unity 箭头指引逻辑

该代码实现了一个在Unity3D中将3D场景相机坐标转换到UI相机坐标的类`ArrowItem3D`。它更新箭头对象的位置、旋转和缩放,以保持其指向两个游戏对象之间。转换函数`SceneWorldToUIWorld`处理不同相机间的坐标变换,并根据屏幕尺寸调整箭头在UI上的位置。
摘要由CSDN通过智能技术生成

因为场景中相机和ui所示相机为两个相机,所以需要将坐标从场景相机转换到ui相机中

using UnityEngine;

public class ArrowItem3D : MonoBehaviour
{
    private Camera m_sceneCamera;
    private Camera m_uiCamera;
    private Canvas m_canvas;

    private GameObject m_playerObj;
    private GameObject m_targetObj;

    private Vector3 m_playerVec;
    private Vector3 m_targetVec;

    private static float MAX_SIZE_DISTANCE = 50f;
    private static float MAX_SCALE = 0.5f;

    public void Init(GameObject player, GameObject target, Canvas canvas, Camera sceneCamera,Camera uiCamera)
    {
        m_playerObj = player;
        m_targetObj = target;
        m_canvas = canvas;
        m_sceneCamera = sceneCamera;
        m_uiCamera = uiCamera;
    }

    private void Update()
    {
        UpdateItemPos();
    }

    /// <summary>
    /// 旋转,位置,并且scale也有变化
    /// </summary>
    private void UpdateItemPos()
    {
        m_targetVec = m_targetObj.transform.position;
        m_playerVec = m_playerObj.transform.position;

        //旋转
        Vector3 tmp = SceneWorldToUIWorld(m_targetVec) - SceneWorldToUIWorld(m_playerVec);
        transform.up = tmp;
        var dist = tmp.magnitude;
        float scale = dist > MAX_SIZE_DISTANCE ? 1 : Mathf.Max(MAX_SCALE, dist / MAX_SIZE_DISTANCE);
        transform.localScale = new Vector3(scale, scale, 1);

        //pos
        Vector3 uiTargetPos = SceneWorldToUIWorld(m_targetVec);
        transform.position = uiTargetPos;
        Vector3 uiTargetLocalPos = transform.localPosition;

        //具体的逻辑 根据分辨率确定屏幕UI坐标系的边界
        float screenScale = m_canvas.GetComponent<RectTransform>().rect.width / m_canvas.GetComponent<RectTransform>().rect.height;
        float uiHeight = m_canvas.GetComponent<RectTransform>().rect.height;
        float uiWidth = m_canvas.GetComponent<RectTransform>().rect.width;
        float screenHeight = uiHeight / 2;
        float screenWidth = uiWidth / 2;

        if (Mathf.Abs(uiTargetLocalPos.y) <= screenHeight && Mathf.Abs(uiTargetLocalPos.x) <= screenWidth)
        {
            return;
        }

        if (uiTargetLocalPos.y == 0)
        {
            float posX = uiTargetLocalPos.x > 0 ? screenWidth : screenWidth * -1;
            this.transform.localPosition = new Vector3(posX, 0, 0);
            return;
        }

        if (uiTargetLocalPos.x == 0)
        {
            float posY = uiTargetLocalPos.y > 0 ? screenHeight : screenHeight * -1;
            this.transform.localPosition = new Vector3(0, posY, 0);
            return;
        }

        float targetScale = uiTargetLocalPos.x / uiTargetLocalPos.y;
        //大于的话以横屏为标准
        if (Mathf.Abs(targetScale) > screenScale)
        {
            float width = uiTargetLocalPos.x > 0 ? screenWidth : -1 * screenWidth;
            this.transform.localPosition = new Vector3(width, width / targetScale, 0);
        }
        else
        {
            float height = uiTargetLocalPos.y > 0 ? screenHeight : -1 * screenHeight;
            this.transform.localPosition = new Vector3(height * targetScale, height, 0);
        }
    }

    /// <summary>
    /// 场景相机世界坐标系转ui相机世界坐标系
    /// </summary>
    /// <param name="pos"></param>
    /// <returns></returns>
    private Vector3 SceneWorldToUIWorld(Vector3 pos)
    {
        Vector3 vec = m_sceneCamera.WorldToScreenPoint(pos);
        if (Vector3.Dot(m_sceneCamera.transform.forward, pos - m_sceneCamera.transform.position) < 0)
        {
            vec = -vec;
        }
        
        vec.z = m_canvas.planeDistance;
        return m_uiCamera.ScreenToWorldPoint(vec);
    }
}

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