unity 實現UI元素跟隨3D物體
阿新 • • 發佈:2019-01-09
在Canvas不同的渲染模式(RenderMode)下實現UI跟隨3D物體
當Canvas.RenderMode為Screen Space-Overlay時
利用WorldToScreenPoint(worldPos)將物體的世界座標轉換成螢幕座標,實時更新UI的座標:
using UnityEngine;
using System.Collections;
public class FollowWorldObj : MonoBehaviour {
[SerializeField]
GameObject worldPos;//3D物體(人物)
[SerializeField]
RectTransform rectTrans;//UI元素(如:血條等)
public Vector2 offset;//偏移量
// Update is called once per frame
void Update () {
Vector2 screenPos=Camera.main.WorldToScreenPoint(worldPos.transform.position);
rectTrans.position = screenPos + offset;
}
}
當Canvas.RenderMode為Screen Space-Camera時
利用RectTransformUtility.ScreenPointToLocalPointInRectangle換算出UI元素在Canvas的2D座標:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class UI_FollowObj : MonoBehaviour {
[SerializeField]
Camera UI_Camera;//UI相機
[SerializeField]
RectTransform image;//UI元素
[SerializeField]
GameObject obj;//3D物體
[SerializeField]
Canvas ui_Canvas;
// Update is called once per frame
void Update () {
UpdateNamePosition();
}
/// <summary>
/// 更新image位置
/// </summary>
void UpdateNamePosition()
{
Vector2 mouseDown = Camera.main.WorldToScreenPoint(obj.transform.position);
Vector2 mouseUGUIPos = new Vector2();
bool isRect = RectTransformUtility.ScreenPointToLocalPointInRectangle(ui_Canvas.transform as RectTransform, mouseDown, UI_Camera, out mouseUGUIPos);
if (isRect)
{
image.anchoredPosition = mouseUGUIPos;
}
}
}