Unity offscreen target indicator-如何显示带有特定标签的对象的路径?
Unity offscreen target indicator-how to show the way to an object with a specific tag?
UNITY 2D C#
大家好。
我有一个脚本可以让箭头显示点在哪里。
我的问题:
1) 我希望箭头显示通往具有特定标签或名称的点的路径。
怎么做?
因为现在,显示了通往点 (-50,0) 的路。
谁能帮我改造脚本?
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 = 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);
}
}
}
标记项目 "target"
将此添加到 Awake 方法的末尾以获取目标
虚空觉醒(){
Transform offscreen = GameObject.FindGameObjectWithTag("target").GetComponent();
目标位置=offscreen.position;
}
应该可以解决问题。我在 phone 上输入了这个,所以它应该是伪造的。让我知道!
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);
}
}
}
UNITY 2D C#
大家好。 我有一个脚本可以让箭头显示点在哪里。
我的问题:
1) 我希望箭头显示通往具有特定标签或名称的点的路径。
怎么做?
因为现在,显示了通往点 (-50,0) 的路。
谁能帮我改造脚本?
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 = 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);
}
} }
标记项目 "target"
将此添加到 Awake 方法的末尾以获取目标
虚空觉醒(){ Transform offscreen = GameObject.FindGameObjectWithTag("target").GetComponent(); 目标位置=offscreen.position; }
应该可以解决问题。我在 phone 上输入了这个,所以它应该是伪造的。让我知道!
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);
}
} }