自己用的资料备份。
基于ugui的血条 1控制位置(考虑像素适配)2实现立体视角(基于镜头角度计算偏移量。)
using XXXXXXX;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HeadInfo {
//对象
public GameObject go;//血条对象
// public KPlayer player;//血条所属玩家
public GameObject father;//血条的父对象是谁
//UI组件
private Transform canvas;//UI画布
public Image blood;//通过blood修改血量值
public RectTransform recTransform;//通过调用该矩阵转换
//数据
public float xOffset=0;//血条位置偏移量x
public float yOffset = 400f;//300f;//血条位置偏移量y
public int maxBlood;//最大血量
public int curBlood;//当前血量
public Text CrystalNumber;
public GridLayoutGroup glg;//元素布局
public Camera cm;//相机
public Text Name;//血条显示名称
public Text Level;//等级
public Transform myHeadInfo;//我的位置
//public Transform otherHeadInfo;//其他的位置
/// <summary>
///
/// </summary>
/// <param name="f"></param>
/// <param name="P">0表示自己 1表示敌人 2表示 好友</param>
public HeadInfo( GameObject f , RPlayer rPlayer, int P=0 )//bool forMe, KPlayer play
{
// Debug.Log("PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP::::::::::"+P);
// cm = KCamera.I.CamFx;//特效相机
Debug.Log("创建血条!!!!!!!!!!!!!!");
cm = KCamera.I.camMain.gameObject.GetComponent<Camera>(); ///CameraFx
// cm=Camera
father = f;
canvas = GameObject.Find("Canvas").transform;
myHeadInfo = KHelper.GetChildByName(canvas, "MyHeadInfo");
/// otherHeadInfo = KHelper.GetChildByName(canvas, "OtherHeadInfo");
//xuqi.Log("+++++++++++++++++++++++++++isFriend"+isFriend);
if (P == 0)
{
go = Resources.Load<GameObject>("UI/HeadInfo");
myHeadInfo = KHelper.GetChildByName(canvas, "MyHeadInfo");
}
else if (P == 1)
{
go = Resources.Load<GameObject>("UI/HeadInfoEnemy");
myHeadInfo = KHelper.GetChildByName(canvas, "OtherHeadInfo");
}
else
{
myHeadInfo = KHelper.GetChildByName(canvas, "OtherHeadInfo");
go = Resources.Load<GameObject>("UI/HeadInfoFriend");
}
go = GameObject.Instantiate(go);
string str = go.name;
go.name = go.name.Substring(0,str.Length -7);
KUIManagerInGame.I.AllHeadInfo.Add(go);///添加对象
recTransform = go.GetComponent<RectTransform>();
go.transform.parent = canvas;//myHeadInfo;//
blood = KHelper.GetChildByName(go.transform,"b").GetComponent<Image>(); //go.GetComponent<Slider>();
blood.fillAmount = 1f;
glg = KHelper.GetChildByName(go.transform,"Grid").GetComponent<GridLayoutGroup>();
Name= KHelper.GetChildByName(go.transform, "Name").GetComponent<Text>();
Name.text = rPlayer.userInfo.name;//uid;///
Level = KHelper.GetChildByName(go.transform, "LevelText").GetComponent<Text>();
Level.text = rPlayer.userInfo.level.ToString();
CrystalNumber = KHelper.GetChildByName(go.transform, "Number").GetComponent<Text>();
}
/// <summary>
/// 设置人物血条上的水晶数量
/// </summary>
/// <param name="Number"></param>
public void SetCrystalNumber(int Number)
{
CrystalNumber.text = Number.ToString();
if (Number >= 30f)
{
if(isShowBaoshiP==false)
ShowBaoShiP();
}
else
{
if (isShowBaoshiP ==true)
HideBaoShiP();
}
}
public void ShowSunderArmorP()
{
Debug.Log("go name :"+go.transform.name );
PlayFxGameUI.I. ShowSunderArmorP(go.transform);
}
public void HideSunderArmorP()
{
PlayFxGameUI.I.HideSunderArmorP(go.transform);
}
public void ShowZhenShiZhiTongP()
{
Debug.Log("go name :" + go.transform.name);
PlayFxGameUI.I.ShowZhenShiZhiTongP(go.transform);
}
public void HideZhenShiZhiTongP()
{
PlayFxGameUI.I.HideZhenShiZhiTongP(go.transform);
