using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class RectRender : MonoBehaviour
{
public List<GameObject> list = new List<GameObject>();
private bool onDrawingRect;//是否正在画框(即鼠标左键处于按住的状态)
private Vector3 startPoint;//框的起始点,即按下鼠标左键时指针的位置
private Vector3 currentPoint;//在拖移过程中,玩家鼠标指针所在的实时位置
private Vector3 endPoint;//框的终止点,即放开鼠标左键时指针的位置
public new Material light;
void Update()
{
CheckSelection_My();
#region 画框
//玩家按下鼠标左键,此时进入画框状态,并确定框的起始点
if (Input.GetKeyDown(KeyCode.Mouse0))
{
onDrawingRect = true;
startPoint = Input.mousePosition;
//Debug.LogFormat("开始画框,起点:{0}", startPoint);
}
//在鼠标左键未放开时,实时记录鼠标指针的位置
if (onDrawingRect)
{
currentPoint = Input.mousePosition;
//selector = new Selector(startPoint, endPoint);
执行框选事件
//CheckSelection(selector, "soldiers");
}
//玩家放开鼠标左键,说明框画完,确定框的终止点,退出画框状态
if (Input.GetKeyUp(KeyCode.Mouse0))
{
endPoint = Input.mousePosition;
onDrawingRect = false;
//Debug.LogFormat("画框结束,终点:{0}", endPoint);
//selector = new Selector(startPoint, endPoint);
执行框选事件
//CheckSelection(selector, "soldiers");
}
#endregion
}
#region Method1
public class Selector
{
public float Xmin;
public float Xmax;
public float Ymin;
public float Ymax;
//构造函数,在创建选定框时自动计算Xmin/Xmax/Ymin/Ymax
public Selector(Vector3 start, Vector3 end)
{
Xmin = Mathf.Min(start.x, end.x);
Xmax = Mathf.Max(start.x, end.x);
Ymin = Mathf.Min(start.y, end.y);
Ymax = Mathf.Max(start.y, end.y);
}
}
private Selector selector;
void CheckSelection(Selector selector, string tag)
{
GameObject[] Units = GameObject.FindGameObjectsWithTag(tag);
foreach (GameObject Unit in Units)
{
Vector3 screenPos = Camera.main.WorldToScreenPoint(Unit.transform.position);
if (screenPos.x > selector.Xmin && screenPos.x < selector.Xmax && screenPos.y > selector.Ymin && screenPos.y < selector.Ymax)
{
Debug.LogFormat("已选中目标:{0}", Unit.name);
Unit.GetComponent<Renderer>().material = light;
Unit.GetComponent<Renderer>().material.shader = Shader.Find("Custom/OutLine2");
Unit.GetComponent<Renderer>().material.SetColor("Color", Color.white);
Unit.GetComponent<Renderer>().material.SetColor("Atmosphere_Color", Color.green);
Unit.GetComponent<Renderer>().material.SetFloat("Size", 0.3f);
Unit.GetComponent<Renderer>().material.SetFloat("Falloff", 4.0f);
Unit.GetComponent<Renderer>().material.SetFloat("Transparency", 13f);
}
}
}
#endregion
#region Check
Vector3 PosStart = new Vector3();
Vector3 Pos1 = new Vector3();
Vector3 Pos2 = new Vector3();
Vector3 PosCurrent = new Vector3();
void CheckSelection_My()
{
Ray ray_curr = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray_curr, out hit,1 << LayerMask.NameToLayer("Plane")))
{
if (Input.GetMouseButtonDown(0))
{
