unity UGUI通过UV实现放大镜功能

(功能展示,放大效果)

需要两张图片来实现,一个image组件,一个rwaimage组件

image用于展示需要放大的图片

rwaimage用来显示放大区域,通过修改uv来显示

随便创建个空物体挂载此脚本并赋值

具体实现脚本如下:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class AutoMagnifyOnHover : MonoBehaviour
{
    public Image productImage;
    public RawImage zoomedInImage;

    public float zoomFactor = 2f;
    public Vector2 zoomedSize = new Vector2(100, 100);

    private RectTransform productImageRect;
    private RectTransform canvasRect;
    private RectTransform zoomedInRect;

    private bool isMouseOver = false;

    void Start()
    {
        productImageRect = productImage.GetComponent<RectTransform>();
        canvasRect = GetComponent<RectTransform>();
        zoomedInRect = zoomedInImage.GetComponent<RectTransform>();

        HideZoomedInImage();
    }

    void Update()
    {
        CheckMouseOver();
        UpdateZoomedInImage();
    }

   void CheckMouseOver()
    {
        Vector2 localMousePos;

        RectTransformUtility.ScreenPointToLocalPointInRectangle(productImageRect, Input.mousePosition, null, out localMousePos);

        isMouseOver = productImageRect.rect.Contains(localMousePos);
    }

    void UpdateZoomedInImage()
    {
        if (isMouseOver)
        {
            Vector2 localMousePos;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(productImageRect, Input.mousePosition, null, out localMousePos);

            Vector2 normalizedMousePos = new Vector2(
                Mathf.InverseLerp(0, productImageRect.rect.width, localMousePos.x+150),
                Mathf.InverseLerp(0, productImageRect.rect.height, localMousePos.y+150)
            );

           Vector2 uv = new Vector2(
                Mathf.InverseLerp(0, productImageRect.rect.width, localMousePos.x + 150),
                Mathf.InverseLerp(0, productImageRect.rect.height, localMousePos.y + 150)
            );

            zoomedInImage.uvRect = new Rect(uv.x - 0.5f / zoomFactor, uv.y - 0.5f / zoomFactor, 1 / zoomFactor, 1 / zoomFactor);

            ShowZoomedInImage();
        }
        else
        {
            HideZoomedInImage();
        }
    }

    void ShowZoomedInImage()
    {
        zoomedInImage.gameObject.SetActive(true);
    }

    void HideZoomedInImage()
    {
        zoomedInImage.gameObject.SetActive(false);
    }
}

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