borderSize);

        Vector3 pointerWorldPosition = uiCamera.ScreenToWorldPoint (cappedTargetScreenPosition);
        pointerRectTransform.position = pointerWorldPosition;
        pointerRectTransform.localPosition = new Vector3 (pointerRectTransform.localPosition.x, pointerRectTransform.localPosition.y, 0f);

    }
    else{
        Vector3 pointerWorldPosition = uiCamera.ScreenToWorldPoint (targetPositionScreenPoint);
        pointerRectTransform.position = pointerWorldPosition;
        pointerRectTransform.localPosition = new Vector3 (pointerRectTransform.localPosition.x, pointerRectTransform.localPosition.y, 0f);

}

} }

2 个答案:

答案 0 :(得分:0)

  1. 将项目标记为“目标”

  2. 将此添加到Awake方法的末尾以获取目标

    虚空唤醒(){ 屏幕外转换= GameObject.FindGameObjectWithTag(“ target”)。GetComponent(); TargetPosition = offscreen.position; }

应该做到这一点。我在手机上输入了此字,因此应为近似伪字。让我知道!

答案 1 :(得分:0)

解决问题。下面的好脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CodeMonkey.Utils;


public class Window_QuestPointer : MonoBehaviour {

[SerializeField] private Camera uiCamera;



private Vector3 targetPosition;
private RectTransform pointerRectTransform;

private void Awake ()
{
    targetPosition = GameObject.FindWithTag("Target").transform.position;
    pointerRectTransform = transform.Find ("Pointer").GetComponent<RectTransform> ();
}
private void Update (){
    Vector3 toPosition = targetPosition;
    Vector3 fromPosition = Camera.main.transform.position;
    fromPosition.z = 0f;
    Vector3 dir = (toPosition - fromPosition).normalized;
    float angle = UtilsClass.GetAngleFromVectorFloat(dir);
    pointerRectTransform.localEulerAngles = new Vector3 (0, 0, angle);

    float borderSize = 40f;

    Vector3 targetPositionScreenPoint = Camera.main.WorldToScreenPoint (targetPosition);
    bool isOffscreen = targetPositionScreenPoint.x <= borderSize || targetPositionScreenPoint.x >= Screen.width - borderSize || targetPositionScreenPoint.y <= borderSize || targetPositionScreenPoint.y >= Screen.height - borderSize;
    Debug.Log (isOffscreen + " " + targetPositionScreenPoint);

    if(isOffscreen){
        Vector3 cappedTargetScreenPosition = targetPositionScreenPoint;
        cappedTargetScreenPosition.x = Mathf.Clamp (cappedTargetScreenPosition.x, borderSize, Screen.width - borderSize);
        cappedTargetScreenPosition.y = Mathf.Clamp (cappedTargetScreenPosition.y, borderSize, Screen.height - borderSize);

        Vector3 pointerWorldPosition = uiCamera.ScreenToWorldPoint (cappedTargetScreenPosition);
        pointerRectTransform.position = pointerWorldPosition;
        pointerRectTransform.localPosition = new Vector3 (pointerRectTransform.localPosition.x, pointerRectTransform.localPosition.y, 0f);

    }
    else{
        Vector3 pointerWorldPosition = uiCamera.ScreenToWorldPoint (targetPositionScreenPoint);
        pointerRectTransform.position = pointerWorldPosition;
        pointerRectTransform.localPosition = new Vector3 (pointerRectTransform.localPosition.x, pointerRectTransform.localPosition.y, 0f);

}

} }