}
public void ShowBuQuP()//废除
{
//PlayFxGameUI.I.ShowBuQuP(go.transform);
PlayFxGameUI.I.ShowBuQuP(father.transform);
}
public void HideBuQuP()//废除
{
PlayFxGameUI.I.HideBuQuP(father.transform);
// PlayFxGameUI.I.HideBuQuP(go.transform);
}
public void ShowChaoFengP()
{
//PlayFxGameUI.I.ShowBuQuP(go.transform);
PlayFxGameUI.I.PlayFxChaoFeng(go.transform);
}
public void HideChaoFengP()
{
PlayFxGameUI.I.HideFxChaoFeng(go.transform);
// PlayFxGameUI.I.HideBuQuP(go.transform);
}
public bool isShowBaoshiP = false;
public void ShowBaoShiP()
{
isShowBaoshiP = true;
PlayFxGameUI.I.ShowBaoShiP(go.transform);
}
public void HideBaoShiP()
{
isShowBaoshiP = false;
PlayFxGameUI.I.HideBaoShiP(go.transform);
}
/// <summary>
/// 设置血条的分割线
/// </summary>
/// <param name="maxBlood"></param>
public void SetBloodLine( int maxBlood)
{
Debug.Log("设置血量 SetBloodLine");
float width = glg.GetComponent<RectTransform>().sizeDelta.x;
float t= width / maxBlood;//表示1血量多少像素
t = 1000 * t;//100血量多少像素
float lineWidth = 2f;
/ Debug.Log("!!!!!!!!!!!!!!!!!!!!!血条像素????"+t);
Vector2 vec2=new Vector2(t- lineWidth , glg.spacing.y);
glg.spacing= vec2;//这就是像素间距
///目前设置一格为100血量
}
/// <summary>
/// 初始化血量等信息
/// </summary>
/// <param name="max">最大血量</param>
/// <param name="cur">当前血量</param>
public void InitInfo(int max)//, int cur
{
maxBlood = max;
//curBlood = cur;
}
/// <summary>
/// 传递血量修改显示
/// </summary>
/// <param name="b">当前血量百分比</param>
public void ChangeBlood(float b)
{
blood.fillAmount = b;
}
public void CalOffset(float x,float y)
{
xOffset = x;
yOffset = y;
}
/// <summary>
/// 更新血条位置
/// </summary>
public void UpdatePosition()
{
Vector2 player2DPosition = cm.WorldToScreenPoint(father.transform.position); //Camera.main.WorldToScreenPoint(father.transform.position);
recTransform.localScale = Vector3.one;//这里的缩放要强制恢复为1
float gao = cm.transform.position.y;
float fathergao = father.transform.position.y;
gao = Mathf.Abs(gao - fathergao);
float xie = Vector3.Magnitude(cm.transform.position - father.transform.position);
float di = xie * xie - gao * gao;
di = Mathf.Sqrt(di);
float y;
// y= yOffset * di / xie;
// Debug.Log("没有考虑距离的yyyyyyyyyyyyyy:"+y);
y = yOffset * di / xie * ( 7 /xie);
// Debug.Log("考虑距离的yyyyyyyyyyyyyy:" + y);
float xxx= player2DPosition.x / Screen.width;///750
float yyy = player2DPosition.y/ Screen.height;
float zzz = Screen.height*1.0f/Screen.width;
recTransform.localPosition = new Vector2(xOffset, y) - new Vector2(1334 / 2, 1334 * zzz / 2)+ new Vector2(1334 *xxx, 1334 *yyy * zzz);
/Debug.Log("xxxyyy" + xxx + " " + yyy + " " + zzz);
//recTransform.localPosition = player2DPosition + new Vector2(xOffset, yOffset) - new Vector2(Screen.width / 2, Screen.height / 2);// new Vector2(Screen.width/2, Screen.height/2)
Debug.Log(" recTransform.localPosition ???????????????????????????:" + recTransform.localPosition +" "+ new Vector2(Screen.width / 2, Screen.height / 2));
//position change to localPosition
// Debug.Log("血条位置:" + player2DPosition.x + " " + player2DPosition.y);
//血条超出屏幕就不显示
/*
if (player2DPosition.x > Screen.width || player2DPosition.x < 0 || player2DPosition.y > Screen.height || player2DPosition.y < 0)
{
recTransform.gameObject.SetActive(false);
}
else
{
recTransform.gameObject.SetActive(true);
}
*/
}
}