- 这篇文章用来处理物体在不在视口范围内的问题,也就是在不在摄像机渲染的视椎体范围内,并且用一个方向的图片在UI上来进行提示(腾讯的全民突击就有用到)
- 一、源代码
- <pre name="code" class="csharp">/// <summary>
- /// 时间:2014-4-14
- /// 作者:GWL
- /// 描述:对不在视野内的敌人导航提示
- /// </summary>
- using UnityEngine;
- using System.Collections;
- public class EnemyDirectTip : MonoBehaviour {
- public GameObject enemyDirectUI;
- float moveSpeed = 5;
- // Update is called once per frame
- void Update () {
- //输入控制测试
- if (Input.GetKey (KeyCode.A))
- transform.Translate (Vector3.left * Time.deltaTime * moveSpeed);
- if (Input.GetKey (KeyCode.D))
- transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);
- if (Input.GetKey (KeyCode.W))
- transform.Translate (Vector3.up * Time.deltaTime * moveSpeed);
- if (Input.GetKey (KeyCode.S))
- transform.Translate (Vector3.down * Time.deltaTime * moveSpeed);
- CheckUpInSight ();
- }
- /// <summary>
- /// 逻辑思路:利用窗口坐标系(或视口坐标系)来及时检测敌人是否在摄像机的渲染范围内
- /// unity窗口坐标系
- ///(0,1)| y
- /// |
- /// |
- /// |
- /// | x
- /// (0,0)-------------- (1,0)
- /// </summary>
- void CheckUpInSight(){
- Vector3 viewVec = Camera.main.WorldToViewportPoint (transform.position);
- if (viewVec.x < 1 && viewVec.x > 0 && viewVec.y < 1 && viewVec.y > 0) {
- enemyDirectUI.SetActive (false);
- } else {
- enemyDirectUI.SetActive (true);
- Vector3 newViewVec = new Vector3 ();
- newViewVec.y = viewVec.y;
- if(viewVec.x > 1){
- newViewVec.x = 0.95f;
- enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,0));
- }
- if(viewVec.x < 0){
- newViewVec.x = 0.05f;
- enemyDirectUI.transform.rotation = Quaternion.Euler(new Vector3(0,0,180));
- }
- enemyDirectUI.transform.position = Camera.main.ViewportToScreenPoint(newViewVec);
- }
- }
- }
二、截图
1、在视野范围内
2、超出视野范围,在左边
3、超出视野范围在屏幕右边