using UnityEngine;
using System.Collections;
public class LineRendererScript : MonoBehaviour
{
[SerializeField]
private LineRenderer BodyLineRenderer;
[SerializeField]
private LineRenderer HeadLineRenderer;
private bool IsFinished = false;
private bool IsReady = false;
private Vector3 StartPos;
private Vector3 EndPos;
private float zDepth = 10f;
private float headWidth = 0.4f;
private float bodyWidth = 0.3f;
void Awake()
{
if(BodyLineRenderer == null)
BodyLineRenderer = GetComponent<LineRenderer>();
}
void Update()
{
if(IsFinished)
return;
if(Input.GetMouseButtonDown(0))
{
IsReady = true;
StartPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
StartPos.z = zDepth;
}
else if(Input.GetMouseButtonUp(0))
{
IsReady = false;
IsFinished = true;
}
if(IsReady)
{
EndPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Unity 使用LineRenderer 画箭头
最新推荐文章于 2024-06-28 10:10:24 发布
本文档介绍如何在Unity中利用LineRenderer组件动态地画出箭头。通过监听鼠标输入,确定箭头起点和终点,并根据线段长度调整箭头的宽度。在Update()函数中,计算方向并设置LineRenderer的位置和宽度,从而实现箭头效果。只需简单配置,即可在场景中创建动态箭头指示器。
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