Unity 相机扩展类

物体对象看向相机

 /// <summary>
        /// 物体对象看向摄像机
        /// </summary>
        public static void LookToCamera(this Transform target, Camera camera, bool IsView = true)
        {
            if (IsView)
            {
                Rect screenRect = new Rect(0, 0, Screen.width, Screen.height);
                //判断是否在相机视野范围内
                if (screenRect.Contains(camera.WorldToScreenPoint(target.position)))
                {
                    target.LookAt(target.position + camera.transform.rotation * Vector3.forward, camera.transform.rotation * Vector3.up);
                }
            }
            else
            {
                target.LookAt(target.position + camera.transform.rotation * Vector3.forward, camera.transform.rotation * Vector3.up);
            }
        }

世界坐标转向UI坐标

  /// <summary>
        ///the world position convert to UI position
        /// </summary>
        /// <param name="worldPos"></param>
        /// <param name="mainCamera"></param>
        /// <param name="uiCamera"></param>
        /// <param name="uiRect"></param>
        /// <returns></returns>
        public static Vector2 WorldPosToUIPos(this Vector3 worldPos, Camera mainCamera, Camera uiCamera, RectTransform uiRect)
        {
            Vector3 scrennPos = mainCamera.WorldToScreenPoint(worldPos);
            RectTransformUtility.ScreenPointToLocalPointInRectangle(uiRect, scrennPos, uiCamera, out Vector2 uiPos);
            return uiPos;
        }
        /// <summary>
        /// 根据世界坐标设置对应UI坐标
        /// </summary>
        /// <param name="rect">设置坐标对象</param>
        /// <param name="targetWorldPos">目标位置世界坐标</param>
        /// <param name="offset">可修改偏移量; 可参考: new Vector2(150 + rect.sizeDelta.x / 2, 0)</param>
        public static void SetUIPosByWorldPos(this RectTransform rect, Transform targetTrans, Vector2 offset)
        {
            var mainCamera = Camera.main;
            var uiCamera = QFramework.QUICameraUtil.UICamera;
            var mainRect = QFramework.UIManager.Instance.transform as RectTransform;
            //世界坐标转屏幕坐标
            Vector3 screenPos = mainCamera.WorldToScreenPoint(targetTrans.position);
            //屏幕坐标转本地坐标
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(mainRect, screenPos, uiCamera, out Vector2 uiPos))
            {
                rect.localPosition = uiPos + offset;
            }
        }

根据对象到相机的距离自动调节自身尺寸大小

 /// <summary>
        ///  根据对象到相机的距离自动调节自身尺寸大小
        /// </summary>
        /// <param name="trans"></param>
        /// <param name="minDistance"></param>
        /// <param name="maxDistance"></param>
        /// <param name="_value"></param>
        public static void AutoSizeByCameraDistance(this Transform trans,float minDistance, float maxDistance, float _value)
        {
            var _camera = Camera.main;
            float distance = Vector3.Distance(trans.position, _camera.transform.position);
            //Tips : 根据对象到相机的距离做差值
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            Vector3 scale = Vector3.one * distance * _value;
            trans.localScale = scale;
        }
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