Unity---视窗坐标转化和判断物体是否出了屏幕边界

视窗坐标转世界坐标和屏幕坐标,判断物体是否还在边界内,和判断从那边出界,先看效果:

这里是直接拖动物体改变坐标来检测,从图中的打印可以清楚看到效果,旋转摄像机视角是同样的效果,下面是代码:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Test : MonoBehaviour
{

    public Transform player;

    public float myWidth;
    public float myHeight;
    void Start()
    {

        Debug.Log("Screen.width" + Screen.width);
        Debug.Log("Screen.height" + Screen.height);
    }

    void Update()
    {
        CornerPos();

    }

    void CornerPos()
    {

        /// <summary>
        /// 视窗坐标转世界坐标。视窗坐标是以视窗左下角(0,0)坐标为起始点,长宽为1.
        /// </summary>
        Vector3 LeftUpWorldoCornerPos = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, -Camera.main.transform.position.z));//视窗左上角转为世界坐标
        Vector3 LeftDownWorldCornerPos = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, -Camera.main.transform.position.z));//视窗左下角转为世界坐标
        Vector3 RightUpWorldCornerPos = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, -Camera.main.transform.position.z));//视窗右上角转为世界坐标
        Vector3 RightDownWorldCornerPos = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, -Camera.main.transform.position.z));//视窗右下角转为世界坐标


        /// <summary>
        /// 视窗坐标转世界屏幕,可以手动得到其屏幕长宽
        /// </summary>
        Vector3 LeftUpScreenCornerPos = Camera.main.ViewportToScreenPoint(new Vector3(0, 1, -Camera.main.transform.position.z));//视窗左上角转为屏幕坐标
        Vector3 LeftDownScreenCornerPos = Camera.main.ViewportToScreenPoint(new Vector3(0, 0, -Camera.main.transform.position.z));//视窗左下角转为屏幕坐标
        Vector3 RightUpScreenCornerPos = Camera.main.ViewportToScreenPoint(new Vector3(1, 1, -Camera.main.transform.position.z));//视窗右上角转为屏幕坐标
        Vector3 RightDownScreenCornerPos = Camera.main.ViewportToScreenPoint(new Vector3(1, 0, -Camera.main.transform.position.z));//视窗右下角转屏幕界坐标
        myWidth = Vector3.Magnitude(LeftUpScreenCornerPos - RightUpScreenCornerPos);
        myHeight = Vector3.Magnitude(LeftUpScreenCornerPos - LeftDownScreenCornerPos);

        /// <summary>
        /// 视窗坐标转世界坐标。得到四个视窗中心点的世界坐标,与物体判断是否到达边界.
        /// </summary>
        Vector3 upMiddlePos = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 1f, -Camera.main.transform.position.z)); //视窗上方中心转为世界坐标
        Vector3 downMiddlePos = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0, -Camera.main.transform.position.z));//视窗下方中心转为世界坐标
        Vector3 leftMiddlePos = Camera.main.ViewportToWorldPoint(new Vector3(0, 0.5f, -Camera.main.transform.position.z));//视窗左边中心转为世界坐标
        Vector3 rightMiddlePos = Camera.main.ViewportToWorldPoint(new Vector3(1, 0.5f, -Camera.main.transform.position.z));//视窗右边中心转为世界坐标

        bool upOut = upMiddlePos.y - player.position.y <= 0 ? true : false; //与上方屏幕边缘碰到否
        bool downOut = downMiddlePos.y - player.position.y >= 0 ? true : false;//与下方屏幕边缘碰到否
        bool leftOut = leftMiddlePos.x - player.position.x >= 0 ? true : false;//与左边屏幕边缘碰到否
        bool rightOut = rightMiddlePos.x - player.position.x <= 0 ? true : false;//与右边屏幕边缘碰到否

        Debug.Log("upOut : " + upOut);
        Debug.Log("downOut : " + downOut);
        Debug.Log("leftOut : " + leftOut);
        Debug.Log("rightOut : " + rightOut);
    }
}

注释很清楚了,这里的Player就是Cube.

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