using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test01 : MonoBehaviour
{
Transform cam;//相机物体
Vector3 pos;
// Start is called before the first frame update
void Start()
{
pos = transform.position;
cam = GameObject.FindWithTag("MainCamera").transform;
}
// Update is called once per frame
void Update()
{
Vector3 offset = pos - cam.position;//相对相机的偏移位置
Vector3 camSize = new Vector3(1.51f*(1920f/1080f)-0.2f, 1.51f-0.2f,0);//相机的宽度和高度的一半尺寸,这里假设相机的高度一半为1.51
camSize = camSize - new Vector3(0.2f, 0.2f, 0);//在坐标在屏幕外时,让自己在屏幕内离边缘一段距离0.2
//判断是在屏幕内还是屏幕外
bool isInCam = (Mathf.Abs(offset.x) < camSize.x) && (Mathf.Abs(offset.y) < camSize.y);
//如果是在屏幕内,那么坐标位置等于自己的坐标位置
//如果是在屏幕外,那么坐标位置在屏幕边缘
if (isInCam) {
transform.position = pos;
}
else {
float x=pos.x;
if (Mathf.Abs(offset.x) > camSize.x) x = Mathf.Sign(offset.x) * camSize.x + cam.position.x;
//x = x + -Mathf.Sign(offset.x) * 0.2f;
float y = pos.y;
if (Mathf.Abs(offset.y) > camSize.y) y = Mathf.Sign(offset.y) * camSize.y + cam.position.y;
//y = y + -Mathf.Sign(offset.y) * 0.2f;
transform.position =new Vector3(x, y, 0);
}
}
//判断是在屏幕内还是屏幕外
//如果是在屏幕内,那么坐标位置等于自己的坐标位置
//如果是在屏幕外,那么坐标位置在屏幕边缘
private void OnDrawGizmos()
{
//Gizmos.color = Color.red;
//float x = 1920f / 1080f;
//Gizmos.DrawCube(transform.position, new Vector3(1.51f * (1920f / 1080f), 1.51f, 0) * 2);
}
}