ray_curr = Camera.main.ScreenPointToRay(Input.mousePosition);
PosStart = hit.point;
}
if (Input.GetMouseButton(0))
{
Pos1 = new Vector3(PosStart.x, 0, hit.point.z);
Pos2 = new Vector3(hit.point.x, 0, PosStart.z);
PosCurrent = hit.point;
Debug.DrawLine(PosStart, PosStart + Vector3.up * 100);
Debug.DrawLine(hit.point, hit.point + Vector3.up * 100, Color.green);
Debug.DrawLine(Pos1, Pos1 + Vector3.up * 100);
Debug.DrawLine(Pos2, Pos2 + Vector3.up * 100);
}
if (Input.GetMouseButtonUp(0))
{
GameObject[] Units = GameObject.FindGameObjectsWithTag("soldiers");
foreach (GameObject Unit in Units)
{
if (Between(Unit, PosStart, PosCurrent))
{
Debug.LogFormat("已选中目标:{0}", Unit.name);
list.Add(Unit);
Tool.Select(Unit);
}
}
}
if (Input.GetKeyDown(KeyCode.Space))
{
foreach (var item in list)
{
Tool.CancelSelect(item);
}
list.Clear();
}
}
}
#endregion
#region 画线
public Material GLRectMat; //绘图的材质,在Inspector中设置
public Color GLRectColor;//矩形的内部颜色,在Inspector中设置
public Color GLRectEdgeColor;//矩形的边框颜色,在Inspector中设置
void OnPostRender()
{
if (onDrawingRect)
{
//准备工作:获取确定矩形框各角坐标所需的各个数值
float Xmin = Mathf.Min(startPoint.x, currentPoint.x);
float Xmax = Mathf.Max(startPoint.x, currentPoint.x);
float Ymin = Mathf.Min(startPoint.y, currentPoint.y);
float Ymax = Mathf.Max(startPoint.y, currentPoint.y);
GL.PushMatrix();//GL入栈
//在这里,只需要知道GL.PushMatrix()和GL.PopMatrix()分别是画图的开始和结束信号,画图指令写在它们中间
if (!GLRectMat)
return;
GLRectMat.SetPass(0);//启用线框材质rectMat
GL.LoadPixelMatrix();//设置用屏幕坐标绘图
/*------第一步,绘制矩形------*/
GL.Begin(GL.QUADS);//开始绘制矩形,这一段画的是框中间的半透明部分,不包括边界线
GL.Color(GLRectColor);//设置矩形的颜色,注意GLRectColor务必设置为半透明
//陈述矩形的四个顶点
GL.Vertex3(Xmin, Ymin, 0);//陈述第一个点,即框的左下角点,记为点1
GL.Vertex3(Xmin, Ymax, 0);//陈述第二个点,即框的左上角点,记为点2
GL.Vertex3(Xmax, Ymax, 0);//陈述第三个点,即框的右上角点,记为点3
GL.Vertex3(Xmax, Ymin, 0);//陈述第四个点,即框的右下角点,记为点4
GL.End();//告一段落,此时画好了一个无边框的矩形
/*------第二步,绘制矩形的边框------*/
GL.Begin(GL.LINES);//开始绘制线,用来描出矩形的边框
GL.Color(GLRectEdgeColor);//设置方框的边框颜色,建议设置为不透明的
//描第一条边
GL.Vertex3(Xmin, Ymin, 0);//起始于点1
GL.Vertex3(Xmin, Ymax, 0);//终止于点2
//描第二条边
GL.Vertex3(Xmin, Ymax, 0);//起始于点2
GL.Vertex3(Xmax, Ymax, 0);//终止于点3
//描第三条边
GL.Vertex3(Xmax, Ymax, 0);//起始于点3
GL.Vertex3(Xmax, Ymin, 0);//终止于点4
//描第四条边
GL.Vertex3(Xmax, Ymin, 0);//起始于点4
GL.Vertex3(Xmin, Ymin, 0);//返回到点1
GL.End();//画好啦!
GL.PopMatrix();//GL出栈
}
}
#endregion
bool Between(GameObject gameObject,Vector3 Start, Vector3 End)
{
if(gameObject.transform.position.x<=Mathf.Max(Start.x,End.x) &&
gameObject.transform.position.x >= Mathf.Min(Start.x, End.x) &&
gameObject.transform.position.z<=Mathf.Max(Start.z,End.z) &&
gameObject.transform.position.z >= Mathf.Min(Start.z, End.z))
{
return true;
}
else
return false;
}
}
RTS框选
最新推荐文章于 2023-05-05 20:27:32 发布