如果超出屏幕 拉回屏幕内
// 拉回屏幕内
Vector2 position = Vector2.zero // 屏幕坐标
var viewportPos = Camera.main.WorldToViewportPoint(entityOffsetPos);
if (viewportPos.z > 0)
{
if (viewportPos.x < 0 && viewportPos.y >= 0 && viewportPos.y <= 1)
{
position.x = -Screen.currentResolution.width * 0.5f;
position.x += Screen.currentResolution.width * 0.05f;
}
if (viewportPos.x > 1 && viewportPos.y >= 0 && viewportPos.y <= 1)
{
position.x = Screen.currentResolution.width * 0.5f;
position.x -= Screen.currentResolution.width * 0.05f;
}
if (viewportPos.y < 0 && viewportPos.x >= 0 && viewportPos.x <= 1)
{
position.y = -Screen.currentResolution.height * 0.5f;
position.y += Screen.currentResolution.height * 0.05f;
}
if (viewportPos.y > 1 && viewportPos.x >= 0 && viewportPos.x <= 1)
{
position.y = Screen.currentResolution.height * 0.5f;
position.y -= Screen.currentResolution.height * 0.05f;
}
}
检测视椎体是否包含物体
// 是否在摄像机视椎体内
public static bool IsObjectVisible(Camera cam, Vector3 pos)
{
bool isVisable = true;
Vector3 viewPos = cam.WorldToViewportPoint(pos);
if (viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0)
{
// Your object is in the range of the camera, you can apply your behaviour
isVisable = true;
}
else
{
isVisable = false;
}
return isVisable;
}