新建一个脚本,这个物体得挂在有摄像机组件的物体上才能生效
OnPostRender() 这个函数才会被自动调用(类似生命周期自动调用)
然后就可以代码画线了,原理是openGL的画线
using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// GL画图 /// </summary> public class GLDraw : UnityNormalSingleton<GLDraw> { public Transform p1; public Transform p2; private List<Vector2> pointList; private bool isOpen; private Material mat; private Shader shader; private void Start() { pointList = new List<Vector2>(); shader = Shader.Find("Unlit/Color"); mat = new Material(shader); mat.SetColor("Main Color", Color.black); } public void DrawLine(List<object> list) { pointList.Clear(); for (int i = 0; i < list.Count; i++) { Vector2 screenPos = (Vector2)list[i]; pointList.Add(new Vector2(screenPos.x, Screen.height - screenPos.y)); } } public void ShowLine(bool b) { isOpen = b; } void OnPostRender() { if (!isOpen) { return; } //mat = new Material(Shader.Find("Unlit/Color")); //Debug.Log("调用"); //if (!mat) //{ // Debug.LogError("Please Assign a material on the inspector"); // return; //} GL.PushMatrix(); //保存当前Matirx mat.SetPass(0); //刷新当前材质 GL.LoadPixelMatrix();//设置pixelMatrix GL.Color(Color.yellow); GL.Begin(GL.LINES); //画2次,奇偶数画连续折线法 for (int i = 0; i < pointList.Count; i++) { GL.Vertex3(pointList[i].x, pointList[i].y, 0); } for (int i = 1; i < pointList.Count; i++) { GL.Vertex3(pointList[i].x, pointList[i].y, 0); }
//单次画线发 //GL.Vertex3(0, 0, 0);//GL.Vertex3(Screen.width, Screen.height, 0);
//固定2点画 //GL.Vertex3(p1.position.x, p1.position.y, 0); //GL.Vertex3(p2.position.x, p2.position.y, 0); GL.End(); GL.PopMatrix();//读取之前的Matrix } }