public class CalculateWindow : MonoBehaviour
{
private Vector2 windowOffset = new Vector2(0.2f, 0.2f);//偏移量
public TextAnchor windowAnchor = TextAnchor.LowerCenter;//偏移类型
private Transform window;//跟随的窗体
public Transform cameraTransform;//相机
private float windowFollowSpeed = 1.5f;//跟随速度
public float distance = 0.5f;//跟随的距离
// Start is called before the first frame update
protected void Awake()
{
window = transform;
if (cameraTransform == null) cameraTransform = Camera.main.transform;
}
private void OnEnable()
{
resetWindowPositon();
}
// Update is called once per frame
void LateUpdate()
{
setWindowPositon();
}
private void resetWindowPositon()
{
window.position = CalculateWindowPosition(cameraTransform);
window.rotation = cameraTransform.rotation;
}
private void setWindowPositon()
{
float t = Time.deltaTime * windowFollowSpeed;
window.position = Vector3.Lerp(window.position, CalculateWindowPosition(cameraTransform), t);
window.rotation = Quaternion.Slerp(window.rotation, cameraTransform.rotation, t);
}
private Vector3 CalculateWindowPosition(Transform cameraTransform)
{
float windowDistance = Mathf.Max(16.0f / Camera.main.fieldOfView, Camera.main.nearClipPlane + distance);
Vector3 position = cameraTransform.position + (cameraTransform.forward * windowDistance);
Vector3 horizontalOffset = cameraTransform.right * windowOffset.x;
Vector3 verticalOffset = cameraTransform.up * windowOffset.y;
switch (windowAnchor)
{
case TextAnchor.UpperLeft: position += verticalOffset - horizontalOffset; break;
case TextAnchor.UpperCenter: position += verticalOffset; break;
case TextAnchor.UpperRight: position += verticalOffset + horizontalOffset; break;
case TextAnchor.MiddleLeft: position -= horizontalOffset; break;
case TextAnchor.MiddleRight: position += horizontalOffset; break;
case TextAnchor.LowerLeft: position -= verticalOffset + horizontalOffset; break;
case TextAnchor.LowerCenter: position -= verticalOffset; break;
case TextAnchor.LowerRight: position -= verticalOffset - horizontalOffset; break;
}
return position;
}
}
Unity物体一直跟随在镜头前(VR/AR方面)
最新推荐文章于 2023-12-10 15:49:23 发布