定义常量
public class Content
{
//当前UI分辨率
public const float UI_Width = 1366f;
public const float UI_Height = 768f; //手机屏幕大小的二分之一
public static float screen_width_half = Screen.width / ;
public static float screen_height_half = Screen.height / ; //手机屏幕与UI的比率
public static float screen_width_ratio = UI_Width / Screen.width;
public static float screen_height_ratio = UI_Height / Screen.height;
}
血条跟随代码实现
using UnityEngine; public class UI_Follow : MonoBehaviour
{
public Camera m_camera;
public Transform m_target;
public RectTransform m_ui; private Vector3 position_sp; private void Awake()
{
if (m_camera == null)
{
m_camera = Camera.main;
}
if (m_ui == null && transform is RectTransform)
{
m_ui = (RectTransform)transform;
}
} private void LateUpdate()
{
if (m_target != null)
{
position_sp = m_camera.WorldToScreenPoint(m_target.position);
Format_Position(ref position_sp);
m_ui.localPosition = position_sp;
}
} private void Format_Position(ref Vector3 pos)
{
pos.x -= Content.screen_width_half;
pos.y -= Content.screen_height_half;
pos.x *= Content.screen_width_ratio;
pos.y *= Content.screen_height_ratio;
}
}
UGUI canvas.renderMode需设置为overlay,或camera但camera.projection需改为正交模式【在透视模式下会发生偏移】
实现拖动3D物体
using UnityEngine; public class DragObject : MonoBehaviour
{
private Transform m_target; private Vector3 pos_target;
private Vector3 pos_mouse;
private Vector3 pos_temp; private void Update()
{
if (Input.GetMouseButtonDown())
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.transform.CompareTag("Untagged"))
{
m_target = hit.transform;
pos_target = Camera.main.WorldToScreenPoint(m_target.position);
}
}
}
if (Input.GetMouseButton())
{
if (m_target != null)
{
pos_mouse = Input.mousePosition;
pos_mouse.z = pos_target.z;
pos_temp = Camera.main.ScreenToWorldPoint(pos_mouse);
m_target.position = pos_temp;
}
}
if (Input.GetMouseButtonUp())
{
if (m_target != null)
{
m_target = null;
}
}
}
}